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Originally posted by vmxa1
I suspect they are well aware that we can do little to their scout and are tweaking our noses. We really will only have one choice if we want to stop it and they want it to continue and that is to take them down as a two move unit will always get away from a one move unit.
So we can demand and hope, but little else at this time.
The only chance a 1-move unit has against a 2-move unit is when they 2-move unit doesn't know that it is there. It's not so unlikely. Take a look at the following picture:
If the decided to scout North, I'm fairly certain they would follow the path indicated. 8-9 to the hill, 9 to the next hill, and then 9-9 to the next hill. Grog could heal where he is for two turns, then move 4 to be ready to gronk them when they end up on the hill. We could even increase their chances of scouting North by moving Spinebreaker 1 (ie southwest) this turn, discouraging them from scouting in that direction. There is another advantage to this plan - they should have counted our hammers correctly, and so know that we have two warriors. If we move him 1, they can see Spinebreaker. On the reasonable assumption that we wouldn't leave our capital unguarded, this would mean that they knew exactly where our two warriors were, and so they wouldn't suspect that Grog was laying in wait to bump off their scout....
Of course, I reckon this plan still has about a 30% chance of coming off. My estimates are that there would still be a 20% chance that they would go another direction entirely, 20% chance that they would scout SW regardless of Spiney moving that way, 20% that they would go NE but (supercautiously) only move 1 turn at a time, and 10% that some animal appears and throws the whole thing off.
BUT if we were to decide that we did want to kill the scout, I think this is our best option.
I know that it's very hard to prove that religion never spreads when war is declared - proving a negative, yeah.
I can say for sure it is far less likely than under normal conditions. War is much more restrictive than no-contact, it's by far the most restrctive thing when it comes to religion spread.
I should be able to confirm this by dredging through the SDK.
edit: Oh geez, this is tangly.
I can't post a line of code that disqualifies spread between warring civs.
I can however, confirm that there is no "war check" in normal trade route determination.
Both trade and religion simply use a connectivity check; the trade routes of course also check for open borders / merchantalism / free trade. But the "check" for war is done at the stage where it determines if two cities are connected (technically, if they're in the same trade group which is tied to tiles not cities; yeah it's tangly).
So what I can confirm is that the normal trade calcuation and the religion spread calcuation both work the same way with respects to war. We don't get trade routes with those we are at war with, so it stands to reason religion can't spread either.
It may sound a bit complicated but it's definite enough proof for me that war will prevent religious infection.
Back to the original discussion: if we get half a chance of killing their scout, we mustn't hesitate! That scout probably has another 1 or 2 techs in it, plus a decent amount of money. By killing it we would take that benefit from them, and get a number advantage on them. We effectively kill their scouting for at least the next 20 turns!
Just to make sure we're all on the same page: Vox have (foolishly) moved right next to Spinebreaker. It's almost too easy...suspiciously easy. But that said, this could be the only chance we have to take them down:
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