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Call To Power 2 Cradle 3+ mod in progress: https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/9437883-making-cradle-3-fully-compatible-with-the-apolyton-edition
Unnamed worker is on same tile as FS axe. Rush finishes chop at end of turn.
This would be my suggestion for moving the small army south so as to stay away from the Horde's border sight as long as possible. The star represents where the Horde moved their archer.
Moves look pretty good. The primary short-term problem is, I think, finding the hill to be already occupied; In that case we should be able to move to the cattle.
I'm wondering if we should not be sending the army straight to the Horde's horse city and blockade that one to prevent them pumping any horse archers out, instead of going to their capital.
Originally posted by polarnomad
I'm wondering if we should not be sending the army straight to the Horde's horse city and blockade that one to prevent them pumping any horse archers out, instead of going to their capital.
The new city will take longer to get a worker out, and without a worker it's pretty much a dead end. We suspect they are producing either another settler or a worker in the capitol, we have a chance to capture a worker by heading there. Also, by removing Copper from the horde's abilities, we remove virtually all threat from them.
As for the hill being occupied: Depends on what occupies it. Warrior or scout? Kill it. Archer? Go around.
One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin You're wierd. - Krill
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