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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 thought upgrading most units cost more than rush building them.
I played around with mind controlling bases and units, and in most cases mind controling units is a downright ripoff. Mind controling bases is much more cost effective. I found that the cost of mind controlling base is...
total cost = some dollar amount + another dollar amount * ( num offensive units (attack >= defense) + pop of base )
All of the factions units adjacent to the base become yours as well free of charge. Defensive units and noncombat units are free as well. :>
To keep takeover costs low, get a base which is not close to the capital. The victim's probe SE rating is also influential. -2 probe cuts takeover cuts in half. +2 doubles takeover costs. A rioting base is also at half price.
It would be nice if we could buy out a new hive base the closest to our base. That way we won't have to build a 100 EC perimeter def Also, buying a small university base for a legal office would also be very handy :>
Originally posted by #endgame
That's why you make 1 or 2 CC bases to make your 1-1-1 shells to upgrade from (rehoming as necessary).
-- CTO #endgame.
1-1-1 shells =/= Good idea
As you go up in tech and reactors, you can build "shell" units with far higher abilities, reducing your upgrade costs, yet for some reason, I still see a lot of people wasting minerals and cash with these 1-1-1's. Never understood that. Sure, the mineral requirements are higher, but you should have plenty of minerals to fuel that by those stages in the game anyway.
Since the Spartans have been able to reach us via foil, they could invade soon if so desired. Intelligence would be best, but we don't have that now. On the plus side we have survived making the HGP and everything is in place for the PTS. Our industry is free to make weapons should we have to. In the event of a Spartan invasion do we have a basic defense plan?
I don't think we have a detailed plan. The general defense plan was synth attorneys, but that was intended for the period before contact. HEC/Plasma should be high on the priority list. Until then, we'll have to rely on synth probes, synth rovers, and litigators for counterattack (and cash). We could consider doubling up on synth rovers at each periphery base, especially to the south and east.
"Give to Caesar what is Caesar's? Pay no attention to Caesar. He doesn't have a clue what's really going on." -Cat's Cradle
Fellow members of the board, our military disposition should be considered on two specific issues: Defense and Intelligence/Reconnaissance.
It is viable to emphasize defensive measures. However, we seem to lack sufficient probes/scouts/reconnaissance forces.
I highly suggest we deploy a few tactical reconnaissance units (ground/naval probes) at key entry points to our territory. In addition to giving us an efficient early warning system (and the option to focus any defensive measures) we can also hope to procure new map data to further support our tactical assesments.
Awareness of advancing enemy forces (including enemy military disposition) is invaluable to any defensive strategy!
The recent 'spartan incident' indicates that our intelligence/reconnaissance measures need more attention.
Originally posted by Rubin
Fellow members of the board, our military disposition should be considered on two specific issues: Defense and Intelligence/Reconnaissance.
***
Director Rubin
Chief Security Officer
Good to see you Rubin.
Your military resources are somewhat limited right now, but I'm sure you'll manage them effectively.
Arginine, are you suggesting we drop out of Free Market? Otherwise, we'll have riot issues. We plan to build PTS very soon, so the HGP won't prevent them.
Thanks for the input Rubin. Since we have some contact now, we'll need your advice for how many defensive units you think are necessary. As two of our PBEM's demonstrate, I tend to underestimate the required defenses. We're counting on you to keep us in line.
"Give to Caesar what is Caesar's? Pay no attention to Caesar. He doesn't have a clue what's really going on." -Cat's Cradle
I must amend my previous post. With PTS, there is a way to make a size one city-- make two colony pods. That's perfectly feasible, given that we want to build six more bases soon after PTS. Then it can make a bunch of gunships. It will take time to get there, but it might be very useful.
"Give to Caesar what is Caesar's? Pay no attention to Caesar. He doesn't have a clue what's really going on." -Cat's Cradle
Take look at the infiltrated F4 screen that Googlie posted in the embassy. (I don't know how to copy it over to here).
It looks like just about every Hive base is building Impact Rovers, Infantry, plus 1 Impact Art. (about 20+ Impact units under construction)
If we were closer to the Hive (and if we did not have that nice Fungus speedbump between us and them) I would be a lot more worried. The screen Googlie posted does not show any ships (inc. transports) under construction. All the same, let's keep our contacts between us and the Hive to an absolute minimum.
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