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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
Great work! So much for defense attorneys
Thanks for the screenies Googlie. Lots of data, and it's good fun to see the little personal touches the Morgans put in. Gotta love those "Half an SP on Wheels"
My first reaction is the lack of any defense, though I guess they don't really need one right now.
They're also producing probe teams like crazy... I guess I never really understood this throughout our discussions either, are probe teams really useful for defense against military units?
Also, notice how they've lost 5 scout units! Those mindworms sure ain't friendly against the free marketers...
They have two probe foils out there, as well as a transport. Alert the probe defenses.
Seems like we infiltrated before a big rush of attorney training.
Originally posted by Snoddasmannen
They're also producing probe teams like crazy... I guess I never really understood this throughout our discussions either, are probe teams really useful for defense against military units?
Probe defences are mainly to defend against probe attacks by other factions.
However when you give them an armour higher than 1, they lose their "-50% non-combat unit" defence penalty and can thus defend just as well against military units. And they have the extra advantage of not costing support!
Of course since we can use police to quell drones, for us it stays better to use conventional military units for defence and garrison.
They have two probe foils out there, as well as a transport. Alert the probe defenses.
Ah, but in a way this is good news! We know their transport foil is on the western part of their continent. Else how did a Morganite probe team end up in Uniland? So the only two units we have to fear at the moment are those two Gator boats. This means probe defending our coastal bases suffices at the moment, and as far as I can see there's probably no need right now to station crypteias in our land bases too.
Therefore I'm wondering, how about restarting supply crawler production in Fort Buster after the current Crypteia is finished? The more crawlers, the sooner the MCC will get built!
(In my simulation I played yesterday I could build it by MY 2157, but if we use Googlie's suggestion of using the probe team currently moving to MT to send off to Uniland (meaning OA wouln't have to build an extra probe team), I think one or two more years could be shaved off the possible MCC construction date.)
Does anyone know if, when Morgan opens their next turn, they'll get an information message "Probe defender at Vander Eudaimonics destroyed by Spartan probe team"?
I guess I'll set up the simulator as a multiplayer scenario and check it out.
Besides the Gator Boat near Rolling Thunder II, we also know the location of the second Gator: in port in their base 'Choke on This"! (I don't have a screenie nearby unfortunately) Probably returning from infiltrating the Hive I guess?
Anyway, now we know both locations of the Gators, I guess this would be a good occassion to tell the Morganites they should stay clear of our waters.
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