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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
It showed that it was my unit (light blue for LAL) right after capture. But as soon as I moved my units, including captured worms, off the tower, it showed red. I then killed it.
Until then, I was wondering what to do a captured tower.
....what is this "fungal tower" that you speak of? 'Tis a beast of Chiron?
Despot-(1a) : a ruler with absolute power and authority (1b) : a person exercising power tyrannically Beyond Alpha Centauri-Witness the glory of Sheng-ji Yang
*****Citizen of the Hive****
"...but what sane person would move from Hawaii to Indiana?" -Dis
Something they have in smax. Doesn't move, spawns fungus in tiles around it, periodically spawns worms after all adjacent tiles are fungused.
Never tried disbanding one, but would rather keep it around until I could destroy it for cash. If your planet rating is good enough to capture one in the first place then killing it should be no sweat.
The good thing about fungal towers is that the AI is obsessed with destroying them, and will send wave after wave of helpless and useless units after it. I prefer to leave them alone when they are on the edge of territory as a "blocker" from other factions' visitors.
Earwicker, I agree with your strategy concerning towers protecting your borders. The AI will simply try to kill these mothers on their way to attack you. The towers are a tremendous forward defense, free-of-charge.
But, I also believe it a good strategy to attack them when they lie within your boders. Otherwise, they will constantly advance their fungus over your terraforming, and periodly spawn those pesky spore launchers to wreck real havoc.
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