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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
- GS city has its borders expanded (how???)
- GS spear moved north and encountered the chuck that was just outside Hun borders
- GS has Feudalism
- GS has not researched 100% for this past turn either (~ same gold)
- We met Sarantium - a surprisingly underdeveloped civilization with 3 cities, all default civics on (bureaucracy, caste system and * slavery available) and only keeping up in research in only one field - b-line to Liberalism; they also have HBR, so we can trade for it to get knights.
EDIT: * - forget it - they don't even have Priesthood and Currency, not even talking about CoL.
-- What history has taught us is that people do not learn from history. -- Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning.
Their spear moving north + their city expanding borders are clearly provoking, so this means war in all cases.
However, the fact they have feudalism might convince us to wait 1 turn...
==> If they give us feudalism, it means they want to avoid war, which means they are not prepared for it, which is good (double good).
==> If they don't give us feudalism next turn, this means they are fully prepared for war and are expecting us to attack.
I don't know what to do... What about moving units forward as if it was war, but not attacking their spear yet ?
I think the south chucks should remain where they are, while everyone else moves.
As a sign of goodwill we should also move the chuck in their territory out of it.
Meanwhile we should greet Sarantium and discuss tech trade opportunities.
-- What history has taught us is that people do not learn from history. -- Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning.
Here goes the midturn
- moved ahead most of the military and workers
- discovered Sarantium
Issues
- should move the northern visible chuck (from spear position) NW on the road - it will not lose a turn since it can reenter using road but will be out of range of spears visibility.
- should move out the chuck in GS borders
- what to do with scout - probing them will look suspicious
- diplomacy vs Sarantium
-- What history has taught us is that people do not learn from history. -- Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning.
First we need to whip that settler we need for horses, but now Im uncertain when exactly we need it since I discovered a mistake in my calculations which says that we need Paper before we can use merchant to boost Guilds.
-- What history has taught us is that people do not learn from history. -- Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning.
I think we should give GS every opportunity to hold its end of the bargain up, if they do we get a nice Tech if not we have our cause for war and all will be honorable. Backing away a Chuck for one turn is no big deal I say do it.
Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche
Originally posted by binTravkin
- should move the northern visible chuck (from spear position) NW on the road - it will not lose a turn since it can reenter using road but will be out of range of spears visibility.
I thought a scout could move to that tile and if the GS spear goes NW it would see it. The chuck remaining there could be explained as Hun attack force.
- should move out the chuck in GS borders
cons - we yield to that jungle on hills tile. good to keep it cause so difficult to attack someone there
- what to do with scout - probing them will look suspicious
- diplomacy vs Sarantium
I thought a scout could move to that tile and if the GS spear goes NW it would see it. The chuck remaining there could be explained as Hun attack force.
The chuck is actually outside borders, plus it's not losing anything by moving on the road anyway.
cons - we yield to that jungle on hills tile. good to keep it cause so difficult to attack someone there
The point was to withdraw it since it is now in GS cultural borders and we had an agreement to not have units in borders.
-- What history has taught us is that people do not learn from history. -- Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning.
chuck in GS' territory: leave it there
chuck above spear: going NW is ok for me
scout: start moving back to nanjing to board caravel
sarantium: ask them a short history of their continent
Why leave chuck in GS territory?
That gives us nothing and will most likely decrease their willingness to transfer us anything.
Mhasa is doing explorer, correct - since it's output is not very big and we need a really good scout vs GS, I put explorer there.
-- What history has taught us is that people do not learn from history. -- Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning.
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