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.
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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
Sors salutis/ et virtutis/ michi nunc contraria,/ est affectus/ et defectus/ semper in angaria./
Hac in hora/ sine mora/ corde pulsem tangite;/ quod per sortem/ sternit fortem,/ mecum omnes plangite!
Once current building projects are complete and we have reviewed the soviet funds, I will look into this.
Next turn (Red October!)
We are reaching a very crucial phase of the battle!
Now is the time for bayonets and bullets!
If we can survive to the new year, I am confident the tide will turn in our favour!
Try to get at least one in any city you really want to hold as in summer 42 the flying swazi's are back.
Volume of men and machines is what we need for summer 42
We need to see redguards etc arriving per turn from the back cities this winter, i'd rather have 10 red guards than 1 kv1 right now, Baltic front and Belorussian front need topping up.
South fronts looks good comrade commanders, nice build up of armies!
Don't forget the importance of creating new size 1/2 cities close to the front with barracks we need more Red guards! Laborer's are best for this/topping up cities as they only terraform at 1/2 the speed on labor brigades!
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Pavlov Zangalis - Hero of the capture of Berlin RFDG.
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I agree with you colwyn, the a few tank hunters, (just one per city) are needed to clean up as many nazis as possible what we need to think that the ai will attack again in summer
*"Winning is still the goal, and we cannot win if we lose (gawd, that was brilliant - you can quote me on that if you want. And con - I don't want to see that in your sig."- Beta
Four workers in Chelybinsk working hard and two more on the way
Attached Files
*"Winning is still the goal, and we cannot win if we lose (gawd, that was brilliant - you can quote me on that if you want. And con - I don't want to see that in your sig."- Beta
I am getting a laborer to this hex to form a new city. Notice the prime real estate with Two Bauxite Mountains and a coal mine just waiting to generate sheilds for the Rodina.
*"Winning is still the goal, and we cannot win if we lose (gawd, that was brilliant - you can quote me on that if you want. And con - I don't want to see that in your sig."- Beta
And my newest creation: Ashkabad which is producing 28 sheilds and just a short hop across the Caspian sea from the Caucass region. We will be getting trade units here soon and they will be joined by fresh troops for the front from this Industrial city:
Also note the Labor Brigade being built, soon Ashkabad will have lots of Industry!
Attached Files
*"Winning is still the goal, and we cannot win if we lose (gawd, that was brilliant - you can quote me on that if you want. And con - I don't want to see that in your sig."- Beta
And the last screen shot for now, Three laborer's outside of Astrakhan building away. This city will soon be an industrial power house to pump troops into the Stalingard area for next summers big attack.
Right now that city is at 32 sheilds a turn and soon it will be above 50!
Also notice the Red Guard moving up from the rear area!
Attached Files
*"Winning is still the goal, and we cannot win if we lose (gawd, that was brilliant - you can quote me on that if you want. And con - I don't want to see that in your sig."- Beta
Originally posted by Colwyn
Why is it that cities build on normal plains in winter produce 6 or so shields and only 1 in summer.
This is the same for my game and apparently conbs's do you all get the shields as per above?
PS laborers are best to build cities/top uo and use labor brigades to improve as they are twice as fast!
Hmmm I hadn't noticed that, and I guess we would Have to ask Nemo. Maybe it has to do with the loss of food bonus in the winter. The Hex defaults to whatever produces the most stuff. (I'm just guessing)
The laborers will be added to cities in the rear as soon as some industry is built.
Nearer the front we will build some towns. First prioity will be to add laborers or build new towns with the laborers that are homed to a city.
But right now we need industry bad!
Id like to pump at least one and then two units a turn into the front from the urals. An airport in Chelybinsk is a high priority soon!
Right now we will begin flying in the Siberians who show up this turn I believe.
*"Winning is still the goal, and we cannot win if we lose (gawd, that was brilliant - you can quote me on that if you want. And con - I don't want to see that in your sig."- Beta
I really think what happens is in the summer it defaults to the food bonus and produces more food.
In the winter when the food bonus is gone it defaults to the production bonus and produces more sheilds.
Sounds like maybe Colwyn ought to move the city over one square and get it off the Coal mine for version 1.5
*"Winning is still the goal, and we cannot win if we lose (gawd, that was brilliant - you can quote me on that if you want. And con - I don't want to see that in your sig."- Beta
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