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
On the very top forum index page there's a drop menu box...it defaults to 'light' apparently, and the 'moderated by' only showed up when I switched to 'heavy'...
Originally posted by timsup2nothin in The Wardroom thread
Between now and then, please give 'opinions in general' on priorities, ie ... priorities in terraforming, application of the supply droids, what we need built first, etc.
Uh ... if this discussion isn't limited, it could wipe out the concept of governors.
I was hoping to see your responses to my previous concerns about HQ governance before I wrote a document about faction vs. base governance.
I think it is fair for the faction to give orders to the governors where there is a DIRECT effect on the faction:
1. Production of offensive combat units
2. Production of offensive probe units
3. Production of Special Projects and crawlers which will contribute to Special Projects
4. Construction of roads among bases and toward the frontier
The following are the governors' perogatives
1. Terraforming within a base radius
2. Which squares to work and which squares to crawl
3. Building garrison units (combat & probe)
4. Building facilities
A governor has the following responsibilities (unless the faction allows otherwise):
1. Keeping the drones in control
2. Garrisoning the base
3. Producing at least as many energy credits as is spent in maintanance
On research, I'm leaning toward the faction being able to set some type of quota depending on population size, but it would be up to the each governor to figure out how to meet the quota.
I've got reasons, but I would prefer to settle the HQ governance issue before discussing the exact division between faction and base governance.
For now, I'd appreciate it if you would not discuss terraforming, crawling and builds other than non-garrison scouts and colony pods. (The only build choices at this stage are scouts, colony pods, HQ in a non-HQ base and stockpile energy.)
It might make it easier for your planning to know that I intend for you to be governor of the base of your choice since Maniac has dropped out.
If there aren't two other players who want to be governor, I'll take a base after you've chosen.
I'd prefer to discuss this topic after we've finished our discussion on the governance of HQ.
I'm not terribly worried about base governing, at least in terms of what base I happen to get. Until my stint as faction leader is up I'm planning to stay out of it. If I completely have my way a great leader will emerge and take over, put me in charge of that first expansion base, and commission me as an Admiral.
As far as the discussion of terraforming in the immediate sense, I was actually thinking of a suggestion that I thought you made (not up to searching right now, so I may well be wrong about source) that we make building connecting roads a priority. While base commanders having the opportunity to terraform around their base as they see fit is a good thing, I'm inclined to turn over the formers after the roads are built.
In general, I think the 'document' on faction governance vs base commanders needs to be evolved. In order to get that to happen we need to have some base governors and a faction leader. Not just you and me.
Originally posted by timsup2nothin
I'm not terribly worried about base governing, at least in terms of what base I happen to get. Until my stint as faction leader is up I'm planning to stay out of it. If I completely have my way a great leader will emerge and take over, put me in charge of that first expansion base, and commission me as an Admiral.
Why don't we put the HQ base under the faction leader as you suggested? When your term as faction leader has ended, you can get retire to an expansion base.
Originally posted by timsup2nothin
As far as the discussion of terraforming in the immediate sense, I was actually thinking of a suggestion that I thought you made (not up to searching right now, so I may well be wrong about source) that we make building connecting roads a priority. While base commanders having the opportunity to terraform around their base as they see fit is a good thing, I'm inclined to turn over the formers after the roads are built.
That wouldn't violate my idea of the governors' role.
Originally posted by timsup2nothin
In general, I think the 'document' on faction governance vs base commanders needs to be evolved. In order to get that to happen we need to have some base governors and a faction leader. Not just you and me.
Once we get started, we may get some more interest. Mart said he expected to have the game done some time this week.
I'll PM some players who had indicated an interest.
Call to players:
Please post here if
(1) you are interested in governing a base. It is my intention that players can avoid micromanaging terraforming. If you like micromanagement, then you want to be a governor.
(2) you are interested in being the faction leader after Tim's term is over.
(3) you are interested in being the turn player after Bodissey's term is over.
(1) Beginning year save has the format ACDG5_2xxx.sav. Include a brief summary of anything that happened since the last save and a thumbnail screenshot.
(2) IF there is a mid-turn save, it has the format ACDG5_2xxxmidx.sav (start with mid1). Include a brief summary of what happened since the last save.
(3) The end turn save has the format ACDG5_2xxxend.sav. Include a brief summary of what happened since the last save. If there is an additional end.turn, then it should be labeled ACDG5_2xxxend2.sav.
You did an excellent job with the practice. Consistent formatting makes it easier for the casual reader.
There is a link to Mart's turnplaying manual in the index thread.
I'll see about posting a link to bugs that are usually prohibited in multiplayer games? (Perhaps you might be aware of one since you play multiplayer.)
Originally posted by timsup2nothin
In general, I think the 'document' on faction governance vs base commanders needs to be evolved. In order to get that to happen we need to have some base governors and a faction leader.
I've got some interest via a PM from a player interested in being a governor. I've asked him to post his interest here so everybody can see.
Let's move the discussion of HQ base governance back into the Wardroom. I'd like the delegation issue addressed.
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