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
For next year, how about moving the former and supercrawler a tile north so they don't get attacked by Hive troops?
Can do - the former was building a road over the mine, so will have an almost instabuild capability when we next put it to work - in contravention of the rules, but as the alternative is losing the former to an attack by Hive forces, I don't see how that can be avoided
And I still don't know what the plans are for the colony pod being commissioned this turn from Fort Soup (is the intent to found it nearby so that it can work one of the boreholes with FS working the other, rather than FS being a megaminerals base?)
I guess the main purpose was to reduce the nutrient shortage of Fort Superiority.
In addition, if we found the base after capturing Morgan Industries, we'll get 3 pop.
Only two drones could be converted to content workers by hoplites though, so the third worker would need to be a doctor for now.
This means, to prevent starvation, the base would have to be founded where the two productive workers can each harvest 2 nutrients, so there's a total of 6 nuts (together with the base square).
Originally posted by Googlie
Can do - the former was building a road over the mine, so will have an almost instabuild capability when we next put it to work - in contravention of the rules, but as the alternative is losing the former to an attack by Hive forces, I don't see how that can be avoided
Well one way to avoid avoid breaking the rules (or at least compensate for doing so) is simply to hang around an extra turn or whatever with the former before doing any work.
I can't say I understand this exploit however, could someone humor me and explain it briefly?
That's a single Hive unit there - why don't we sail the new Mercury from GN into MT, load up a longstrider there, and then anchor beside the cruiser, and try to subvert that Hive unit?
One school of thought suggests that there be at least one best weapon arty unit in each base (to deal with those pesky Spore Launchers that seem to be on visiting IoD's) as well as to pummell the adjacent fungus in quiet times
re the turn ......... I guess I could enact the non-controversial moves (load up the Mercury and park it in the fungus offshore Climatic Research), etc
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