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How do you handle the late game mindworm explosion?
I thought VoP just made fungus pop, I dont think it gives worms. By that point in the game Im getting enough resources from fungus that I dont really care if they destroy my terraforming..
I like buidling VoP with the objective of getting the fungal explosion but no native life outbreaks. They key, as meantioned by others, is be green with no eco damage. What is especially fun is to do this with Morgan.
Regardless, lots of resonance/trance defenders and empath attack units are a good idea (and cheap, too).
Why would you what to avoid the native explosion, and the energy it generates? Well, but they time you're ready to transcend energy is pretty meaningless. They are a pain, which is why I avoid them. Plus, it is a granola-munching thing to do...
I usually play morgan, and I say f* planet and f* gaians (I'm always at war with them or pretty close to war in late game, since gaians usually are the best on Transcend). I build sensors, needlejets (have to see where the darn things are), and I also usually have nifty things like The Pholus Mutagen, The Dream Twister, The Neural Amplifier (if the gaians get them I'm f*ed), so I can afford 1-2 mind worms at each base (5-6 at the major ones). The thing is to hit them first (take out the entire stack). No artillery. Just worms
* a carefully built network of magtubes helps a lot
Artificial Intelligence is no match for human stupidity. [AI Paradigm]
Building the VoP will stop all native life explosions. You'll continue to get fungus pops and when this replaces forest it will increase probability of furhter pops. This also doubles the cost of rushing everything, so it's a good idea to rush all the other projects first.
As to what I do in late game, is:
1. Go Green. It helps a great deal.
2. Recall the offensive forces to the core area and just leave the units to hold the other terratory thers.
3. Previously have built a Mag Rail Network and have several units on that landmass. If several outbreaks occur the same turn, use the air units against indivudal units and land units against stacks.
4. Don't build lots of Nanoreplications. Just build them in the two or three most productive bases.
1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
Templar Science Minister
AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.
Late mid and late game a green Morgan makes more energy than a FM Morgan. In a big empire efficiency is king. When you add wealth, GA and later eudumonic you get a huge eco rating, so you get the +1 energy/square (I add Cyber or Eudumonic, depending on what nets me the most energy). Anything after +2 eco doesn't mean a whole lot (adding a few energy in the base square) when compared to crawlered energy, trade, and satellites and the output from big bases with hybrid forests. Basically, FM becomes irrelevant, and a drag on energy production. After all, why produce energy that you lose to inefficiency?
That is not to say that FM isn’t an absolute key to goose energy production in tiny, pre-boom/hab bases. I love Dem/FM/Wealth or Dem/FM/Knowledge (when I need a little efficiency boost). There is nothing more beautiful than a newly-established Morganite base pulling in more energy than a late early game PK or Gaian base. They simple cannot compete.
So, Morganites - abandon obsolete paradigms, and shed pointless ideology! Remember that human behavior is economic behavior, and embrace the glory of Energy! Go Green!
Originally posted by Hydro
Late mid and late game a green Morgan makes more energy than a FM Morgan. In a big empire efficiency is king.
***
So, Morganites - abandon obsolete paradigms, and shed pointless ideology! Remember that human behavior is economic behavior, and embrace the glory of Energy! Go Green!
I have also found that high efficency results in a lot more net income than FM in mid/later games with large empires.
Yes, FM's strength is primarily in the early to midgame, when your base square income comprises the lion's share of your energy income. Once you're working more squares, have specialists, boreholes, energy parks, etc, it definitely loses some of its charm. However, if you have a significant amount of trade, the trade bonuses from high economy can be quite substantial well into the midgame.
I agree with the CEOs around here. However, I find the combination Demo-FM highly irritating when at war. I always use Police-State-FM-K/P or Demo-Green-W/K since I'm always at war. Demo-FM seems nice, but who wants to play a game in which all you do is drill boreholes and watch energy flow in - 'cause we all know that a Demo-FM morgan at war will have 90% of bases practically inoperative. I'd only use Demo-FM with Yang's "communal utopia", but I can't.
Artificial Intelligence is no match for human stupidity. [AI Paradigm]
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