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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
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Orders for turnchat 2249-2256, 15/2/2003, 2200 GMT
GT, are my general orders for several of the formers ok, or do I still need to give detailed tile-per-tile soil enricher per soil enricher orders?
Requests to the DPO
Could you please design a 0-1-2*2 fusion probe team?
Could you please design a 0-1-4*2 probe foil with deep radar?
Could you please design a 0-3-5*2 transport with deep radar?
Requests to the DIA
Could you please design a 0-1-2*2 super former?
Could you please design a 0-1-6*2 super fusion cruiser former?
Rush requests (perhaps more may be added depending on the former poll):
Concordia: research hospital: 144 ec
Pandemonium: energy bank: 42 ec
Sheathed Sword: tree farm: 212 ec
Terminal Dogma: research hospital: 184 ec
Valhalla: tree farm: 36 ec
Total: 618 ec
Build queues
Concordia (second item put in between)
research hospital
0-1-2*2 fusion probe team
hybrid forest
fusion lab
centauri preserve
Pandemonium (nothing changed)
energy bank
research hospital
fusion lab
centauri preserve
Sheathed Sword (second item put in between)
tree farm
0-1-4*2 probe foil with deep radar
0-1-6*2 super fusion cruiser former
research hospital
fusion lab
centauri preserve
Valhalla (second item and following added)
tree farm
0-1-6*2 super fusion cruiser former
0-1-2*2 super former
0-1-2*2 super former
0-3-5*2 transport with deep radar
research hospital
Worker allocations
Concordia
When the borehole is finished, put an engineer on it as a worker.
Sheathed Sword
In MY 2250 this base will grow. Please changed the extra worker into an engineer.
Crawlers
Concordian crawler on (10.78) S-SW of Concordia, convoying minerals
-move to Pandemonium
-rehome to Pandemonium
-move back to the original tile (10.78)
-convoy minerals
Concordian crawler on (14.78) SE-SE-SE of Concordia, convoying minerals
-move to Valhalla
-rehome to Valhalla
-move back to the original tile (14.78)
-convoy minerals
Formers
Let all formers (six, with two more to be built in Valhalla) around Concordia and Valhalla first finish their current task (borehole and forest) and then plant soil enrichers on all four farmed tiles in that area. If finished, move on to construct soil enrichers on all farms near Pandemonium.
Let all four formers on (13.65) S-SE of ShSw construct soil enrichers on the farms around Sheathed Sword. If finished, move on to the farms near Pandemonium.
One of the two Pandemonian formers (16.68) SW-SW of TeDo
-move to Sheathed Sword
-rehome to Sheathed Sword
-help the four above formers with enriching the soil of the farms around Sheathed Sword and Pandemonium.
The other second Pandemonian former (16.68) SW-SW of TeDo
-move one tile N to (16.66)
-build road
-remove fungus
-construct mine
Sheathed Swordian 0-2t-1 trance former (14.56) S of Ankh-Morpork
-move to Ankh-Morpork and rehome. Give control over to the Solarian governor.
Terminal Dogmatic former (14.56) S of Ankh-Morpork
-move to (12.60) N of ShSw
-build road
-help the four above formers with enriching the soil of the farms around Sheathed Sword and Pandemonium.
Any sea former
Just build kelp farms and tidal harnesses in the base radius of the base supporting the sea former.
upgrade all Akirian formers to super formers design (0-1-1 super, NOT the one with armour on it, but a new, armourless model with a FISSION reactor to save 10 mins a piece)
There are 6 Akiria-supported formers and 3 other formers (iirc) under my command, for 9 total, each of which will cost 30 ec to upgrade as above, for a grand total of 270ecs in upgrades.
Rush requests as follows:
Format of rush costs:
Cost for no carryover (Cost for 10 mineral carryover)
Requested immediately (in order of priority):
- Tree Farm in Cyclops in 1 turn for 134ec (154ec)
- Tree Farm in Twin Peaks in 1 turn for 106ec (126ec)
- Research Hospital in New Tassagrad in 1 turn for 36ec (56ec)
- Network Node in Aurora in 1 turn for 6ec (26ec)
Requested in one turn (on 2250):
- Fusion Sea Formers in Espirito del Aqua in 1 turn for 54ec (84ec)
That's 336ec total in rushes so far. 506 if combined with the upgrades. That's about a turn and a half of our energy profits.
Requested for sometime in the near future:
- When New Tassagrad's crop failure is over, rush the Hab Complex if the amount is reasonable (given our ECs, that means if the first 10 mins are done).
- Anything in Espirito del Aqua, it can't build stuff worth ****
If, during play, a good oppurtunity for a rush comes up, please consider doing it, because we are swimming in ECs and Akiria could benefit greatly from some of them
General Orders for the Commssioner
1) If, for any reason, an Akirian base should begin generating any ED at all, cut mineral production until the ED goes away. Start by un-convoying mineral crawlers, then start moving/pulling workers if necessary. Please use your discretion in worker fiddling, so as to not overly damage nutrient or energy production. If time permits, please check any Akirian base that was near the ED limit (ie over 20 mins) and may have increased production since last checked.
2) Please check, before ending each turn, whether the next turn will bring a drone riot for any Akirian base. If so, please take preventative steps. I'll understand if time constraints make this touch-and-go, but please do your best to prevent drone riots (as opposed to fixing the problem after the riot starts).
Specific Orders for the Commssioner
1) Keep an eye on Espirito del Aqua and take steps to prevent possible drone riots. Particularly after the CC is built.
2) Remember those rushes this time!
Build Queues
Unchanged from current (as of the save)
Crawlers New Tassagrad Crawler at 13,109 (S from NT)
- move to 10,112 (SW, SW, SW)
- Convoy minerals
Twin Peaks Crawler #2 (in TP), to be built
- Move to 22,112 (SW)
- Convoy nutrients (displace worker to an unworked forest square)
Cyclops Crawler #2 (in Cyclops), to be built
- Move to 7,119 (W, S)
- Convoy nutrients (displace worker to an unworked forest square)
Cyclops Crawler #3 (in Cyclops), to be built
- Move to 10,118 (SE)
- Convoy nutrients (displace worker to an unworked forest square)
Espirito del Aqua Sea Trawler #1 (in EdA), to be built
- Move to nearest FWS squre with a mining platform
- Convoy minerals (displace worker to a good unworked square)
All other Crawlers to be left unchanged.
Formers
Note: I'm assuming that any formers in Akirian territory are under my command and am thus giving orders for them. If any are not under my control, please ignore any of my orders for them and notify me which ones are not under my control. Note that I've ceased giving orders for the DEM and NA formers just outside Cyclops since they appear to be doing other things.
The group (#1) of: Zanarkand Gate Former (10,118) SE of Cyclops, removing fungus Aurora Former (10,118) SE of Cyclops, removing fungus Cyclops Former (10,118) SE of Cyclops, removing fungus
- Finish removing fungus
- Build road
- Build Farm
- Build Condensor
- Build Soil Enricher
- Move to 7,119 (SW W)
- Build Soil Enricher
- Move to 6,118 (NW)
- Build road
- Build Farm
- Build Soil Enricher
New Tassagrad Former (7,119) SW SW of Cyclops, no orders
- Finish removing fungus
- Build road
- Move to (12,110) (N N N E E)
- Build Soil Enricher
- Move to (13,109) (NE)
- Build Soil Enricher
- Move to (14,110) (SE)
- Build Mine
- Build Road
- Move to (18,108) (NE NE E)
- Build farm (replace forest)
- Build condensor
- Build Soil Enricher
The group (#2) of: Aurora Former (22,114) S SW of Twin Peaks, no orders Aurora Former (22,114) S SW of Twin Peaks, planting forest Aurora Former (22,114) S SW of Twin Peaks, no orders
- Finish planting forest
- Move to (22,112) (N)
- Build Soil Enricher
- Move to (20,112) (W)
- Build Soil Enricher
- Move to (21,109) (NE N)
- Build Condensor
- Build Soil Enricher
- Move to (18,108) (NW W)
- Build farm (replace forest)
- Build Condensor
- Build Soil Enricher
Tacticus Academy Former (22,108) N NW of Twin Peaks, no orders
- Move to (22,112) (S S)
- Build Soil Enricher
- Join former group #2 (follow their orders)
Crystalis Former (22,112) SW of Twin Peaks, no orders
- Build Soil Enricher
- Join former group #2 (follow their orders)
New Apolyton Former (26,114) SE SE SE of Twin Peaks, removing fungus
- finish removing fungus
- build farm
- build condensor
- build soil enricher
- build road
New Tassagrad Sea Former (15,105) NE NE of New Tassagrad, no orders
- Build Kelp Farm
- Move to (17, 105) (E)
- Build Mining Platform (square for use by EdA)
- Build Kelp Farm
- Move to (19,103) (NE NE)
- Build Tidal Harness
- Move to (18,104) (SW)
- Build Tidal Harness
- Build Kelp Farm
Espirito del aqua Former, when finished
- Join the New Tassagrad Sea former (orders just above this)
Any other Formers built during the turnchat:
- Probably just join a nearby former group, but feel free to use your discretion (short of boreholing the place to swiss cheese )
Workers
Aurora Worker (21,109) (SE SE of base)
- Switch to a forest square.
Espirito del Aqua Worker (17, 101) (NE of base)
- Become empath to stop pending drone riot
Espirito del Aqua Worker (18, 102) (E of base)
- Switch to (15,105) (S SW of base)
New Workers in any of the land bases
- Cultivate a farm square if nutrients are really needed, a forest square otherwise. Feel free to use your discretion if it would help the base.
New Workers in EdA
- Keep the food coming in, and go for any mining platforms that get built. If feasible, take some off of non-mineral low energy squares to work as engineers (or empaths, if needed).
Surprisingly not much to do this turn, the infrastructure queues in all bases are nearly full due to last turns orders, and the industrialization is proceeding as planned.
Build Queues
Crystalis (no change)
Mysidia (no change)
New Suez (no change)
U.N. Research Complex (no change)
Transcendence Academy
-change production form Fungicidal Former Mk2 to Recreation Commons
-rush Recreation Commons
Heaven’s Gate (no change)
Crawlers
Any newly constructed crawlers are to move to unoccupied forest locations and are to convoy minerals.
Formers
Upgrade all formers in Twin Sea region to Super Formers (doubles terraforming rate).
Move formers to squares not already containing forests, and remove fungus (if necessary), plant forests & build roads; except in rocky areas, in which case construct mines and build roads.
You can only curse me to eternal damnation for so long!
Originally posted by Maniac
Well I didn't consider them critical in those bases as they don't have many forests in their radius. But if you insist...
well, i guess they're not critical...you can bump them down if you want. i just think we should put them in place, since they not only increase forest output, but mainly increase lab and economy output (so if you want to put fusion labs first, go ahead)
Apart from Maniac ( requests granted) most other Governors ( not TKG or Cedayon)), especially Voltaire, have just submitted build orders. Their early defence promises are not being delivered. I will appeal to the DIA and Alpha Talent if there is not a stronger defence commitment from all regions.
On the ISDG 2012 team at the heart of CiviLIZation
I'm not sure I ever made defense promises... I've asked a few times (like last time) if you wanted NT to build some units, but I never got a response so I commited it to the XD.
If you want some units built, let me know which units and how many.
In the future, please ask me directly if you want something done before threatening to appeal to higher officials to force me to do that thing.
herc, what specifically do you need, again? i'm currently in the middle of a huge effort to beef up the infastructure in aurillion, so i doubt i'll be able to help there. maybe once my new super formers have completed a few boreholes, and i have hybrid forests and fusion labs everywhere, i'll commit some bases to building ships and air units. until then...
as DIA however, i can force some coastal bases in centralis and twin sea to build you ships if you need, but i think Suez is building a project ATM.
Aurillian Orders
upgrade all aurillian formers to super formers design (0-1-1 super, NOT the one with armour on it)
Build Queues
UNPD
Rush Hab complex (80 credits)
NEW DESIGN: Super fusion formers (0-1-2*2 super) (RUSH AFTER 10 MINERALS)
Super Fusion formers (RUSH AFTER 10 MINERALS)
Hybrid forest
fusion lab
Zanarkand Gate
Rush tree farm (6 credits)
delete missile cruiser
Super Fusion formers (RUSH AFTER 10 MINERALS)
Super Fusion formers (RUSH AFTER 10 MINERALS)
hybrid forest
hab complex
fusion lab
Deus Ex Machina
finish energy bank
Super Fusion formers (RUSH AFTER 10 MINERALS)
Super Fusion formers (RUSH AFTER 10 MINERALS)
hybrid forest
hab complex
fusion lab
Xanadu
in 1 turn, rush tree farm (162 credits)
Super Fusion formers (RUSH AFTER 10 MINERALS)
Super Fusion formers (RUSH AFTER 10 MINERALS)
hybrid forest
UN Marine Institute
rush rec commons (26 credits)
replace Sea formers with Super Fusion sea formers (RUSH AFTER 10 MINERALS)
keep existing queue thereafter
Crawlers
move (9, 101) crawler outside ZG to (11, 103) and crawl minerals
move (7, 105) crawler to (9, 107) and crawl minerals
move (14, 98) trawler 1 space north and crawl energy
Formers
Group S SW of DEM - cancel current job, both work on borehole in current square
NW of DEM - cancel current job, assist in construction of borehole 2 tiles south
(6, 98) former - move to 11,97 and construct borehole
DEM former N N of cyclops - finish job, move to 5,115, build road, then borehole
Zanarkand Gate former SE of Cyclops - cancel orders for it, and move to 5,115 to assist in borehole construction
UNPD former S SE of transcend academy - move to 11,103 and construct borehole
Outside UNMI: after kelp farm, build mining platform
Sea former from Xanadu: head north to terraform Circular Quay, transfer control to Centralis
New formers from UNPD: more to 11,97 and build borehole, then to 15,93 to build BH
" " " ZG: move to 11,103 and build borehole, then to 8,102 to lower terrain
from DEM: move to 2,102 and build borehole (replace condensor), then to 3,99 to remove fungus, build borehole
from Xanadu: to 5,115 to build borehole, then 7,111 to build BH
Workers
UNPD: move one sea worker to a forest
ZG: change empath to work a forest
DEM: no changes
Xanadu: no changes
UNMI: make it look like the attached picture
Apart from Maniac ( requests granted) most other Governors ( not TKG or Cedayon)), especially Voltaire, have just submitted build orders. Their early defence promises are not being delivered. I will appeal to the DIA and Alpha Talent if there is not a stronger defence commitment from all regions.
Infrastructure takes priority, and before I can commit the industrial power of the Twin Sea region to defense I have to keep my promise to industrializing and modernizing the entirety of the region. I would also the question of building up unnecessary defensive measures when the minerals could be put to use of improving the lives of the regions people. The Hive has to date not attacked us on our home soil, our current defenses have been sufficient in keeping native lifeforms at bay, and many bases still lack even the most basic infrastructure.
I will concede that the Twin Sea defense forced need an overhaul, but I don’t see the need to devote the minerals of the region to the construction of new units when the DPO can simply upgrade the existing units, this should hardly be a problem given that the new free market economic system produces a surplus great enough to fund such an endeavor. So in short I would request that that DPO, rather than complain about the lack of interest the Twin Sea administration has taken in defense, overhaul the forces in the Twin Sea region using DPO funds.
You can only curse me to eternal damnation for so long!
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