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There was a defender at Genesis (the capital) that could have been at Purini in one turn. At the time we popped the pod, there was enough credits to complete the scout in production the next year. So we could have covered both bases.
According to the manual, "If a wild native life unit is attacking an undefended base, the native life unit form devours one citizen from the base, then dissipates." (Chapter 4, Combat, Base and Facilities, Conquest and Annihilation, p. 105)
So the risk was losing a citizen. It would have taken us 7 turns to regain the citizen.
On the positive side, we might have gained a comm link frequency, a tech or 25 credits. Any of these are worth more if they come earlier. And mind worms are weaker in the very early stages.
As it is, we can switch from the scout in production to a colony pod.
A MW attack on an undefended base also destroys at least one facility (if you have none then it is not an issue). If the base is size 1 the base it is destroyed, of course.
The only reason I mentioned this is that I had huge problems with base rape in my last MP game as Morgan. Random worms were enough since I had a huge fungus field to spawn them. Maybe I was unlucky, but my attacks on worms seemed to fail as often as not. As I recall I lost several scouts, formers, and had at least 2 base rapes even with roads to connect my bases and at least 1 defender at all bases. Bases by fungus were particularly vulnerable (so forests are great since they spread), but other bases died too.
There are always risks, so going in with your eyes open is always best.
The highlighted square is (4, 46). Is that your proposed base location?
What about establishing a base on the bonus nutrient forest?
I switched production of Purini to colony pod and Genesis to scout.
We could still hurry Purini so that we can establish new base one turn sooner, although it would be nice to accumulate some credits so we can switch to anthropocentric.
Year: minerals in Purini, minerals in Genesis; comments
2107: 7, 6; 7 credits, 6 nutrients at Purini
2108: 12, 8; former moves 1 sq. W? 9 credits, 8 nutrients (1 row) at Purini
2109: 17, 0; new Genesis scout rehomes, Genesis nutrient box full, former plants forest, 11 credits, 10 nutrients at Purini
2110: 21, 3; 13 credits, we could buy 5 minerals for 13 credits, 12 nutrients at Purini
2112: 3, 9; 3 credits, forest is complete, 16 nutrients (1 nutrient is wasted; 2 rows)
2113: 6, 13; 4 or 5 credits, 3 nutrients, Purini has 2 citizens
If we rush the colony pod, we have it 2 years earlier and we gain 3 minerals and 2 nutrients, but we lose 15 credits.
If we establish the new base, we have 2-1-1 for the base square (assuming it is not the bonus nutrient) and 3-2-1 for the bonus nutrient forest square. So we get an extra 5-3-2 per year for two years or an extra 10-6-4.
The trade becomes 15 credits for 12-9-4 or (valuing 1 energy = 1 credit), 11 credits for 12 nutrients and 9 minerals.
Originally posted by vyeh
The trade becomes 15 credits for 12-9-4 or (valuing 1 energy = 1 credit), 11 credits for 12 nutrients and 9 minerals.
15 minerals on the other hand would allow us to hurry gun foil sooner, but having a new base 2 turns earlier on such good spot may be worth the delay.
We do not know how much gun foil will benefit us, but then we delay it now for the additional scout, and do have a contact with aquatic faction, which may give us new commlinks soon. If we are pacted, we get them for free. Maybe pursue pact with Ghosts?
I'm fine with any decision re hurrying colony pod sooner.
(2) Genesis builds another scout after the scout currently in production.
I like the first option.
We tried to get a treaty:
Apparently, we've grown too powerful and our Genesis "scheme" is too fearsome.
The real bottleneck is our slow research rate (aggravated by the two techs we acquired in trade) and the slow rate at which we accumulate credits (aggravated by the -1 economy).
Until we can build solar collectors, we need to build forests and establish new colonies to increase our energy.
n = 6
s = 1
b = 1 (biogenetics; getting a tech in return for a demand does not count as a trade)
Tech (Conquer/Discover/Build/Explore) t, n + t + s - b
Renewable Energy Sources (B) 1, 7
Social Psych (B) 4, 10
The Fission Reactor (E) 22, 28
Military Know-How (C) 36, 42
Gene Splicing (B) 49, 55
Progenitor Psych (E) 78, 84
The joker tech is the Explore tech nearest the beginning of the list, the fission reactor.
Since military know-how and progenitor psych have values of t+n+s-b that are divisible by 3, they will not be available.
So we will be asked to choose from (ordering by ascending explore techs, then ascending discover techs, then ascending build techs and finally ascending conquer techs) the fission reactor, renewable energy sources, social psych and gene splicing.
In 2108, forests grew into two flat moist squares around Purini. This development saves 8 former turns.
The Purini scout moved to check out one of Mart's potential base sites. The fungus and the ocean squares (to which the new base doesn't have access ) makes Mart's two tentative base sites unappealing.
The Genesis formers moved to Purini on their way to building a road to the new base site. They will also serve to provide Purini with protection from mindworms until Genesis builds a scout.
In 2109, Genesis built a scout, which moved to protect Purini, the formers moved to the site for road work and the explorer checked out the sea coast.
In 2110, Genesis grew, the formers began road work, the explorer continued exploration and we used our entire treasury to hurry the colony pod at Purini. The "bottleneck" is likely a peninsula, since Mart's technique of looking at topography revealed only flatness in that direction.
In 2111, the forest overwhelmed the fungus on the river! In three years, the forest has claimed 4 squares (that hydroponics pod is quite effective).
Purini built a colony pod. In order to avoid wasting a nutrient, a Genesis worker moved to the bonus nutrient forest and the Purini worker moved to the new forest river.
Although the Purini colony pod attempted to move beyond the newly constructed road, it was probably better that it failed. The formers which had provided some protection for Purini are now providing some protection for the colony pod.
The exploratory scout continues exploring the neighborhood of the new base site. The bonus nutrient is looking better and better.
In 2112, the formers escorted the colony pod into the forest river. A road here will allow for quicker movement between Genesis and the new base.
IN 2113, Genesis built a scout. This scout could have moved up the river to the new base (and take over protection duty).
Mart's technique of examining the topography of the black areas shows that we're on the south east part of our continent. Rather than send the Purini exploratory scout north west, it seemed better to send the Genesis scout north west and find out more about the Genesis neighborhood.
The Purini exploratory scout and the colony pod rendezvoused on the bonus nutrient and the formers, relieved of their convoy duties, began building a road (after this section of the road is completed, they will move down river and build a road just outside Genesis, shortening the distance from 4 squares to 3 squares).
Purini's nutrient box was full. Genesis gave Purini the bonus nutrient forest so that Purini can continue to grow.
In 2114, Purini gained a citizen to replace the one that left with the colony pod, the colony pod established Mutatio, which began building the weather paradigm and the Genesis scout discovered a rolling moist square, which is a potential base site.
The Purini exploratory scout garrisoned Mutatio.
At this point, there are many important choices:
(1) We will discover polymorphic software at the beginning of the next year (now we need to accumulate 80 credits so we can pop boom). Mart and Maniac are in favor of pursuing the industrial automation b-line, which is renewable energy sources (and which will also allow solar collectors).
(2) What should Purini build?
(3) What should Genesis build?
(4) Should Mutatio build the weather paradigm? Hydro favors building secret projects after Mutatio has the support free unit. With the former exploratory scout re-homed, Mutatio has its support free unit.
Maniac doesn't want Mutatio to build the weather paradigm.
Perhaps Mutatio could build a colony pod in 8 years. The colony pod could travel down the river to Genesis and then to the potential base site just identified by the Genesis scout north of Genesis. And the formers would build a road to the new base.
I would suggest steady pace for this game. There must be time for players to discuss, it is democracy game. By playing so fast we skip a lot of issues that would make playing the game a good experience. By rushing turns some players may loose grasp of what's happening.
I would suggest max 5 turns a week, Monday-Friday, and even less during holidays, unless majority of players can be online.
Steady pace is also good, when some people cannot be around for some time, then they can know in advance what they will miss. It gives sense of of the game world to be more "real" having its own speed of time.
Even when there is not much to discuss for certain amount of turns, it is great opportunity to concentrate on long term plans or maybe revise the existing ones, talk about diplomacy to other factions etc.
I know we discuss third base for like 5 turns in advance, but there is so much more in the game.
Sorry, if I'm the only one player feeling that way.
What do you think about it?
Following Maniac's suggestion, Purini changed production to a gun foil.
I think Genesis should build a colony pod (rushing at the end to minimize wasted nutrients). Until we discover social psych, we would have to turn a third citizen into a doctor, stopping growth.
If Mutatio does not build the weather paradigm, what should it build?
(1) A scout could continue exploration to the north west.
(2) A former would help build a road to the new base site north of Genesis.
(3) Recycling tanks would increase resources.
Which way should the Genesis scout go, north or north west?
When Genesis switched from recycling tanks to formers, there was no retooling penalty.
In SMAniaC, there is no retooling penalty.
From SMAniaC alphax.txt
0, ; Retool strictness (0 = Always Free, 1 = Free in Category, 2 = Free if Project, 3 = Never Free)
The basic SE gives +1 efficiency, so BaseLimit = 1.125 * 5 = 5.625
This means that when we build a fourth expansion base (for a total of 6 bases), we will see one of the first citizens in a base (it can be any base - not just the fifth base) become a drone (before considering psych, facilities, police and secret projects).
The basic SE gives +1 talent. For secret projects that give an extra talent, workers are turned to talents and drones are turned to workers (look at the acdg5_2124end save (it is a SMAC game) and move the garrison out of HQ.
The basic SE has -2 police, which means no police units.
Once we go expand to the sixth base, the first citizen in our first base will become a drone if the +1 talent from SE acts the same way as the +1 talent from the rejuvenation tanks (the human genome project).
This means that as soon as we establish the sixth base, Genesis will have a worker for its first citizen and a drone for its second. While we can turn the drone into a doctor, we should have social psych and almost have a recreation commons completed at Genesis before we build a fourth expansion base.
So if Genesis is building a colony pod for the second expansion base, we can still build a colony pod at Mutatio.
This also suggests that the rejuvenation tanks (the human genome project) might be valuable.
You can predict where the bureaucracy drones will appear.
Consider asking the Ghosts for the comm links to other factions if we have the credits to do so. We don't want to bother him too much, though, and it sounds like he contacted us initially and we've contacted him once to ask for a treaty (and he told us to buzz off).
If growth is a problem then getting rec commons will be key.
One of the key lessons I learned as SMAniaC PBEM Morgan is that horizontal early expansion can kill if aren't prepared. I had horrible industry (0 or 1 mins) at my relatively small bases (1 to 3 pop) due to support penalties, even if I only had one former, a defender, and maybe one other unit. Building a rec commons takes forever even if you have lots of energy to rush later. Add that to rogue worms killing my formers, losing attacks on MWs, and worm rape and I was toast.
What is interesting is that a previous MP as Zak was much easier. Looking back what killed me was low support (Morgan has -2 to start) and horiziontal expansion too early, resulting in B-drones.
Also, remember that in SMAniaC that all factions start with +1 efficiency to start (Technocrat, default Ruling Elite SE). I'd have to run the numbers, but I think that bumps the number of bases before B-drones to 7 (7.9 or something like that rounded down).
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