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.
25 themes/skins/styles are now available to members. Check the select drop-down at the bottom-left of each page.
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
This post overrides earlier proposals in the post above
Formers/crawlers:
Former 20.76 plants a farm on 19.75
Formers 19.67 to 18.70 for mine construction
LIT picks up the former at 23.59 and moves it to 24.62, and next turn on 24.64 for road construction.
Fungy MK1 on 24.64 to 23.65
Formers on 26.64 construct a solar collector
Former on 19.49 plants a farm (so HG can grow again if the crawler there harvests nuts later on)
Crawler 26.68 to 26.70 and harvest nuts, worker in SH to 26.68
Move 19.73 crawler to 21.69 and harvest mins
(a forest has grown there, and we need to relocate the worker there for ecodamage is quite high in EM)
Ambigious:
Upgrade seaformers with the deep radar ability sea former MK2. It's free!
The snake attacks the fungal tower, perhaps keep the new F6 in SH/EM in reserve in case first attack fails.
--> we could get 70 ec out of the FT.
New base south of Googlieplex causes 1 extra drone in EM and has a drone itself.
I propose to move the Googlieplex scout to the new base and relocate the closest crawler to the new base and harvest 2 mins.
Base actions:
EM frees 21.69 tile and worker becomes specialist. next turn Energy Bank.
KC makes sure it has 2 nut output and specialist to 1 thinker and 1 technician with colony pod production.
Perhaps an Energy Bank as well next turn.
RPS to Energy Bank production.
DC Network Node or Rec Commons (and quick).
HG seaformer MK2.
SH a hab complex (my error, didn't saw it already had 7 citizens) and rushes it (108 ec's) with a Rec Com next turn.
The other free bases can be used for military stuff I suppose.
The new base at 19,77 is to be called Timberland. The plan was to have those former forest at 21, 75 and then construct borehole. I agree with your plans removing a scout from Googleplex and rehoming the crawler. Then maybe a Recycling Tank.
I agree with Cp in KC, eventual base maybe over at 32,62 so formers at 26,64 may move to start road in that direction.
Upgrading sea formers makes sense.
A hab in SH yes
HG maybe a sea probe. because when we are about to go to war with Yang, we can steal Doc: Ini as well as Chaos. With Yang now well protected with Aerospace complexes we might need transports to carry amphibious units.
The former from DC and the one at 23,59 I would like to see foresting in the area between DC and KC
On the ISDG 2012 team at the heart of CiviLIZation
Good point on the need of extra probe foils. HS could always construct a seaformer instead and kelp the bay there with the KC seafomer. HS is a good base for popbooming as well so...
And Rec Tanks as first production in Timberland sure sounds good.
And about those formers between DC and KC for planting forests: no change it will grow on it's own anymore?
My sole point is that at this stage nut input becomes more important for some base are getting so big they can barely maintain their citizens.
I forgot to report: from the AI diplomacy front nothing new.
He who knows others is wise.
He who knows himself is enlightened. -- Lao Tsu
The formers near Timberland were going to start a borehole. Why farm on arid tile? wouldn't forest be better?
The formers near EM can go to make new mine as Geo suggests. It may be though next turn, since they complete the mine there this turn.
Good idea about using LIT for former replacement for ridge roading
I think maybe moving fungy to 25,65 instead 23,65 might be better. I would gladly see the echelon mirror on 25,65. Around that tile we might have farms with solar collectors. We should get quite good energy from this area, ridge and mostly above 1000 meters elevation, so around 4 energy/square.
Geo, 14,49 and 26,84 are on sea. 26,69 should do solar, as you proposed. Hercules, these formers would take a lot of time to get to new base location, 32,62. I would propose Fungal Heights to take care of this area, as Forester you proposed colony pod right after crawler. We might go for 32,62 base without sensor beneath it, then colony pod would do or otherwise make maybe a former in FH before to road the area? This is for discussion.
The former from 18,50 might help the one on 19,49 doing road and I thought a sensor too (maybe). And here important question. Do we plan any new base SW and North from Hercules station? Possible Spartan attack might be launched from there. However, the 15,57 would be at Seraph's wing bay coast, still more protected. And North, 19,47 would get that sea mineral. Any thoughts? These 2 formers might quickly do the stuff, e.g. to 19,47 (sensor there too, and colony pod might be made in KC
We have discussed that, but do we have any info from Gaians? We might exchange clean former for drop-AAA Notice also that Morganities will have MMI in 5 turns. This would kinda make it impossible to transfer MMI to Gaians. Unless we may live with fact Spartans would get it also for free - Datalinks SP
I quickly made simulation of our chances with hardened empath copter 4e-1-10 against ellite FT.
Chances 9:8
Simulated 10 fights and won 6, lost 4
I would be against this attack, since 70 EC is a bit too low for possible loss of the unit. I would attampt to train it first on some mindworms and then lower morale of FT to commando maybe. or just get Snake much higher in the morale.
The most difficult would be crawler near MP. Cataphract, your idea to get nutriets by it is good. Though due to worker relocation we may have only 3 ecodamage or none, depending if there are 2 or 3 specialists. Also using a crawler to get 4 minerals from mine is better than doing 2 nutrients.
So, there are like 2 options:
- get relocated to EM and have 3 specialists + no hunger
- get it to mine near EM, crawling for MP.
Also MP would get worker to mine not forest. By it we would get seaformer sooner/cheaper and kelp farm sooner.
The rest is to offset fungal problem near GL and HSA preparation.
LIT may do the stuff with former, but later it should get more crawlers near SH. I tried to count the crawlers for HSA, we need 10, if i'm not mistaken.
HG - foil probe, as proposed
HS - rec commons hurried by 30 EC (17 min/turn)
KP - energy bank
KC - colony pod
RPS - energy bank
SH - hab complex, hurry 106 EC (11 min/turn)
DC - rec commons, as proposed, any new citizen and we are out of police
TL (Timberland) - rec commons as proposed. With relocated crawler we can get ready for hurry in 2 turns.
Overall, we loosing on energy income recently. More energy banks and formers should be in order very soon.
- scout from Gplex to TL, as Hercules aproved it too.
- Snake to Gplex till we have Police there
- Air cover for our probe near Yang mine. I would move F-6 over 29,45 fungus tile, then move probe foil there for possible action against Yang Mine or Labor Network. From this turn we might perform every turn air cover using 2 F-6 fighters from HG, as Yang is building a foil to possibly kill our probe foil.
- what to do with the second foil probe? move north? which base direction?
- plasma defender SE patrol?
- SH F-6 to RPS as proposed
- What beavers do? patrol? should MP one fly towards Spartan direction?
- Sioux from DC patrol hive border and land in HG
Comment