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
We could use the guarantee that we do not pop any pods as one of the things to exchange for IA!
-- 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 don't see a list of orders. We should stop listing possible actions, and we should start each turn planning with a list of suggested orders which are taken as definite if no one objects to them.
I propose listing every movement and terraforming order and hurry order in thread. Other members will then look at them and comment them if they disagree, otherwise confirm them. If it is agreed to change one of orders, post in the thread that has list of orders shall be altered to reflect this. This course of action should end all problems in turnplaying. What do other Lords think?
-Lord Administrator Illuminatus
SMAC/X FAQ | Chiron Archives The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man. --G.B.Shaw
-- 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.
It'll become difficult to anticipate all the possibilities for the turn. For example, if one of the actions of the turn is to pop a pod, or move through fungus, we can receive unexpected ECs, leading to unexpected opportunities to hurry production.
As far as terraforming, I've heard barely a peep on what to do with our formers. We're roading into the Uranium Flats, but what to do with the other formers? Make extra roads? Plant forest? Construct solar panels?
I'm in favor of making general rules on when to rush, rather than specific orders for each turn. For example, with >= 30 ECs, rush probe gimps with at least 10 mins completed, all the way to completion.
All things that can be planned should be noted that way. Ofcourse there is no way we can anticipate all possibilities for the turn - but it is never the intention - intention is to anticipate all possibilites that can be anticipated like unit movement. Problem is - no one cares about formers so the turn player has to do sth on the spot. Or when nobody cares about what to do with unit, but jsut generelizes movements so the field is open to dispute. When sth unexpected happens, it is discussed in the forum.
SMAC/X FAQ | Chiron Archives The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man. --G.B.Shaw
I'm no fan of solar, but perhaps we should make sure each base has a 2-1-2 tile worked. Then, we should make sure each base has a forest to work. Finally, I suggest we focus on 3 roads: 1 into the Ur Flats, 1 north for probes, CPs, and military, and 1 into the Ruins, especially the north side with the river, where a new base site can be prepared and forest laid.
1.Idea about base having 1 farm+solar & 1 forest title is very good!
There are just some things to be aware of:
1.Don't plant 2 forests for 1 base - they'll expand themselves
2.Plant forests were roads already are - good for transportation and defense
3.Don't make a barrier of farms try not to put farms like that:
XXX
XFX
XFX
XXX
It can block forest expansion, better to do like:
XXXX
XXFX
XFXX
XXXX
so forests can pass through farms.
4.Try to build forests in as rainy and as flat areas as possible - I've sighted it helps them to expand
2.Idea about 3 main roads (to N, to UF & to Ruins) also is very good, but we shouldn't make too much effort in them to not forget other terraforming and we should make priorities with building them:
1.priority should be the road to UF - it'd help our economy & expansion
2.priority should be the road to Ruins - see above, but it has a con - fungus (we'll spend quite much time in removing it)
3.(and the least) priority should be the road to N, in fact, we shouldn't really hurry with it as the abundant fungus to N could protect us from attack and be a road itself (if we build XenoDome) in case superior force comes from the N (a.k.a. Hive)
-- 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.
Try to build forests in as rainy and as flat areas as possible - I've sighted it helps them to expand
Personally I think its just a waste of rainy terrain...of course I don't mind planting forests on arid/moist but flat terrain since increasing a flat (0 minerals) to +2 minerals is good.
Don't plant 2 forests for 1 base - they'll expand themselves
Ideally, no...but this should have exceptions in mind...if we happen to have a large base in the future, that might demand forests (two or even four squares), but it hasn't expanded just yet...(ie. just one or two tiles), then plant one more, for example.
Anybody thought of exploring Angel territory a bit more, and seeing their landmarks they made? It could provide us with crucial clues on their plans.
Arise ye starvelings from your slumbers; arise ye prisoners of want
The reason for revolt now thunders; and at last ends the age of "can't"
Away with all your superstitions -servile masses, arise, arise!
We'll change forthwith the old conditions And spurn the dust to win the prize
It would be nice to explore Angel territory more thoroughly, but their cities more-or-less vertically span their continent, so we would not slip through unnoticed.
On the other hand, we can look at the contour of the unexplored terrain and make some guesses, as we did about our own continent. In fact, some speculation about their terrain may still exist in an old thread.
It would be nice if we made an offer and it was accepted immediately. There is a high liklihood that without making an offer right now that we will spend the next several turns discussing it without reaping the benefits. IA now would solve our mineral wastage issue with the disbanding probes. That could be quite useful. Wealth is the big deal. That will help immeasurably.
Anyone have opinions on how to pop the northern pods? Also, I've suggested ferrying the probe team next, after the baby worm. Any opinions?
We have 2 formers near GL that are ready to road. I suggest we do that, which buys us 2 more turns to think up what to do next. Also, 2 formers will be ready to act at the top of the Uranium Flats. Should they forest that river tile, or continue roading into the flats?
I say we pop the northern pods with a swarm of mind worms, able to protect non-native units in the area.
We do not need to road more deeply into the Uranium Flats, but planting forests there will be very helpful.
Ouro is now our ambassador to the Angels, and so will send by PM our consensus on what to trade for IA. We should probably formulate an offer. I've already expressed my opinion on what to trade in another thread.
How about we road and then forest that square 1 to the east of our formers by the Uranium Flats. It's a Uranium tile and it's in range. Also, it's further from the base, with more possible trajectories of forest expansion....
This will also make later travels into the flats 1 move shorter, bypassing a crook in the river.
Yeah, UF only needs that road/river square to sucessfully load our cargo into river ferry..
So we can continue with the Ruin-forming..
SL for IA is good!
If only they accept it..
If don't - maybe trade the rover for it..
-- 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.
Turn's in! I'll play it in a couple of hours, trying to form a consensus out of the discussion so far. What I plan to do so far:
Retreat units on Angel continent, but towards the fungal tower.
Some combination of roading and foresting in the Uranium Flats
Something with other formers, if they need orders
Move northern units north, preparing to pop a pod up there.
Load the available unit (a mind worm) onto the Unity Foil, but no one else wants to go through fungus with the foil, so not really sure what to do there.
Assess available minerals for the HGP and potentially rush some more Probe Gimps.
I suggest moving Foil to 44,60 (two squares west) after loading - we can start exploring there.
SMAC/X FAQ | Chiron Archives The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man. --G.B.Shaw
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