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
The most immediate way to prevent the battle ogre from being subverted is to get it out of the base and stacked with a unit. If it is in (or maybe within the base radius of) a subverted base, then it would go over.
If it is outside our base and stacked with a unit, it can't be subverted.
Long-term, we should consider building an infantry probe team (20 minerals) in Cytosino to prevent probe attacks. Should we build an infantry probe team instead of formers?
I suggest that we move our battle ogre with two scouts toward the Templar base at (0,28), a reconnaissance in force.
If the Templars sending an attack force toward us, that is the likely direction.
The ogre will be able to destroy any likely attackers, since the Templars were weaker than us militarily when we met them and we only had 5 scouts at the time. (They did brag that they had just prototyped jumpsuit garrisons, 1-2r-1.)
We can decide as we see the lay of the land whether to attack the Templar base at (0,28).
In the meantime, we are researching military know-how and we'll prototype as soon as we can.
In SMAniaC, there is no retooling penalty, so once we have ten minerals, we can set production to recreation commons, buy the necessary minerals at 2 credits/mineral and then switch to the missile unit prototype.
We don't know how big this jungle is. Should we build more scouts at our three older bases and continue exploration (particularly on the western side)?
Our yearly surplus is 5 credits. Let me check the simulator to see in which base, the first citizen will go from talent to worker under planned.
According to the minimap, we've only explored a quarter of the world and we've met 2 of the other 6 factions.
Good point about the stacking to prevent subversion. A forward position with the Ogre and a scout or two is helpful to see the Templar coming, and take them out.
As to formers, we still only have two? We don't need them as badly due to the huge numbers of forest and the Jungle. But I'd still like to see 1 per base. There is always more to do, and as you mentioned we need forests in the Jungle. Roads are critical too for defense, offense, and expansion.
No retooling for switching production is one of my favorite aspects of SMAniaC. I agree we need a cheapo infantry probe when we reasonably can. I suspect we'll be growing fast, so the probe will have to be built somewhere else we can concentrate on getting an RC.
I'm leery about building more scouts since they suck up support, hampering long-term production. Still, I'd like to have one or two looking out for us, perhaps on the edges of Templar space. Our initial support-free scout is in a base, right? I'd hate to lose it!
So, how about a regular probe? It could infiltrate the Templar, which is HUGELY valuable (speed 1 infantry probes are purely defensive). If it survives then it goes back to the nearest base, and can either explore, steal tech/energy/sabotage, or defend.
NOTE – here is an area where the regular probe may help – stealing Field Modulation (D2r) from the Templar. That means we wouldn’t have to mess around getting the prerequisites for Field Mod (Progen Psych), and then could come back and infiltrate either that base or maybe another if the probe survives. Note the default government SE in SMAniaC (Unitary Demo) has -2 Probe.
We have a good portion of the Jungle now, so at least we're competitive. I'd guess we have at least half (although on some maps the Jungle is pretty big). I just didn't want to let the nasty Templar have it since it more than anything else will drive long term growth, along with nutrient specials.
Also, I'll pose a question. If the Templar called up and asked for a truce do we accept? I've noticed that if the AIs are weak and we kill a unit or take a base they may ask. Or do we want to eliminate or subjugate? This is a big call since it defines how we order our production (aggressive: some infrastructure, most military; hybrid; or builder) and research. If we want A4 our next research should be Fission Reactors, then High Intensity Laser. Also key is armor since our infantry need at least D2 armor.
If we do decide to be aggressive and take out the Templar then I’d suggest few infantry A4 (hopefully we’ll have armor of some kind) and A4 speeders for a Weenie Rover Rush.
I repeated my experiment for planned social model (efficiency = -1). Using my simulator game and the scenario editor, I created a lot of colony pods and started establishing bases.
For the first four bases, every citizen was a talent.
At the fifth base, I got a bureaucracy warning, and the citizen of the fourth base became a worker.
Here is the table (the columns are the # of bases; the rows is the order of the base establishment; T=talent; W=worker):
B: 5, 6, 7, 8, 9
1: T, T, T, W, W
2: T, T, W, W, W
3: T, W, W, W, W
4: W, W, W, W, W
5: T, T, T, W, W
6: -, T, W, W, W
7: -, -, W, W, W
8: -, -, -, W, W
9: -, -, -, -, W
This means that if we switch to planned and we have five bases at the time, the first citizen of Cytosino will become a worker. Since Cytosino has the bonus mineral, we shouldn't have a problem building a recreation commons.
Both anthropocentric and planned increase our growth by another +2. Anthropocentric would give us +1 morale and change our planet penalty from -1 to -3. Planned would give us +1 industry and change our efficiency from +1 to -1.
If we're fighting the Templars at the time, the 12.5% combat bonus would be useful. provided the Templars don't have psi defense (then the planet penalty would come into play).
Certainly, the +1 industry would allow us to build units and facilities quicker. With our bases close to each other, the inefficiency isn't as much of an issue if we can handle the bureaucracy drone issue.
To pop boom, we will want to have both planned and anthropocentric. Which one do we want first?
We'll establish a forward position with the ogre. We can decide what to do next depending on the situation.
The Templars have a 25% advantage on the attack. We certainly would prefer to attack them. We expect to discover military know-how in five years (maybe four years since we're going to be establishing a fifth base in three years).
In 4 years, Cytosino will have 16 minerals. If we have 20 credits at that time, we could purchase 10 minerals and have a missile prototype built the next year.
Currently Cytosino is building formers.
Genesis currently has 18 minerals accumulated and is accumulating 4 minerals per year. If we want to build another former, another gun foil, or an infantry probe, we need to switch production this year.
Purini has 4 minerals accumulated and is accumulating 2 minerals per year.
Mutatio has 3 minerals accumulated and is accumulating 2 minerals per year.
Cytosino has 4 minerals accumulated and is accumulating 3 minerals per year.
Our independent scout is in Genesis.
We have 17 credits. We could have a standard probe team next year if we purchase 8 minerals (for 16 credits) toward the recreation commons currently being produced in Genesis, and then switch the recreation commons to probe team.
Because of the road and river, it shouldn't take long to catch up to the ogre and from their forward position probe the Templar base at (0,28). I would prefer to make sure the probe team has an escort (even formers are good protection).
If the Templar has any portion of the jungle, I don't think we should accept a truce. Industrial base give us kevlar armor (D2), the ability to mine, and 3+ minerals. In addition, it is on the industrial automation b-line.
I'd like to propose the following plan.
(1) Build a standard probe team at Genesis.
(2) Move the probe team, the ogre and the scouts to within probing distance of (0,28).
(3) Infiltrate.
(4) Once the road/river connection from Genesis to Cytosino is complete, start building a road from Cytosino to the ogre.
(5) Scout and expand to the west of Cytosino to box out the Templars.
(6) After military know-how, research industrial base if it is available.
There is less need for laser since we have 6r-3t-1 battle ogre. If we use it to knock out jumpsuit garrisons, missile (A2) units to knock out scouts, and scouts to occupy bases, we might be able to take out the Templars without lasers (A4) or speeders.
Even if we don't eliminate the Templars, there is a lot of benefit to claiming the Monsoon Jungle. Anyway, we can decide whether and when to launch an attack depending on what we find out scouting/probing the Templars.
For this year's movement, I don't see a problem with
(1) moving the Ogre, the Genesis scout and the undamaged Cytosino scout to the bonus mineral (it will protect them from Cytosino being subverted); and
(2) building a standard probe team at Genesis (it can be used to infiltrate the Templar, steal tech and credits and eventually protect a base from probing, if it survives).
Lets try Anthro first since that will give us some time to get a RC up at the base that will get the efficiency drone. It takes a while to collect 40 energy when your yearly surplus is 5 (likely to increase when we get our 5th base up, which is in a river tile).
The Templar have -3 Planet so I don't think they'll be doing psi any time soon. Psi armor is quite a way down the pike, I think.
Your sequence is fine, except I'd like to see if we can find another base to steal tech from. We know they have at least one tech we'd like to have! And they were mean to start a war. They're getting upish. The brutes.
The gun foil recovered a resupply pod with manufacturing supplies worth 50 energy credits.
We are now in anthropocentric society.
Genesis will build a standard probe team next year.
The ogre reconnaissance group has formed outside Cytosino. Once they've gotten a probe team to infiltrate (0,28) and steal tech from (0,28), they can look for another base from which to steal tech.
Looks good! Lucky breaks on the pods for far. I'm also somewhat surprized that our gun foil hasn't stirred up an isle yet. Unless we can get ~2 tile away it will likely kill us. After we go Anthro we definately want no part of psi combat.
I'm waiting for the Unity pods along our eastern coast to dissapear due to the Ghost probe team. Based on the last posted map it doesn't look like it is nearby anymore.
Be very careful about moving into fungus since we can't afford any psi combat with worms. This will be even more of a key next turn when Anthro (and -3 Planet) kicks in (the +1 morale helps, though). I recommend detours for our land forces (battle ogre especially). If needed the scout can lead, but it could get ugly. For the foil we'll have to do what we can - it has already paid for itself due to the Unity cash pod and the exploration. Movement through fungus with a negative Planet rating takes more time anyway.
If we do see worms the scout will have to take the hit (I hope). If the worms attack our battle group they'll go for the Battle Ogre due to its resonance armor unless the scout is the Designated Defender, which I see you've already done.
We'll make the detours. Since part of the reason for sending the ogre is scouting, a detour is of less consequence. Plus we don't need to worry about the Templars invading us through fungus (they're not likely to have mindworms). And it is faster if we don't try to go through fungus.
The Unity pods are still there. They don't appear on the screen shots because of the low magnification. Take a look at this one:
Side note. If the Ghost CP does as expected it will head northeast to unclaimed territory. As we establish our 5th base in the Jungle (next turn?) that will expand our territory boundary, forcing it to have an even longer route. Hehe. Nasty Ghosts.
No reason not to keep exploring with the BO-scout. I assume our probe will be coming along shortly.
As to MWs, they Templar could stir them up by trying to go through fungus. If we are adjacent to that tile the MWs may just attack us. Even with a DD, its explosion will damage the Battle Ogre. Not likely, but possible.
Our probe is two squares behind the ogre protected by the Genesis explorer. It will join the ogre task force next year.
Hopefully, the Templar unit that stirs up the mindworm will attack the mindworm. If the mindworm survives, it will be damaged and unlikely to destroy our scout.
Obviously, if the scout is destroyed, there is collateral damage. The ogre has resonance armor, which gives it a 25% boost against psi attacks. I think that collateral damage is preferable to the damage that it would get from being attacked by the mindworm. Of course, the scout might survive (and be badly damaged), in which case the ogre suffers no damage.
The Mutatio explorer found a monolith, which will provide 2 energy (3 once energy restrictions are lifted) to Uracil. The monolith will also be helpful in promoting our units.
Meanwhile, our gun foil has found another sea pod, which it will investigate next year when it has its full movement.
Depending on the results of the next Unity sea pod, I suggest we name our foil "Lucky". Otherwise "Flotsam" might be more appropriate.
Monoliths are a huge boon, even in the Jungle. In the early game 2-2-2 is a lot of resources.
With the extra energy from Uracil I'd expect our research rate and energy surplus went up a bit.
Oh, and be sure to set the production in the base nearest to the sea Unity pod (both Jungle bases look about the same distance to the pod) to something expensive and useful before you pop the pod. Maybe a Net Node (nicely tying in to the higher energy base, by the way)? We may get really lucky and get enough production to complete the unit/facility! Switch back if we don't get a gimme.
The Ghosts have established a sea base 6 squares east of Uracil and the Templars have established a land base 3 or 4 squares north west of Cytosino.
Since the new territorial border is straight, we can surmise it is on a direct line north west of Cytosino.
Since the highlighted rocky river square 2 squares away from Cytosino is in Templar territory, we can surmise the new Templar base one or two squares away from the highlighted square (either at [55,33] or [54,32]).
I think we should move the Genesis scout and probe team, currently on the mineral bonus, to the highlighted square.
Next year, we might be able to probe the new base.
I think the ogre and Cytosino scout, currently north of Cytosino should move north.
I'll be sure to switch both Cytosino and Uracil to network node before "Lucky" investigates the sea pod.
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