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I ran a couple of quick games in huge/average with max number of players. In one game the Burs had most planets when I ran into other races. The other one the Psilons had most. Both had more than me - almost doubled my number of planets
(\__/) 07/07/1937 - Never forget
(='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
(")_(") "Starting the fire from within."
That seems to fit. The larger the universe, the more they seem to grow. I still do not see them with lots of colony ships by turn 10. It also is a function of the planet types. If lots of hostile planets, the AI does not make them as fast.
Urban, did you check on the .5 vs 1 bc for the klacs?
I tested it too and 4 turns in a row they got a CS every turn. However, that only happend, when they had no further planets in range.
What do you wan't to be checked about the Klacks? They of course produce more with factories! But a Unit of Pop has double the prod than those of other races. It's not always 0.5 vs 1 since the Ecology Level also increases the productivity of Population. Klackons just have this effect doubled.
I just can't understand how can Psilons or Burs could have more colonies than Klacs on an average setting, and I was playing the equivalent of ICS in space.
(\__/) 07/07/1937 - Never forget
(='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
(")_(") "Starting the fire from within."
Originally posted by Urban Ranger
I just can't understand how can Psilons or Burs could have more colonies than Klacs on an average setting, and I was playing the equivalent of ICS in space.
I know the Psilons have done it to me any times on impossible. On avg, you would think not. The one reasons is that the Klacs weakness in research of propulsion. They will usually not get any engines for a long time and they do not get range tech early. This has made it hard for me to expand a number of times, unless I put resources into propulsion.
It appears I have lost my mind. I looked at the test runs again. The run where I concluded the Klac do not get the 1 BC was actual using the Sillies. I ran with them and then Klacs and then Meks.
It looks like the Klacs do get 1.48 rp for each pop on science. Now look at this run:
Turn 1 82 BC 30 factories 50 pop
T 10 193 BC 113 " 77 "
T + 239 " 153 " 83 "
That looks to me as if is being calculated as 1/pop + 1/fac with some rounding. If you slide all to research, it comes out on turn 2 as 52 pop yielding 76 rp or 1.48/pop. This was run on avg level. I can only guess that the factory is double production and the .5 is applied to the turn one 30 factories and then to the doubled production. This yields 30*.5=15 then again to the bonus. That yields 15+15 pollution subtracted from the double production (60) for a net of 30. Add the 1 bc per pop = 50. Total 50+30 gets to the 82 they reflect. The formula and timing seems to have some rounding an accounts for the less than exact values. The other races do not get 1 BC/pop.
You've got it slightly wrong. First of all, it's not rounding, its your planetology tech thats throwing those numbers off. Each race gets .5 prod + .02 per Planet tech level, except Klacks who get 1 + .04 per tech level. The thing is, you don't start with 0 tech, you start with 1 tech, so you get 1.04 per pop at beginning. Factories always give +1 prod each no matter what, but the effects of pollution make them effectively +.5 each at beginning.
Switching to research changes nothing. You still generate exactly the same points from pop (not 1.5 or 1.48 or anything), but you also get all your normal points from factories. Strangely enough, factories can generate research in Moo1. Test it--compare the values for RP per turn with values for factories built per turn (before you get minus factory cost techs). They should be the same with a decimal place difference (since factories cost 10 each).
Of course, taxes are a different issue from pollution--both have to be paid separately. Except that pollution doesn't actually HAVE to be paid, you just usually want to. Taxes disappear before you even start building (reflected by the 2 numbers for production at the top right, after and before taxes respectively).
Edit--its not 2% and 4%, its 3% and 6%. Couldn't really tell for sure until I checked on a planet with exactly 100 population.
(planetology tech level X 3) + 50
---------------------------------------------
100
The result is mulpied by pop and rounded down. The max is 3.47 RP per worker.
So at level 17 it becomes 1.01 per worker or more than a factory.
Klac get double for each worker, hence at level 17 they would be 2.02 and max at 6.94 at level 99.
So theh do get 1.48 at levle 8. I should have looked up the formula and applied it. I did not consider the planetology tech.
Yes that sounds right. But the other thing I was saying though was that RP and points spent on anything else are all generated exactly the same way (unless its a rich, poor, or artifact planet). That's not just an RP formula, its a production formula.
(\__/) 07/07/1937 - Never forget
(='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
(")_(") "Starting the fire from within."
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