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
I expect that the radar towers do reach two squares diagonally, like arty bombard. I'll post the questions on sea-reach and bombardability on the general forum.
Nice map, DeepO, and an elegant approach - start with the units we'll have and decide where to place them, rather than starting by trying to guess what we'll be attacked with, which is what I tried to do and got a headache over.
I say just upgrade. After all, our first priority is not to be invaded, so showing our defences might help discourage attack.
I never used towers, so I hve no idea if they affect coastal tiles and naval units.
We could make them with excess workers at the last minute, since we have rails. Just make them in cities that will be under attack. We should not need many, if we were to lose a fair number of cities from an invasion, it would be lights out anyway.
workers - towers: I want to have the defense added to the cities when under marine attack as well... and we currently have a surplus of workers. I'm half considering to stop Cyclone as a worker pump, and start building explorers there instead.
As to the approach I took: It's not ideal, but it'll have to do. It doesn't say much about whether we've got enough forces. Also, this is the curernt situation, with too few attackers (only defenders), but this will better soon. However, the moment we invade, our defense will weaken, as our infs will join the war on Lego. Let's hope everything works out, and we've got Mechs by that time.
Oh, but this still leaves us wanting a naval defense plan. One of the big questions I've got is whether, and how much subs we need, as I want to start building them next turn, or the one thereafter.
I say yes to a handful of subs - as indicated on sleepy's naval chart. The enemy could eliminate all stacks of destroyers, but with some subs around we can still see where they're coming from.
Looking at the map, 4 would cover the east coast, 3 would leave the southernmost area uncovered. As it's tight with the builds, maybe we can only afford 3.
I'll aim for 4... with 4 knights, that will take only 4 turns in WoC, so we won't lose too many destroyers. I'm going to change one destroyer build to a carrier then, to compensate.
The red and blue tiles are the key. Honestly, I think we should concentrate nearly all of our forces on those tiles. More in the coastal cities on the east side than on the west.
We simply cannot defend everything everywhere well enough. It's impossible. Therefore, I suggest we concentrate on the east coast. We should defend the west, just less (if Hurricane gets 8 infantries, O. Gale gets 2 or 3... you get the idea). Elipolis gets the most troops of any tile besides Hurricane.
The cyan tiles... I agree they need bombard protection, but maybe 1 guerrila each. I don't think we can afford more.
I should have posted a picture after putting all troops where they were supposed to go. It's currently like on the map, with even distribution of forces West and East in the red cities.
The cyan tiles currently have either a MI or a knight. I'm not sure on upgrading the MI to guerrila, it's costly. Guerrila doesn't treat all squares as roads, do they? Otherwise we could use them in our invasion...
Arrian, do you advocate putting only 2 defenders on the West, to have 4 defenders on the East? More is currently impossible, as we don't have the forces...
towers will have to wait for radio, though. But that will still leave some 20 extra workers right now. I agree, and should have thought about it earlier, that we better build explorers or something similar in Cyclone.
If I don't play the turn (maybe it can wait until Sunday), just leave Cyclone on workers one turn longer. Some things have to be changed with the improvements, to give a few more shields to Tornado as well.
BTW, going into mob will be a small nightmare economically, where a couple cities will have to grow, and a couple will have to shrink. We might need workers for that transition as well.
As to subs: I see some use for them, but personally wouldn't build 4. for me, most use comes from detecting incoming Lego invasions when we're on their land, not from defending while we haven't invaded yet. As a feeling, 3 subs would probably be enough for that, and maybe even 2 would do... I like destroyers as well as they're allround.
DeepO, don't forget that if worst comes to worst, we can disband any workers we have left over
and when do you want to stop being turnplayer? I seriously doubt that anyone could take over before mob and still get the cities production right, so dou you want to swap when you have finished tweaking the economy?
RE: defence: do we even need subs if they are going to be used for detection? can't we use fighters and recon? we would see them at least 2 turns out from Stormia, although it would cost more shields (around 500 more).
You just wasted six ... no, seven ... seconds of your life reading this sentence.
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