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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
Happens *all* the time to me, especially in OCC. It seems like it happens more often when you've made enough ecodamage to cause locusts, but you haven't got gravships yet. That's by no means a requirement to get them though. I think the earliest I've seen them was around the 2130's. I'll make a save file of it next time it happens for you and post it up.
Oddly enough, it *is* possible to move that crawler off there, but you need to right click on the tile, then activate unit from the unit tray. The move will be subject to normal ZOC's (Excluding the tower under it) though, which makes it almost impossible to get off when the tile is surrounded by locusts, worms, etc.
I rarely see the need to go beyond 30 mins, which is 14 bases with tree farms to be clean. The only time I'll run with eco damage is an OCC, but even then, not much. I'd rather have an OCC with 10 min production and massive energy production than running eco damage every turn.
I think my initial pop takes place when a base gets to 24/26 mins, and they rarely go higher. I'd sooner use energy to buy whatever I'm making.
I don't even pay attention to Eco-damage. I build my bases, increase my income and watch my empire grow. One thing I don't do is crawler tons of minerals to increase a particular base's mineral output, as we see Jam do in his earlier thread.
I'm with CEO Aaron on this one; minerals are a FoP and should be managed as such. Get what you need and let the environment take care of itself.
I base my mineral production on the price of supply units + 10. If they cost 30, I want to harvest 40. If they cost 50 (*-2-1 Drop, very useful), I want 60.
I used to try to keep every base at a low level of damage throughout the game in preparation for the Manifold Harmonics, but that's really a waste of time and opportunity to boost other factors of production. As long as you get that first pop early so your buildings will count toward your metal limit and it isn't against your religion to sell off polluting factories you'll be fine.
(Genejack, Robotic, and Quant Converter add to mineral output without increasing the metal limit. Why build them at a fungus-heavy base with already massive metal output? A Nanoreplicator alone should suffice. I never build QC's anyway, anticipating the Singularity Inductor.)
Hmm ... I'll need to check that out, Patashu ... I remember being able to sell off Robotic plants but keep the Nanoreps around, but I don't recall ever building just a Nanoreplicator.
I DO remember thinking to myself after scrapping a Robotic plant, "Gee, I should build just the Nanoreplicator next time, since it has a pollution-mitigating effect." But I've never actually done it.
When you have tech stag and blind tech and is pre crawlers and tree farms, sometimes building more formers can soak the mineral output and decrease eco-damage. Although probably not recommended but it is an alternative.
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