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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
If you have that many bases, consider eliminating your HQ - found a base, rush a HQ, and raze the base. Now all your bases count as 16 tiles from your HQ. They each suffer the following fractional loss to inefficiency:
Interesting Idea Chaos Theory. I never considerd that the No HQ calculation could actualy improve your overall Efficiency.
I most games I try to get the HQ in a nice central position at the heart of my Empire and will move it around as needed to maitain that central position.
But you were playing on a very large map with a very spread out empire I see how you could get a net incresses in output by lacking a HQ.
By the way has anyone ever though it rather silly that Distance from the HQ determines how much Energy is wasted in the 22nd Century
Its obviously one of the many hold overs from Civ2 ware it makes sense for most of the game upto say the idustrial age, Communism I belive would eliminate the distance calculation and use a rather high fixed number to calculate efficiency in all bases just like the no HQ rule in SMAC. Interesting huuu
Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche
I guess that was supposed to be some sort of deterrance to building huge sprawling empires.
But you still make more research and energy by building more cities. It's not nearly as bad as corruption in civ3 .
Well I finished my other game. I was running fundamentalism/green/power. Power wasn't as bad as I thought it was. I was the believers btw. It was an interesting game. I just wish I got more points for a conquest victory .
Originally posted by Impaler[WrG]
By the way has anyone ever though it rather silly that Distance from the HQ determines how much Energy is wasted in the 22nd Century
Yup. I would imagine the the size of the society would have a greater impact on energy loss through Inefficiency than distance from the HQ.
Its obviously one of the many hold overs from Civ2 ware it makes sense for most of the game upto say the idustrial age, Communism I belive would eliminate the distance calculation and use a rather high fixed number to calculate efficiency in all bases just like the no HQ rule in SMAC. Interesting huuu
It'd be neat if some technology removed distance-from-HQ related Inefficiency. Planetary Networks would work, but its too early - maybe Planetary Economics, or Sentient Econometrics?
Trithemius
["Power performs the Miracle." - Johannes Trithemius
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