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
Sorry for the delay, but the mod is so much fun with it's challenges in my own games...
76:moving probes towards west. Building a road to the monolith, but not using it, since i'll assume that's what you guys wanted *shrug*.
Building another sensor near "The Quiet Rebellion"
The disbanding for minerals is new for me...
77: Got a secret's tech, "Information is Power". With that bonus, got the "Subplanet Structures", which allows 3+ minerals, perim defense, first impression, subs, subsurface environs, etc.
Going for "Projectiles in Practice" now.
Didn't use Network nodes when I switched to the Greatest Game SP
Contacted the Syndicate; got the Wheel for a tech of ours (didn't keep track, o well)
78: Primus Matsumura contacts me, want's to attack the Galactics, declined. Demands Chironator, I demand tech, no deal.
He found my unwillingness to cooperate disturbing
The disbanding for minerals is SO slow... still at 61 turns to complete project
79: Mindworm appears at "The Quiet Rebellion." Easily disposed of my militia.
80: Colony pod built, but nowhere for it to go. Ordered a transport.
81: Sealurk approaching our base building SP. Militia are steadily being disbanded there.
Removing some fungus too.
82: Sealurk dies... militia upgraded, then put it as a defender instead of disbanding it (disbanded another one instead)
83:
84: Yay, a mindworm!
85: Forest expands... yay.
Well that wasn't too hard, nor was it too exciting... *wanders off for food, drink and more comfortable seating*
- Contacted Sarita. She wants Subplanet Structure (E3) for University territory. Refused. Update of a map - she is Pacted! Asked for research exchange. She agrees: Subplanet Structure (E3) for Human Ecology (E3). She has two more techs, but refuses further exchange due to current project The Transmitter Trials.
- Aldebaran transport hurried by 2 EC to allow for a new militia in 2 turns in Noncomplicity Base. Present militia dispatched for escort duty of a colony pod to establish new base at (39,35).
- Contacted Zakharov, who is solicitous. He informs that he just completed a chironator Rover (4-1-2). He asks for Subplanet Structures (E3). I agree if he discloses Weak Fields (C4). He egrees for this exchange. He is willing to exchange further. He wants Information is Power (D3) for Mental Harmonic (D3). I could choose Robotics (B3), but I stay with firdt offer. Unfortunately I have no other techs for exchange, so Zakharov says no for question to continue.
- Designed Psi Hoover 1e-2t-3. Current cost 27(prototyp 45)
- Designed new unit.ECM Psi Garrison 1-2+t-2. Current cost 18 (proto completed)
- New base founded, Monolith Post. Militia from Agreement by force rehomed to this base. +1 Econ, +2 Research.
- Changes in base production, since Recycling tanks are available.
- Contacted Sarita. She refused tech trade for the same reason as the last time.
- Contacted Zakharov. Asked for Pact. Refused. Asked for tech for friendship, he wants to trade only and I have nothing for exchange.
- Hurried formers in The Quiet Rebellion and We Will not Comply for 4EC + 6 EC. Hurried Shroud in Survival for 13 EC. Hurried Probe cruiser unit in Speak Softly for 13 EC.
==== 2388 ==================
- Noncomplicity base recycling tanks hurried for 34 EC. next Network node
- Sent Probe cruiser in Lindley direction.
- Contacted Sarita and Zakharov. Both refused tech trade for The Transmitter Trials reason.
- Risked to contact Riley of the Galactics. They ask for help in war against Colonists. I rufuse. They have Rail speeder 6-1-2. Reily asks for Subplanet Structure (E3). I agree if traded for Projectile in practice (C4), but they refuse and claim Outlaws arrogant for not releasing (E3) tech. I ask for Peace with Syndicate, they agree. They sign treaty of friendship.
- It appears that Syndicate mood improved from Obstinate to Ambivalent, so I contact them. They want Mental Harmonic (D3) but I say only for Field Manipulation (C3). They refuse. I trade Mental Harmonic (D3) for friendship treaty, they agree. I hope for further improvements of relations. They refuse trade tech as they are building Transmitter Trials.
- Rec tanks hurried in Survival for 22EC. next Network node
- Rec tanks hurried in Hero's Waypoint for 36EC. next Network node
- Spoted 2 tiles north-east from Secrets and Lies cruiser transport with 6e-3r-1; 6-1-2; (6)-1-1; 1-3+r-1. Invasion force? I hope it will be turned back since there is peace now, but there is problem - are they still in fight with Colonists? they signed friendship with Syndicate - it was the only option for peace - no Colonists there???
- Destroyer Probe on tile (43,13) in fungus - 2 tiles from Lindley base Flowers Preach. He has 2 techs unknown to us.
- Galactic transport stays in the Secrets and Lies base area. I hope they will not attack. Apparently locked by something if wants to attack Colonists.
- Designed Chironator infantry 4-1-1 (18) and Chironator Tank 4-1-3 (36(proto54))
- Lindley Planetlover transport spoted on (41,39) empty. Galactic transport no move, and there is another Chironator Cruiser (Galactic) (4)-3r-5 near We will not comply.
- I contact Sarita, as soon as commlink opens she offers Field Manipulation (C3) for Weak Fields (C4). Then Gastric Frontiers (E2) for Mental Harmonics (D3). 2 new techs!!!
- I contact Matsumura, as soon as commlink opens he offers Nautical Traditions (C5) for Subplanet Structures (E3). Then Commercial Applications (B2) for Cascading Networks (E2). He wants Information is Power (D3), but I say only for Transcendent Practices (D4). He refuses but offers Pact. I agree. Then I ask for tech trade, he refuses coz of Ascetic Virtues. Transcendent Practices (D4) is the only tech he has but we don't. anyway 2 new techs!!! Matsumura is magnanimous now!
- Zakharov refuses to speak. not good.
- I contact Galactics. They ask to join war against Colonists. I refuse. They ask for Nautical Traditions (C5) but I say only for Projectiles in practice (C4). they refuse.
- I have choice now - steal Robotics from Lindley or wait for possible tech trade with Zakharov. Lindley may not have any better tech for long so I decide to conduct Probe action. I make clean gateway (100%, 75%) but probe team compromised.
- I try Zakharov once again - no response. Galactics - the same story as last contact with them.
- Rec tanks hurried in Defiance Freehold for 14EC. next Network Node.
Zakharov wants to bribe me 150 EC. Cheap freak! He refused to trade Robotics, which costed me Probe Destroyer. 150 EC certainly does not offset this. We are pacted with Sarita and Matsumura, so I go fo this side.
- Rec tanks in Speak softly hurried for 14EC. next Network Node.
- Colony Pod in Agreement by Force hurried for 2EC. next Recycling tank
- Network Node in Survival hurried partially by 14EC. next Colony Pod. Reserves: 37
- I contact Zakharov, he is cooperative. Now when he is no longer Governor maybe he is nicer man. I want to trade tech. He offers Projectiles in practice (C4) for Nautical Traditions (C5). Done. Further Field Modulation (C5) for Commercial Applications (B2). Done, but he turns off the commlink after that. Probably we have no more techs fo trade.
- I contact Matsumura in hope for tech trade - no luck.
- Renaming Monolith Post to Chaunk Memorial. Just noticed that note.
- Difficult decision about new tech after Projectiles in practice (C4) were acquired. There many good choices, but I decided that defences, and in particular land defences are crucial at the moment, thus command structures selected. ready in 2 turns. Unfortunately there was no Quasi Autonomy to choose.
- Buffer Sentinels designed 1-3+tr-1, ECM Psi buffer resonance 3 armor infantry unit for base defences. cost 27(proto 45).
==== 2393 ==================
- Rec tanks hurried in Quiet Rebellion for 16EC.
- Rec tanks hurried in Fierce Vengeance for 22EC.
- No luck in attempt to tech trade with Syndicate.
==== 2394 ==================
- Some environmental changes near Defiance Freehold due to Syndicate actions.
- Command structures researched! Next technology Quasi Autonomy (E4) -> supply transport. total cost:1744, 28 years to completion.... very long.
- I switch building in Outlaws and Inlaws to Command Nexus 235/270. Ready in 4 turns! Then bases can start to build higher quality defensive troops. It's time for it.
- I decide to attempt to acquire a tech from one of the alien artefacts. With luck it will be Quasi Autonomy!!! AA leaves for Noncomplicity Base.
- Production in Noncomplicity Base now switched to Skunkworks. It will be useful for new prototypes.
- Rec tanks in We will not Comply hurried for 18EC. next Network Node.
- Contacted Zakharov. He asked for Command Structures (C3). I could choose for exchange for Planetweapons, but I think Command Nexus is too important. I prefer to trade it after the SP is completed.
- Matsumura as usual refuses to tech trade coz of Ascetic Virtues.
- I gift Robotics (B3) to Sarita. Hopefully she switches for something usefull so we can trade later.
==== 2395 ==================
- AA gives The Planet Pill (D4). No Quasi Autonomy...
- Rail Battery designed (6)-1-1 cost, cost 18(proto 27)
- Rail Tank designed 6-1-3 cost 54 (proto 81)
- Building in Outlaws and Inlaws set to after comand Nexus -> Rec tanks -> Greatest Game again. Hopefully this project will be completed when supply units are going to be built. First construction of mines has already started and mineral restrictions are already lifted.
- Recreation Commons in Chaunk Memorial hurried for 16EC. next 2 former units.
- Recycling Tanks in Secrets and Lies hurried for 28EC. next Network Node.
- New Colony Pod from Survival moving towards (23,19) to establish new base on the peninsula. Escorted by Ogre MK I.
- Matsumura refuses to tech trade - Ascetic Virtues.
- Sarita switched to Transcendet Practices (D4)
- Zakharov is now Solicitous, so I asked him for Pact - he refused. I refused earlier for his request for Command Structures.
==== 2396 ==================
- Sarita almost completed First Impression
- Lindly starts First Impression
- This time Planetlovers have changed rainfall near Defiance Freehold.
====================================
Some final remarks from leaving government of United Noncomplicity Front.
- Completion of Command Nexus in 2 turns recommended. Presently it is 257/270, and base has 11 minerals/turn. It is possible to make Command Nexus in 2397 for only 8EC (sp are priced 4EC/mineral). I leave this decision for next player.
- Recommended not trading Command Structures (C3) before Command Nexus completed.
- After command facilities are present in every base from Command Nexus, production of high morale Buffer Sentinels 1-3+rt-1, prototyped in Noncomplicity Base where Skunkworks will be completed soon (4 turns). Possible hurrying of this structure is proposed for the next turn - in order not to exhaust all EC reserves in this turn. Right after that Buffer sentinels - they cost only 3 rows!
- Present United Noncomplicity Front military is very weak and seething Galactic forces nearby may find it an easy prey.
- Mass construction of Network Nodes in almost every base will allow soon for accelerated research - thus Quasi Autnomy (E4) might be completed faster than in 24 turns. It is needed as soon as possible for reinitiation and fast completion of Greatest Game Secret Project. Zakharov is building Greatest Game SP from 2390!
- According to last remark, it is recommended to consider using 2 remaining Alien Artifacts for connecting to new network nodes (Noncomplicity Base is already used for that - the only one). Possible obtaining of Quasi Autonomy from them - this would be much better than using AA for SP - if succesful IMHO.
Presently leaving United Noncomplicity Front Government thanks for wonderful 10 years!
2196: After some production changes, I launched our navy (A single transport!) with a probe team, from Secrets and Lies. I promptly have Riley of the Galactics demand Command Structures. I refuse and head north. I find the Planetlover Navy. Lindly also demands Command Structures. I refuse. He offers truce (cowardly). Our scout patrol army heads to Secrets and lies to defend the incoming invasion of (2) 6-1-1 arty, and (1) 6-3r-1 Galactics.
2197: A galactic Chironator Cruiser pulls up to our transport. I sell off a Tokamat facility to pay for the pleasure of subverting the cruiser at sea. The cruiser crew head back to S+L to defend vs. Arty. Our MW kills one arty unit and is promoted to pre-boil. Scout Patrol #3 is designated defender.
Production continues. I've switche to building the HGP instead of the Nexus as I believe we can have both this way. Probe teams moving East to invade the Galactics and steal their 3 techs.
2198: Close call. I see that the Planetlovers are retreating 2 invasion forces. Good thing we have a truce. Our cruiser defends vs. the arty, kills off the Galactic transport. The MW kills off another 6-1-1, and our disciplined scout patrol finishes off a badly damaged 6-3r-1.
Building another transport in the south to carry CP's to the southern continent.
2199: Founded Ploy Station on our NW peninsula. Moving 4 probe teams around the coast to invade the galactics with probe actions. Bases working on Net Nodes and probe teams to get ready for a run at the Greatest Game
Stole Matter Transmission, Sapiens Galacticus, The Fungus Amongus, and ? from Ghast Hold and Ta Chu (Galactic). 3 Probe teams promoted to Elite, 1 lost. Not bad.
Call for Global Trade Pact. Everyone agrees.
2400: Started Rail Tank at NonCom Base (Skunkworks completed). Rushed Transport, Rec Tanks. All bases will have, or be working on Net Nodes next turn. Shuttling extra scouts south to go across the sea with our CP.
Tech: 11/16 years left to get Quasi Autonomy (crawlers). Generating 116 labs/turn.
Econ: Sliders remain at 50/50 == +68 ECs/year.
2402: Galactics pronounce vendetta on the Universality. This should keep those ******** occupied. Sending 2 probes up to the Universality to infiltrate and steal from the Galactics
Four turns till HGP. Eight turns till Quasi Autonomy.
2403: Universality about to finish the Greatest Game. Darn. We'll just have to take it from them....We could rush it, but it would use both our AAs, 2 probes (in range), and all our EC's. Have to let it go.... Rushed the HGP by disbanding a single Probe Team.
Traded Illicit Controls for Adaptive Doctrine (Foils) with the Syndicate
2404: Uni builds GGame. We build HGP.
2405: Communications disrupted due to atmospheric haze....
Galactics land a 6-1-2 at Chaunk Memorial. Have Scout, Elite Rover, and MW ready to pounce. They have a 6-1-1 arty on an Isle of the Deep there too. Good thing we're building some 1-1-7 empath foils....
Stole Transcendent Practices from Nu-Data Labs of the Universality. Framed Lindly! (Gotta love Elite Probe teams)
Landed CP, MW, police on southern continent. Discovered Manifold Nexus
Switched from State to Utopian Economics.
2406: I finish my decade with things looking up. It's time to ICS, whether at sea or on the southern continent. Green looks a tempting SE choice, now that we have +4 Efficiency.
Labs: 2/9 turns remaining till Crawlers 213 labs/year
Econ: 83 ECs per turn
Recommend: Focus on SP building and ICSing with sea-colony pods. Switch to Green (?)
B-line to clean reactors for invading our enemies. It's not really worth it yet...
- built "Galactic Downfall" at Nexus - +1 Planet baby!
- cashed in some probes to rush build a Sea Former @ Outlaws and Inlaws. I still feel this is our best base for building SP's, and so will continue to build infrastructure/ etc. to support this.
MY 2407
- upgraded worm and Rail Tank at monolith as I'm still expecting attack.
- popped pod near Galactic Downfall and fell thru interdimensional gate. In retrospect, this now leaves our base at the Nexus undefended from Probe action. FYI.
MY 2408
- researching "The Seeker Disturbance" in 12 turns.
MY 2409
- popped pod near Galactic Downfall giving a river!
MY 2410
- used amp gun foil to kill a Galactic IoD
- shifted from 50/50 Econ/ Research to 30/70 as we had 650EC's at the time, and are earning good income.
MY 2411 - MY 2415
- rush-building ASU's, and built a kelp farm/ tidal harness next to Outlaws and Inlaws.
- fighting a small naval war against the Galactics along our east coast. They have several rail gun cruisers in the area (their currently going for repairs as I've inflicted some damage on them). I've also stationed several rail gun tanks just behind Chaunk Memorial and the base just south of it so we can easily counterattack if necessary. FYI.
Beginning of MY 2416
- chose new tech "The Bernouli Effect" in 8 turns (needlejets!).
We are now moving steadily up the Power Graph, and are in good shape. I'd say my one mistake is leaving our Nexus base unprotected from probe action. Please move to remedy this. Good luck to the next player in sequence!
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