The Altera Centauri collection has been brought up to date by Darsnan. It comprises every decent scenario he's been able to find anywhere on the web, going back over 20 years.
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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
I just finished my first game (won by UN, whoo hoo!). I wish spies could help my fellow Indians in their revolt against the Japanese. My culture had pushed back the border right to the edge of Nara, and I see the message, "Revolt in Nara" or some such. Would be nice if I could put my spy there and arm the rebels against their oppressors and take the city, or at least increase the chances. Maybe not to the point of buying cities like in Civ2 but given that a revolt is in progress, up the odds of the city flipping.
I found the spy useful only as a scout in enemy territory as advance warning of troop movements. Sabotaged a few improvements.... Would have liked to blow up some roads too!
mac
"'Here's to the army and the navy and the battles they have won; here's to America's colors, the colors that never run.'
'May the wings of liberty never lose a feather'"
Checking the happiness situation and then destroying a few of the critical resources means instantly a few protesters in most of his cities. Very powerful when preparing for a war.
When health can be an issue destroing some health resources helps a lot as well.
It is all about timing, having the money and the spies in place.
Resources like oil and coal are mostly protected though.
Originally posted by Urban Ranger
You people watch too many Hollywood movies. Real life spies are nothing of that sort.
Of course if real life spies were like what people here want, then you wouldn't know they arn't like that. In fact you wouldn't know anything about them at all. The dude who lives next door and works at the local supermarket might have nukes in his cupboard just waiting for the order.
I think though if advanced type missions are going to be implemented, then the old plant spy mission needs to be reborn. Would make more sense that a spy needs to be planted for a certain number of turns before being able to do a given mission. eg after 10 turns can attemp to destroy a building, 40 turns then can attempt to steal tech. A spy would need to be an accepted member of the community to undertake mission without giving away their own involvment, or would need time to infiltrate an establishment.
If not a plant spy type system, then maybe any given mission takes X turns to complete, with chance of discovery each turn. That would simulate the time required to infiltrate the required areas to complete the mission.
Spys are the single most important unit of all my games. Getting near the end I need them to slow the leading races space ship building down a bit so I can catch up lol.
Seriosly, I have manages to win games where I was lagging far behind simply by sabotaging the AI's spaceships and destroying the shield producing tiles.
What I have noticed though, is that when you can get a look inside a city you wonder how the hell they are managing to build so fast. They don't have that many shiels but they can knock a space ship stasis chanber together in a dozen turns. Cheating B*stids
Originally posted by Platypus Rex
thanks Silver14 for the spy-sub thought
Yeah I was wondering how to use spies to sabotage all of a civ's Oil reserves if they had an off shore rig. I suppose it is a bit more James Bondish to have a spy get off a submarine and blow up an oil rig. Green Peace will never know...
The thing is that James Bond is a fantasy spy, bearing no relation to reality, and a seriously unbalancing concept for this game, IMV. This game is not about modelling reality, but nor is it a mere environment for James Bond uber-units - except in mod-land of course.
Seriosly, I have manages to win games where I was lagging far behind simply by sabotaging the AI's spaceships and destroying the shield producing tiles.
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