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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
Originally posted by Modo44
Are all bases protected?
All coastal bases are, but not all inland bases.
How long will it take [to build the condenser]? If it is quick, then do so.
The more formers we build, the shorter it will take. But anyway, a condenser farm on (85.25) would provide seven nutrients, so providing enough nutrients to grow seven additional citizens (assuming they would all work 1-2-1 tiles). As good as a tree farm in other words.
I thought Arcadia did not really need that? Am I missing something again?
We don't need condenser farms to grow to size seven, but we do need them to grow above size seven. As to control drones, we'll need to appoint some doctors, which don't produce their own food.
FB forest worker moved to 1-2-0 crater tile. No energy loss fortunately - the forest energy was lost to inefficiency anyway. Then the old RG crawler moved a tile SW to the now empty forest. To tone down RG mineral production, the new RG crawler rehomed to FB and harvests the mineral forest. We've got too many crawlers and too little terraformation around the crater, so I suggest we crawler-hurry a F-6 in FB next year.
Messenan worker changed to doctor to prevent drone riots.
RG B-4 and SC4 hoplite rehomed to SC3. SC3 is still producing one mineral, meaning it'll finish the CDF just in time for when it grows to size 4.
Two Fort Soup hoplites rehomed to IH & FL, meaning FS now produces exactly 20 minerals.
Missile artillery moving back to MT.
Tomcat-VV and -SC2 are moving to the Eurotas Valley where they can start building condensor farms next year.
Fungal gin freight moving down south to mine near Minas Tirith.
GH crawler going south for the same reason. Crawls in some nuts en route.
The Northern Fleet went IoD-hunting. SCC Vladimorei had succes and flamed one for 2O credits. Ship 30% damaged - will return to port next year.
New SC2 crawler works the mine emptied by the fungal gin freight.
New OA crawler used to hurry the children's creche at Santiago Citadel.
New VV crawler works the newly planted forest between VV & OA. (Just for this turn of course - next turn the new OA citizen will have to work that forest)
No further comments these last hours, so I finished the turn.
Wombat-IH moved to tile south of AU to construct a condenser.
Shuffled the IH & FS probes to respectively FS & FL. Then next year the FL probe can go escort the new UoP colony pod, and the FS probe can proceed to FL.
Fort Soup production set to a former and not a Crypteia. I realized btw, if we're gonna research Neural Grafting, I guess it's better to wait a couple turns until we can build bioenhancement centers and elite probes.
Shuffled the AU crawlers a bit to bring one more in range of FS (in case we want to build a hab complex there in the near future).
Little addition: SC1 still had a mineral shortage of one after the switch to democratic. I fortunately noticed it before pressing "End turn". SC1 hoplite in OA rehomed to OA.
Are we sure, though, that there aren't any Morgan 'gators lurking - after all, getting their hands on a cruiser hull would be worth braking truce during the peace conference - they must realize that with their rapidly growing interceptor corps they are becoming almost untouchable until we get fusion power
And, for 2170 - use the B-4 (or even the F-6) in Gagarin Memorial to flame that fungul tower 4 tiles south - maybe softening it first with an arty barrage from the Njord. It's an easy 60 credits in the kitty
Next year's orders for the 2 MT tomcats? Build a road over the mine, then continue a road to 2Nuts, de-fungussing 63:31 en route?
Well, with smax, you'll often find that you pop a pod and get 4 to 6 mindworms and a couple of spore launchers. The latter 2 immmediately fire on each other
In Maniac's case, above, it was a sealurk that appeared and took on a spore launcher carried on an Isle of the Deep
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