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.
25 themes/skins/styles are now available to members. Check the select drop-down at the bottom-left of each page.
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
Congrats on the tech-- Energy restrictions gone in 2138 !!!!!
AS for D:AP , you will note that I have ramped my science up to 80% and we will have planes in 5 turns (maybe less with restrictions lifted.) I also have my first probeship in the water and will head west. Two more will be produced within 5 turns.
Now, what are our beelines and plans? I look forward to your ideas on where we go from here. I am also thinking about building infrastructure for a demo/planned creche pop boom soon. I have one more base to place (CP enroute) and then I am done with horizontal expansion.
Once I have boomed, I could return to FM but I could also see the possibilities in abandoning research and using Fundy/Planned to just build a bunch of high-morale units and be the "stick"of the alliance-- ie have a lot of planes-- some in your bases-- with no worries about pacifist drones). In that vein I am thinking that I would like neural grafting and MMI to be our next targets. Would anyone disagree that I should build the CBA and Cyborg factory or do one of you want to take those?
I believe we are in range of our initial goals and it is time to think about what our next moves should be. Infiltration on the AI is a key part of this. Other than that, any ideas at this stage? let me know what you think since communication is likely the key to really stuffing the AI.
You don't get to 300 losses without being a pretty exceptional goaltender.-- Ben Kenobi speaking of Roberto Luongo
thats my thought MMI and fusion and then start thinking about one of you -- likely you with the Morganites, getting the TOE and SC in some sort of super science centre. I would concentrate on military wonders/ facilities and would likely use a lot of specialists so I could have some energy generation despite poor efficiency. I
A military victory? . . . well diplomatic seems impossible without fighting them to reduce their size and I was never much for economic victories so I see transcendance and conquest as the possibilities-- But even going transcendence I could see value in each of us specializing somewhat-- using our attributes--
qantaga-- any thoughts??
You don't get to 300 losses without being a pretty exceptional goaltender.-- Ben Kenobi speaking of Roberto Luongo
I am in agreement on our general direction. My first inclination was to begin the Fusion run, but Flubber makes a good point. The quicker we can get to MMI, and the Cloubase Academy and Cyborg Factory that come with it, the better.
I have also chosen Neural Grafting based on Tau's good suggestion for us to leapfrog to MMI. I should get it a few turns ahead of Tau and will send it over. Hopefully, once Flubber sends Air Power, Tau will have MMI opened up.
Good thoughts all. I will prep for crash building of the CBA and CF. At the same time I will probably start building a couple of planes so we can get some better aerial scouting-- I fear the AI could show up at any time.
You don't get to 300 losses without being a pretty exceptional goaltender.-- Ben Kenobi speaking of Roberto Luongo
Here's a question for you both. I almost hate to show my SMACX ignorance in public, but I am wondering, given our very arid lands, is it worthwhile to plant a forest before dropping a base?
I have a base square being prepped with a sensor array. A Colony Pod will arrive there in a couple of turns. It is a very arid square and I know that I could build a forest and drop the base on the forested square. However, will that improve the base's resources or does the base just calculate the resources based on the arid starting square? Is it worth the extra 5 turns (actually 3 because I have a second former that can help soon) to build the forest or should I just go ahead and drop the base?
Altering a base square makes no difference--arid is the same as rainy is the same as forest -- I have seen no difference in this ( this is different from CIV2 IIRC where the base square could make a lot of difference)-- -- so I generally choose arid squares or the worst available square for my base so the worked tiles can take advantage of the good terrain. I have never seen anything additional for being on a forest .
Exceptions
Specials add to the base square resources
Rivers add to the base square energy (I plunk bases on rivers when I can)
Landmarks (like jungal ) add benefits
Now if the entire area is arid, there is a benefit to putting that forest in the square you plan to work of course but there is no benefit to terraforming the base square itself-- other than a sensor as you are doing
You don't get to 300 losses without being a pretty exceptional goaltender.-- Ben Kenobi speaking of Roberto Luongo
Comment