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
Now here is a long list of leaders and officers I have encountered. Their skills are listed hopefully at their base experience level. Some Leaders and Officers only appear as certain experience levels. An asterisk denotes how I rate them, with five the best. For a list of what their abilities do, scroll up.
Leaders
Administrator Crassis, the Labour Leader (30 BC now, 1 BC maintenance)
Labour Leader +10%
Administrator Draxx, the Spy Master (100 BC now, 1 BC maintenance)
Assassin 3%
Spy Master +3%
Administrator Galis, the Financial Leader (30 BC now, 1 BC maintence)
Financial Leader +10%
Administrator Houri, the Environmentalist (40 BC now, 1 BC maintenance)
Environmentalist -15%
Administrator Urro, the Ikarian Doctor (60 BC now, 1 BC maintenance)
Medicine +15%
Researcher +5RP per turn
Administrator Lydon, the Noble (80 BC now, no maintenance)
Diplomat +10
Famous -60 BC leader and officer hiring costs
Megawealth +10BC per turn
Commissioner Emo, the Science Leader (30 BC now, 1 BC maintenance)
Science Leader +10%
Commissioner Kimbuzzi, the Farming Leader (30 BC now, 1 BC maintenance)
Farming Leader +20%
Commissioner Necron, the Dark Lord (1200 BC now, 11 BC maintenance)
Financial Leader +60%
Labour Leader +60%
Science Leader +60%
Spiritual Leader +30%
Telepath +12%
Commissioner Tanus, the Revolutionary (760 BC now, 3 BC maintenance)
Farming Leader +40%
Labour Leader +40%
Science Leader +40%
Spiritual Leader +20%
Tech Knowledge: Advanced Government (Galactic Unification, Federation, etc.)
Commissioner Xantus, the Supreme Leader (1410 BC now, 9 BC maintenance)
Environmentalist -60%
Financial Leader +60%
Labour Leader +60%
Science Leader +60%
Spiritual Leader +30%
Director Androgena (~300 BC now, 1 BC maintenance)
Farming Leader +10%
Financial Leader +10%
Labour Leader +10%
Medicine +10%
Director Brainac, Version 1 (880 BC now, no maintenance) may have random skills and levels
Labor Leader +20%
Spiritual Leader +15%
Megawealth +10BC per turn
Spy Master +6%
Telepath +6%
Director Brainac, Version 2 (320 BC now, 4 BC maintenance)
Labour Leader +30%
Medicine +30%
Spiritual Leader +10%
Researcher +10RP per turn
Spy Master +4%
Director Brainac, Version 3 (320 BC now, 3 BC maintence)
Instructor +2 exp. per turn
Spiritual Leader +10%
Commando +4
Tactics +6
Telepath +4%
Director Cassandra, the Elerian Mystic (240 BC now, 1 BC maintenance)
Environmentalist -20%
Spiritual Leader +10%
Diplomat +20
Telepath +6%
Tech Knowledge: Telepathic Training
Director Chug, the Planetologist (200 BC now, 1 BC maintence)
Enviromentalist -20%
Farming Leader +20%
Rearcher +10RP per turn
Tech Knowledge: Terraforming
Director Galin, the Rogue Trader (320 BC now, no maintenance)
Financial Leader +20%
Megawealth +10BC per turn
Trader +30%
Director Kirsus, the Psilon Scientist (200 BC now, 2 BC maintence)
Science Leader +30%
Researcher +15RP per turn
Director Khunagg, the Ruthless (180 BC now, 2 BC maintenance)
Farming Leader +20%
Labour Leader +20%
Tactics +4
Commando +4
Governor Malovane, the Battle Lord (1650 BC now, 5 BC maintenance)
Instructor +7 exp. per turn
Labour Leader +75%
Spiritual Leader +37%
Commando +15
Magistrate Claw, the Klackon Taskmaster (750 BC now, 3 BC maintenance)
Farming Leader +45%
Labour Leader +45%
Operations +9
Magistrate Electra, the High Priestess (~600 BC now, ~4 BC maintenance)
Environmentalist -20%
Farming Leader +20%
Spiritual Leader +10%
Telepath +5%
Magistrate Felina, the Naturalist (~400 BC now, 1 BC maintenance)
Environmentalist -45%
Farming Leader +45%
Which is best is a situational thing. I like to get Draxx or any Spy type. It is not bad to get Chugg or any science leader. If I get a famous early I will use them for awhile to get others cheaply and them dismiss them.
Magistrate Grogg, the Gnolam Capitalist (~1000 BC now, no maintenance)
Financial Leader +45%
Labour Leader +30%
Megawealth +10BC per turn
Magistrate Matrix, the Cyber Mage (600 BC now, 6 BC maintenance)
Science Leader +45%
Spiritual Leader +22%
Assassin 6%
Telepath +9%
Magistrate Nimrazz, the Master Tactician (~300 BC now, 1 BC maintenance)
Instructor +3 exp. per turn
Tactics +9
Commando +9
Operations +9
Magistrate Orphus, the Peacemaker (510 BC now, 6 BC maintenance)
Instructor +3 exp. per turn
Medicine +45%
Spiritual Leader +22%
Diplomat +45
Famous -180 BC leader and officer hiring costs
Magistrate Torg, the Overlord (570 BC now, 4 BC maintenance)
Farming Leader +45%
Financial Leader +45%
Labour Leader +45%
Commando +6
Well since i see you're well informed about these things.
What's with this mystic x leader, he appeared in several games i think he was also a hero/champion in Master of Magic. I know I've seen him in some other game but i don't remember now.
You miss a few colony leaders. Off the top of my head there are the Elder Sensei, the Warlord, and the Technomancer for starters. There's also a Legendary Scientist and Blackrazor.
MetalKing,
MysticX is a ship leader with random abilities.
(\__/) 07/07/1937 - Never forget
(='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
(")_(") "Starting the fire from within."
You miss a few colony leaders. Off the top of my head there are the Elder Sensei, the Warlord, and the Technomancer for starters. There's also a Legendary Scientist and Blackrazor.
Yota (elder sensei is an Instructor and I believe a Ship leader.
Looks like I did leave Black Razor out. He is an enforcer.
Spy master, Assissin, farming leadr, and finacial leader.
I need to go over my list soon to make it more complete.
Mentox is the legendary Sciencist.
Yota the Elder Sensei is a colony leader IIRC. I like leaders with the Instructor ability. I'd try to keep one if I can.
(\__/) 07/07/1937 - Never forget
(='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
(")_(") "Starting the fire from within."
Next week I will go over my list and see if I can get it completed and accurate. I think you are correct, usually Instructors are colony leaders. I tend not to use them as I prefer to get sci boost or spy or economy. I figure that the ships can be replaced so I am not so interested in the leaders and the space academy can boost them.
Instructors also increase the experience of your other leaders as well, which is what I am after. You can also have space adademy and an instructor at a colony, quickly boosting your ships to elite status.
(\__/) 07/07/1937 - Never forget
(='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
(")_(") "Starting the fire from within."
Ok, I finished another run at Might and Magic VII and did some work on the list. I order it by alpha instead of rank. Leaders are colony while Officers are ships.
This may still have some errors, so post anything that is not correct if you would. Remember the stats are for starting and will change later in the game as even those not in the game seem to be promoted over time. This makes sense, as otherwise who would want a level leader after the game was 3/4 over.
Leaders
Director Ailis, the Gifted (100 BC now, 2 BC maintenance)
Environmentalist -20%
Medicine +30%
Spiritual Leader +10%
Director Androgena (~300 BC now, 1 BC maintenance)
Farming Leader +10%
Financial Leader +10%
Labour Leader +10%
Medicine +10%
Director Black Razor, the Enforcer (190 BC now, 4 BC maintenance)
Assassin +6%
Spy Master +6%
Farming Leader +20%
Labor Leader +20%
Financial Leader +20%
Director Brainac, Version 1 (880 BC now, no maintenance) may have random skills and levels
Labor Leader +20%
Spiritual Leader +15%
Megawealth +10BC per turn
Spy Master +6%
Telepath +6%
Director Brainac, Version 2 (320 BC now, 4 BC maintenance)
Labour Leader +30%
Medicine +30%
Spiritual Leader +10%
Researcher +10RP per turn
Spy Master +4%
Director Brainac, Version 3 (320 BC now, 3 BC maintence)
Instructor +2 exp. per turn
Spiritual Leader +10%
Commando +4
Tactics +6
Telepath +4%
Director Cassandra, the Elerian Mystic (240 BC now, 1 BC maintenance)
Environmentalist -20%
Spiritual Leader +10%
Diplomat +20
Telepath +6%
Tech Knowledge: Telepathic Training
Director Chug, the Planetologist (200 BC now, 1 BC maintence)
Enviromentalist -20%
Farming Leader +20%
Rearcher +10RP per turn
Tech Knowledge: Terraforming
Magistrate Claw, the Klackon Taskmaster (750 BC now, 3 BC maintenance)
Farming Leader +45%
Labour Leader +45%
Operations +9
Administrator Crassis, the Labor Leader (30 BC now, 1 BC maintenance)
Labor Leader +10%
Administrator Draxx, the Spy Master (100 BC now, 1 BC maintenance)
Assassin 3%
Spy Master +3%
Magistrate Electra, the High Priestess (~600 BC now, ~4 BC maintenance)
Environmentalist -20%
Farming Leader +20%
Spiritual Leader +10%
Telepath +5%
Commissioner Emo, the Science Leader (30 BC now, 1 BC maintenance)
Science Leader +10%
Magistrate Felina, the Naturalist (~400 BC now, 1 BC maintenance)
Environmentalist -45%
Farming Leader +45%
Administrator Galis, the Financial Leader (30 BC now, 1 BC maintence)
Financial Leader +10%
Director Galin, the Rogue Trader (320 BC now, no maintenance)
Financial Leader +20%
Megawealth +10BC per turn
Trader +30%
Administrator Garron, the Ambassador (80 BC now, no maintenance)
Diplomat +15
Famous -60 BC
Megawealth +10BC per turn
Magistrate Grogg, the Gnolam Capitalist (~1000 BC now, no maintenance)
Financial Leader +45%
Labour Leader +30%
Megawealth +10BC per turn
Administrator Houri, the Environmentalist (40 BC now, 1 BC maintenance)
Environmentalist -15%
Director Khunagg, the Ruthless (180 BC now, 2 BC maintenance)
Farming Leader +20%
Labour Leader +20%
Tactics +4
Commando +4
Commissioner Kimbuzzi, the Farming Leader (30 BC now, 1 BC maintenance)
Farming Leader +20%
Director Kirsus, the Psilon Scientist (200 BC now, 2 BC maintence)
Science Leader +30%
Researcher +15RP per turn
Administrator Lydon, the Noble (80 BC now, no maintenance)
Diplomat +10
Famous -60 BC leader and officer hiring costs
Megawealth +10BC per turn
Governor Malovane, the Battle Lord (1650 BC now, 5 BC maintenance)
Instructor +7 exp. per turn
Labour Leader +75%
Spiritual Leader +37%
Commando +15
Magistrate Matrix, the Cyber Mage (600 BC now, 6 BC maintenance)
Science Leader +45%
Spiritual Leader +22%
Assassin 6%
Telepath +9%
Magistrate Mentox, the Legendary Scientist (170 BC now, 3 BC maintenance)
* comes with knowledge of research lab and auto labs
Science Leader +45%
Researcher +45%
Famous
Commissioner Necron, the Dark Lord (1200 BC now, 11 BC maintenance)
Financial Leader +60%
Labour Leader +60%
Science Leader +60%
Spiritual Leader +30%
Telepath +12%
Magistrate Nimrazz, the Master Tactician (~300 BC now, 1 BC maintenance)
Instructor +3 exp. per turn
Tactics +9
Commando +9
Operations +9
Magistrate Orphus, the Peacemaker (510 BC now, 6 BC maintenance)
Instructor +3 exp. per turn
Medicine +45%
Spiritual Leader +22%
Diplomat +45
Famous -180 BC leader and officer hiring costs
Commissioner Ralleia, the Siren (120 BC now, 1 BC maintenance)
Farming Leader +40%
Labour Leader +40%
Science Leader +40%
Spiritual Leader +20%
Director Rash-Iki, the Warlord (110 BC now, 2 BC maintenance)
Tactics +4
Labor Leader +30%
Instructor +3%
Commando +4
Commissioner Tanus, the Revolutionary (760 BC now, 3 BC maintenance)
Farming Leader +40%
Labour Leader +40%
Science Leader +40%
Spiritual Leader +20%
Tech Knowledge: Advanced Government (Galactic Unification, Federation, etc.)
Magistrate Torg, the Overlord (570 BC now, 4 BC maintenance)
Farming Leader +45%
Financial Leader +45%
Labour Leader +45%
Commando +6
Administrator Urro, the Ikarian Doctor (60 BC now, 1 BC maintenance)
Medicine +15%
Researcher +5RP per turn
Director Vallin, the Rogue Trader (140 BC now, no maintenance)
Megawealth 10BC
Financial Leader +20%
Trader +30%
Magistrate Vott, the Technomancer (380 BC now, no maintenance)
Science Leader +45%
Financial Leader +20%
Researcher +22%
Megawealth 10 BC
Administrator Yoda, the Elder Sensei (60 BC now, 1 BC maintenance)
Instructor +1
Famous -90BC
Commissioner Xantus, the Supreme Leader (1410 BC now, 9 BC maintenance)
Environmentalist -60%
Financial Leader +60%
Labour Leader +60%
Science Leader +60%
Spiritual Leader +30%
Not sure Zog, th Gnolam Capitalist (180 BC now, no maintenance)
Financial Leader +nn%
Labor Leader +nn%
Megawealth 10BC
(Zog is listed in my guide, but does not show up in Coroion)
Commander Altos, the Alkari Pilot (120 BC now, 2 BC maintenance)
Fighter Pilot +5 +5 per level
Helmsman +7 +8 per level
Navigator +1 +0.5 per level
Commander Aquasarrious, the Trilarian Navigator (90 BC now, 1 BC maintence)
Helmsman +5
Navigator +1
Weaponry +5
(Really Long Name +5)
Captain Caern, the Tulosian Mercenary (240 BC now, 2 BC maintenance)
Helmsman +10
Navigator +1
Ordnance +10
Security +4
Weaponry +10
Commander Cyr, the Fighter Ace (50 BC now, 1 BC maintenance)
Fighter Pilot +5
Dalan
Dantos
Captain Diablo, the Cyber Marauder (160 BC now, 2 BC maintenance)
Ordnance +10
Weaponry +10
Assassin 4%
Commando +4
Spy Master +4%
Grak
Commander Gizmo, the Gadgeteer (50 BC now, 1 BC maintence)
Engineer 2%
Researcher +5RP per turn
Commander Grumm, the Armsman (40 BC now, 1 BC maintenance)
Security +2
Commando +2
Commander Hawk, the Astrogator (80 BC now, 1 BC maintenance)
Helmsman +5
Navigator +1
Jarrad
Commodore Karg, the Pirate Captain (780 BC now, 6 BC maintenance)
Galactic Lore +22
Helmsman +22
Navigator +3
Ordnance +22
Weaponry +22
Captain Kher, the Smuggler (200 BC now, 2 BC maintenance)
Helmsman +10 +5 per level
Navigator +1 +1 per level
Weaponry +10 +5 per level
Trader +20% +5% per level
Commodore Kronos, the Ancient Spacefarer (390 BC now, 4 BC per turn)
Galactic Lore +22
Helmsman +15
Navigator +3
Kytryl
Admiral Loknar, the Last Orion (Gain from beating the Orion Guardian, no maintence)
Fighter Pilot +37
Galactic Lore +37
Helmsman +37
Ordnance +37
Weaponry +37
Captain Mukirr, the Mrrshan Warrior (180 BC now, 1 BC maintence)
Weaponry +15
Commando +4
Mystic X
Captain Nhagg, the Armsmaster (~100 BC now, 1 BC maintenance)
Ordnance +15
Weaponry +10
Commando +6
Captain Nile, the Forsaken Warrior (160 BC now, 2 BC maintenance)
Security +6
Weaponry +15
Commando +6
Commander Ruola, the Weapons Officer (30 BC now, 1 BC maintenance)
Weaponry +5 +5 per level
Commodore Skaine, the Legendary Pilot (660 BC now, 5 BC maintenance)
Fighter Pilot +22
Helmsman +22
Navigator +2
Weaponry +15
Famous -270 BC leader and officer hiring costs
Admiral Slag, the Armsdealer (1540 BC now, no maintenance)
Helmsman +25
Navigator +2
Weaponry +25
Megawealth +10BC per turn
Trader +75%
Captain Slith, the Rebel Pilot (~100 BC now, 1 BC maintenance)
Helmsman +10
Navigator +1
Ordnance +10
Weaponry +10
Captain Sparky, the Meklar Cybernaut (140 BC now, 2 BC maintenance)
Engineer 6%
Ordnance +10
Tech Knowledge: Advanced Damage Control
Admiral Tellik, the Legendary Engineer (1500 BC now, 8 BC maintenance)
Engineer 15%
Ordnance +37
Famous -480 BC leader and officer hiring costs
Operations +15
Researcher +37
Commodore Tulock, the Bounty Hunter (600 BC now, 5 BC maintenance)
Helmsman +22
Navigator +2
Weaponry +22
Assassin 6%
Commando +6
Captain Tyranous, the Sakkra Armsman (80 BC now, 1 BC maintenance)
Security +4
Weaponry +10
Commando +4
Commander V'Larr, the Idependant Trader? (240 BC now, no maintence)
Helsman +5 +5 per level
Navigator +1 +0.5 per level
Weaponry +5 +5 per level
Megawealth +10BC per turn
Overlord Xyphys, the Antarian Warrior, the Leader of the Antarans (he's the leader of the Antaran Star Fortress) nnn BC now, 14 maintenance
Fighter Pilot +37
Helmsmen +37
Ordnance +37
Weapon +37
Security +15
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