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Kommunizma City and Voltairograd keep current productions.
After Hive finishes the colony pod, what will be the future production?
Unit guarding Kommunizma City heads 1 south, then heads 1 north next turn.
Units moves:
Old Colony Pod - New city at its location called "CyCon Pact"
New Colony Pod heads - nurtient resource three west, 1 south-west of voltairograd
western scout - keeps exploring north
damaged rover - heads towards monolith
undamaged rover - follows scout
scout near bases - heads south
New Former heads - towards nurient in voltairograd (to forest or farm) and will road the mine that's being built on the way.
Suggested adjusted base sites.
- sunny mesa base is shifted north-west by 1, so can borehole the energy later, and have more growth
- the sea base near the sea energy shifted 1 south, so more growth and we have a sea link there.
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Got bored and decided to have a look at the turn.
We finished researching applied physics
- choices for next tech are
Mobility
Progenitor Pysch
Biogenetics
Plantenary Networks
Nonlinear Mathematics
I suggest plantenary Networks so we can changed to "planned"
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The new city needs formers to increase production (the one built this turn).
Perhaps switch to former and pay 15 energy to rush a former. Then switch to scout. The former will then build a forest somewhere.
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Hive is now either running even with drones or maybe 1 point ahead.
The university seems to have lost a unit or something as there's a dip in their power graph.
Data angels are now first - looks about 17 points
University 2nd - looks about 15 points
CyCon 3rd - looks about 14 points
Priates 4th - looks about 13 points
Believers 5th - looks about 11 points
Hive & drones 6th - looks about 8 points
(We look pretty screwed)
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Who's Who
Tech: CyCon
Military: Believers
Population: Angels
Wealth: Priates
Terrority: Believers
Overall: Angels
The data angels look like they've got the monsoon jungle.
Can you take the turn. I don't think I have the clearance.
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Drones are busy building the merchant's exchange. I think that's why they're lagging in the power graph. I think they're going for a super science city + trawler combo. We don't seem to have an excuse for lagging at all .
I was looking at the faction profiles. It looks like we can get extra information from there. Although I have no clue why we have the comm frequencies of the other factions since we haven't met them yet.
Economic Social Models:
The University is running free market.
The Cycon are running planned.
Captial Cities
University: University Base
Cycon: Apoloyton Prime
Pirates: Tripoli (I have no idea how they came up with that weird name)
Drones: Free Drone Central
Originally posted by Kody
I was looking at the faction profiles. It looks like we can get extra information from there. Although I have no clue why we have the comm frequencies of the other factions since we haven't met them yet.
In scenarioed PBEMs there is no way to block off commlinks. However, the faction leader's name is all that's there, indicating that you have nor yet made contact. When you first make contact, youy'll see Truce appear next to the name (or Treaty or Pact if you have agreed to either)
Also, when you do make contact, you'll find that now you can offer that commlink to a third party.
hence the PBEM rule "No contact till in-game contact or commlink acquired"
And it's a common tactic to bring up a faction, open the diplo box, and "offer all tech" just to see what you have that they don't - there's absolutely no way of policing that, so PBEM rules just accept that people will do it (the corollary is that if you forget to blank them out before closing the diplo box, that other player next turn will now see what techs you have that they don't have)
And you always could right click on a faction leader's name to see what their SE choices, population, etc are.
And when you are pacted with someone, if they have infiltration on another that you don't have, you can click on that other faction, then select your pactmate's symbol from the bottom of the page, and get additional infiltrator info that way (energy reserves, current tech being produced, etc)
After Hive finishes the colony pod, what will be the future production?
Somebody suggested it build a scout to go with the colony pod? Or did we decide that Komm City is going to do that?
[*]Old Colony Pod - New city at its location called "CyCon Pact"
Are we sure we want this name?
[*]New Colony Pod heads - nurtient resource three west, 1 south-west of voltairograd
Not sure where is it. Are you talking about the velley site? I'm all confused about directions now.
Suggested adjusted base sites.
- sunny mesa base is shifted north-west by 1, so can borehole the energy later, and have more growth
- the sea base near the sea energy shifted 1 south, so more growth and we have a sea link there.
Not sure about the sea base. We probably don't want many coastal exposure right this moment. The sunny mesa site is better at the energy square than the nut square since the monolith would be wasted if you choose the nut square. Definitely don't want to do that.
We finished researching applied physics
- choices for next tech are
Mobility
Progenitor Pysch
Biogenetics
Plantenary Networks
Nonlinear Mathematics
I suggest plantenary Networks so we can changed to "planned"
Looks like we got a concensus to research PN here.
Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski
Not sure where is it. Are you talking about the velley site? I'm all confused about directions now.
It's the nuturient in that valley which has access to those two mineral bonuses.
Suggested adjusted base sites.
- sunny mesa base is shifted north-west by 1, so can borehole the energy later, and have more growth
- the sea base near the sea energy shifted 1 south, so more growth and we have a sea link there.
Not sure about the sea base. We probably don't want many coastal exposure right this moment. The sunny mesa site is better at the energy square than the nut square since the monolith would be wasted if you choose the nut square. Definitely don't want to do that.
Well we can also put another base somewhere else that uses the monolith.
If I remember correctly we're going for infinite city crawl. It's very unlikely the monolith will be wasted. The Energy on the Mesa site looks to be a great place to put a borehole, and it would be excellent for energy trawling too.
If you're worried about sea bases just get some formers to raise the land. At the moment I think that putting a base where I've indicated would allow us a sea canal. It might prove to be of high military significance later in the game. It really depends how far down the land goes to the south.
There's nothing wrong with crawlering a borehole. As for a monlith my suggestion was building another city nearby.
PS: new turn of industry game is up, for the turn after that will have to wait for vev to make a move. He usually ignores these boards on weekends. Also HongHu you're writing in the wrong turn number. Put turn 2 in your next edit.
I am back. The turn was sitting for 12 hours, so HongHu, Kody and I played it. We built the new city, named it St. Voltairesburg (hope our glorious comrade chairman doesn't mind). We took the new former at kommieville and are building a road on the mine we are constructing. We are building another former there now and a colony pod at voltairograd. We got applied (YAY!), and started Planetary Networks. Anywho, I will post the turn chat tomorrow, it is late here, and I need to go to bed before work tomorrow.
- Rokossovky
(Jesus Christ it is late, I almost put "Love, Josh" there.... *smacks self*....Poly is NOT my girlfriend)
P.S (not concerning the rest of you guys) Oh, and in answer to your question HongHu, the fungus Lal was on gives a defensive bonus (as long as it's not a mindworm attacking).
- Comrade Marshal Rokossovky
Marshal of the Revolutionary Army of the Socialist People of the Human Hive
The Drones construction on the Merchant Exchange may switch over to Weather Paradigm due to the non-penalty of switching between secret projects. Once they get the appropriate tech. As for the city name, somehow I don't think Cycon Pact sounds right and coming form the Cycon's point of view, they may regard it as sucking up by the Hive, especially with the current status of the Hive in the powergraph.
As for crawling a borehole, it seems wasteful if done on the long run. That unused monolith is still bothering me. I suggest The Hive builds a former to road up the cities?
Well if you have a super science city with all the bonus +labs it's very worthwhile. Also the city that has access to the borehole might be in need of nutrients rather than minerals.
Of course there are times when it's better to let the borehole be used by the city. However, I believe there are times when crawling a borehole is useful.
When you mentioned the drones not having the needed tech. I tried that thingy googlie suggested with comparing techs. All the human factions have the tech required for the WP.
Googlie said
Was surprised to see the decision re: the current colony pod. In all my verifications of recent turns I moved it down the Voltaro River (to just below the fungus patch in the bay) - base is established in turn 2 after completion, and can work the adjacent nutrient tile and also the mineral tile in its radius
Okay next colony pod heads there.
Kody
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That also reminds me of the other reason I wanted the next base to be built on the nutrient rather than north-east of the nutrient (as the good marshal indicates on the map).
With the base on the nutrient we can send colony pods along the river setting up our bases faster. Also with a single extra road we can connect those two rivers together. The placement of the base will assist in travelling time of our units. And there's alot of river connected to that nuritent!
(The main reason for placing on the nutrient being that the hive is lagging far behind in population. Placing on the nutrient will speed up growth and hence colony pod production.)
Kody
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Trying to keep the spam down....
a lush valley with squares so green it makes my eyes hurt, and a river
I couldn't have phrased it better. Aside to state I usually drool when I look at that valley.
Kody
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Sometime in the future I think it would be a good idea to supply some of those formers from Kommie city at Voltairograd.
Well, I see where he is going with that idea, but the base site by the two mineral deposits, the nutrient resource, a bit of sunny mesa, a lush valley with squares so green it makes my eyes hurt, and a river, is simply a better base site. We will get higher growth and quicker production a lot sooner. Don't forget growth is really something we need to catch up on. We can afford to wait the extra 2 turns to establish the new base in a position where it will contribute to the good of the people in a more beneficial way in the long term.
- Rokossovky
P.S. Oh, and Googlie God... I am done my finals.... as soon as Jamski comes back, you still good for our multiplayer fun?
- Comrade Marshal Rokossovky
Marshal of the Revolutionary Army of the Socialist People of the Human Hive
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