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Originally posted by Modo44
Would it make sense to upgrade all B4s to B6s for this invasion?
Well, we just need B-6's to deal with the 1-3-1 defenders - there are 5 in PA and 1 in HQ, and we have adequate B-6's for that.
EDIT: Actually, we are 1 short - but have enough amphirovers to take care of the fifth
B-4's can take care of the PK Unity Rovers.
Edit: The damaged B-4 from Iaci has enough firepower to take out the Unity Rover in Commerce Committee
I think that the troika of 1-3-1 defenders in Great Refuge need to be handled from the ground, maybe with our infantrymen, who'll get the 25% infantry-attacking-base bonus
So I don't think we need to upgrade, but we have the credits, so maybe we should play safe?
I'm online and waiting in the chat room. From what I can deduce, I don't see any serious difficulties. You can upgrade the aircraft if you want. It's never a bad thing to have more B-6's around.
Civ IV is digital crack. If you are a college student in the middle of the semester, don't touch it with a 10-foot pole. I'm serious.
I e-mailed this to Drogue, and copied him and Method by PM:
PM to the Moderators
Drogue:
This 2177 turn is prolly our most important since the game began - we are executing a 3-taskforce, 12 unit invasion of the Peacekeepers, supported by 9 aircraft, with the intention of capturing 6 bases of theirs in 1 turn.
In the past, twice we have run 'live turns", whereby we have opened a chatroom and as units were moved and engaged, I posted the movement and result of combat etc (the original University invasion, and the Morgan PTS raid turn)
These were hugely successful and satisfying from a player involvement perspective, and I'm sure contribute in no small measure towards the health of the Spartans as a ACDG experience.
With this turn coming midweek, (and Friday, July 1 being a Canadian holiday followed immediately bu the July 4 US holiday), we can get the maximum number of Sparta team players participating in this if we can play it sometime Friday or Saturday (ideally midday for me and evening for the Europeans)
Can you authorize an extension for this purpose?
Our turn is due at 0230 PST on the 1st July - if that could be extended 36 hours until 1430 PST on July 2nd, that would allow enough time to plan a live turn and make it happen
(I've PM'd this to you as well, and also to Method - I don't have his e-mail address)
That would be fine. I think the main point of the timelimit is to make sure people don't get bored and keep enjoying the game. Clearly turnchats are a great way to get team involvement going, and while I wouldn't grant an extension for a normal turn, I can see the need for a turnchat for such a turn as this, so you have a 36 hour extension.
I can be available - and set it up - early Friday morning my time (say from 05:00 PST to 07:00- that'd be 13:00 to 15:00 London time) or else late Friday my time (say 22:00 to 24:00 Friday Pacific time - or later, I'd just stay up longer, which would be 06:00 to 08:00 London time, Saturday morning
Alternatively, same Saturday times as friday (ie 13:00 to 15:00 London time on Saturday.
With the extension, turn would be due around midnight Saturday, London time
Let's set it then for 0800 hours GMT on Saturday morning, July 2nd (that's Friday midnight for the Pacific West Coast)
(I'm available now 'cos my out-of-town junket got cancelled due to forecast bad weather)
I'll make a few of the non-invasion moves and post a .sav so that we don't spend too much time on inconsequentials on Saturday - things like completing the airforce trip, the Disco Volante, the mindworm rummaging, former and crawler orders, and builds, etc
Moved the Coastguard Cutter SCC Minas Tirith into the bay of UN Great Refuge
Moved all 3 transports into the bay at UN Planning Authority
brought the reserve transport into the southern Arcadian Ocean
ran the SCC Vlademorei down the seafungus between the Uni’s and Morgan’s continents, bit no IoD’s stirred
rummaged up and down the Rio Rojo with the Unity rover there, but no mindworms
moved the 2 Tomcats between MT and 2NS onto the river to build the remaining road link between the 2 bases
re-assigned the Rio Grande worker from the 0/4/0 mine to the 3/1/0 farm tile and sent the new crawler to work the vacated mine. RG now a healthy 15 minerals production
Mt Taygetus Hoplite rumbled thru the fungus, but disturbed nothing
2 Hoplites in the Northeastern Arcadian Fungus strolled around, but disturbed nothing there
Took the Vladivostok nut crawler out of commission (base will grow to size 6 next turn, but has a rec commons and 2 cdf’s, so will be OK)
rehomed the crawler to Sparta Command, and sent it to crawl 2 nuts. Next turn it can swap with a forest worker for an extra mineral to slowly let SC1 build those recycling tanks
sent 3 of the 5 condensor-building Tomcats at GH northwest to build a condenser on the farm between SC1 and SC2 (remaining 2 had no mp’s left)
sent new Tomcat from SC2 up thru the monolith to farm/condenser the crater rim tiles between SC2 and RG (but stalled on the monolith)
had a recce around MT with the B-4 there to see if any Hive troops lurking in the fungus – none
moved the Disco Volante north and encountered an Angels foil transport and inadvertently popped a pod while moving from it – got a former completion at Iaci Base (rats!!! – could have got a flying ginfreighter)
took the Iaci workers off their forests onto 2 nut tiles for the slight growth boost (the stockpile energy only would have contributed just 3 credits, and the 2 surplus nuts seems a better deal
sent the Coastguard Cutter SCC Iaci to protect the slow transport in the southern Arcadian Ocean
moved the 2 Crypteia from Iaci Base into the coastal forest, ready for pick-up by the first empty transport
relocated a Tegea Harbour worker from a 1/2/1 forest tile to the newly forested 3/2/1 nut tile
relocated an AU worker from a 2/1/1 tile to a forested 1/2/1 tile - stalling growth. We should rush that crawler there (9 credits) as we need 3 to MM a Tree Farm or Research Hospital
reassigned the 2 Tomcats that planted that forest 1 tile east to farm/mine that rolling/moist/roaded mesa tile (or could be farm/condenser if we wanted, but it’s a 2/2/0 tile with a farm/mine or a 4/1/0 tile with a farm/condenser – but both start with a farm, so that decision can be delayed)
Some Build suggestions
Fort Liberty condenser is completed, and base will grow to size 5 next turn, so I suggest we spend 40 credits to rush a rec commons there (alternative would be to take the 4/1/1 worker off that tile onto a 1/2/1 tile – lose one hoarded nut but stall the growth – and rush the crawler for 27 credits. Next turn use the crawler to MM the rec commons and reinstate the worker to the 4/1/1 tile)
Put another crawler into production at FS – 1 turn to complete, so it can be a crawler factory for MM’ing all sorts of facilities in Arcadia
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