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
I build about 10 core super cities. With good pop and good production. Some cities concentrated more on a particular resource than does the other bases. For instance I'll build a base on an elevated mplain and with two energy resource squares in the radius. When I get caught in a war I'll usually give the cities I've taken back to the faction after they've sweared loyalty to me. So basicaly I keep my original bases. Occasionaly I'll build or keep some more. But I find them virtually worthless.
Depends on MP or SP. I opt for minimal city/micromanagement in city management and terraforming I typically like to build no more than 15 bases, and just build forest all around because of its exceptional versatility. I play as Gaians, so if I bump into a meany like Yang, i'll kiss his a$$ into a treaty or pact, then starting seeding fungus all around his bases to starve them down. I typically role-play in diplomacy, play the role of appeaser, but with a bite to go with the bark.
Dave
"Perhaps a new spirit is rising among us. If it is, let us trace its movements and pray that our own inner being may be sensitive to its guidance, for we are deeply in need of a new way beyond the darkness that seems so close around us." --MLK Jr.
I usually go for five or six bases on a small island. Sometimes even less. The micromanagement still bugs me.
I must be getting lazy, as I never had a problem with 150-200 bases in the early days.
-bondetamp
The trouble with fighting for human freedom is that one spends most of one's time defending scoundrels. For it is against scoundrels that oppressive laws are first aimed, and oppression must be stopped at the beginning if it is to be stopped at all.
-H. L. Mencken
If you have tons of cities wealth and territory the other factions look up to you and they don't double cross you. when they do you will have so many cities that it will be a pain for the other faction to destroy them all. Which gives you better odds of living.
i tend to go for early SPs a lot, especially the WP and HGP. that way i can get my terraforming in place and not have to worry so much about drones 'till later. as the Vel guide says, its important to get the formers out early, so i go former, pod, scout, SP.
i go demo/planned for a while for the growth and then switch to market. i tend to go for knowlege rather than wealth and crank up the psych to 40/20/40 for GAs and pop boom if possible.
I go for making as many bases, but always for get population not production!
Just wonder about one thing: Do you mean "many specialists" or "high score"? If high score, where is your fun in playing? OK, as soon as you get something else than doctors, you nearly can't help but getting some sort of productivity. And both (many specialists or high production, in terms of minerals, are viable strategies). I got convinced of a "two in diagonal" base pattern, which automatically makes lots of specialists. But the reasons are more of strategical nature than of pure productivity.
Why doing it the easy way if it is possible to do it complicated?
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