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Maniac
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Gent, Belgium
Jul 1999 time: 06:32
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Since the other three functionnaries seem inactive, I would like to offer these tentative orders for next year for discussion:
Apolyton Prime: Add "stockpile energy" to the build queue.
Aurora: Construct 0-3-7 cruiser transport. Move worker back to the fields.
Binary Bastion: Add "stockpile energy" to the build queue.
DBTSverse Portal: Construct 0-1-2 probe team, and add stockpile energy...
Logic Loop: Add "stockpile energy" to the build queue.
Mythical Matrix: Construct scout patrol, and add stockpile energy.
Zetaris: Change production to Impact Cruiser and add stockpile energy. When there is a mine in place, that base will be quite productive, so building high-cost war units there should be efficient, so I thought.
Eastern Unity Rover: Explore the northern coasts a bit.
2-1-8 Laser Cruiser: Check out that base site in its SW, and then proceed east.
Probe defense and plasma sentinels: Cancel current movement and go to Boolean Bay instead, preparing to be shipped to captured PEACE bases.
Boolean Bay supply crawler (70,78): move to Aurora and rehome.
Zetaris supply crawler (74.66): move E to harvest the minerals next turn.
Mythical Matrix Colony Pod: Move to (81.63)
LL former (69.73): Assist the former (71.73) planting a forest.
MM former (80.70): Change terraformation to planting a forest. Until now we've always cultivated a farm on rainy nutrient squares, but planted forests on moist nutrient squares.
The three formers at (72.62) & (70.64): move to (74.66) and build road. After that proceed east to finish the mine asap.
New additions:
Mythical Matrix scout patrol: Escort the MM CP. Also changed production of MM to a replacement scout.
Last edited by Maniac on 17-11-2003 at 21:09
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Maniac
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Gent, Belgium
Jul 1999 time: 06:32
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Impaler:
quote: I only think 1 former needs to go and assist at Zetaris mine building as by the time they get their the thing will be half done and having 3 formers building the mine wont be significantly better then having 2 do it. Unless your planing on having thouse formers travel East of Zetaris and contribute to terraforming thouse as of yet untouched areas. I would be all for that but if your going to send them right back to ware they came from dont bother. |
Since at the moment our three original bases of Apolyton Prime, PI Square and Logic Loop seem to have sufficient terraformation, I was indeed thinking of sending those formers more or less permanently to the east. Does that sound ok? 
quote: Have one of the formers start farm/solar panal on the rolling 1000m+ square thats over in that Area, this will be good for Zetaris to work soon. |
How about this revised former proposal which both takes care of finishing the mine soon and building farms & solar collectors?:
One (70.64) former moves to the rolling & moist (71.65) and starts building road. The other moves directly to (74.66) to build road. The (72.62) former moves to the rolling & moist (73.65) and builds road. When the (74.66) road is completed, the former on that square and if available the former at (73.65) aid in the mine construction at (76.66). The two formers building roads on the two rolling & moist tiles start on a farm and solar collector (possibly after one of them is finished helping constructing the mine).
Do you still follow? 
quote: Also as I said Earlier Zetaris dosn't need to do war Production now, it should build a Tanks to keep Growth up. It can focus on other tasks later. |
It seems we have a diametrically opposed opinion and thus unsolvable difference on this. So what do others think about this we should do with Zetaris? The most popular opinion will be executed.
Edit: If I read correctly, MWIA seems to give priority to Impact Cruiser as well in his next post.
quote: Dont forget to escort the Pod from Matrix as their are still worms up in that area ware the new base will go. |
Thanks for the reminder. I had forgotten about it. Added to the preliminary orders.
MrWhereItsAt:
quote: What exactly is the stockpile energy thing? |
In short, if a production item finishes and the next item in the build queue is "stockpile energy", then you will get the effects of "stockpile energy" that turn. For example, when your min production is 8 per year, your currently accumulated mineral amount is 16, the item you're building costs 20 mins, then that item will finish next turn. When it then finishes that next turn, and "stockpile energy" is next in the build queue, then you will get the effects of "stockpile energy" in that base for free that year, meaning 4 credits (50% of 8 mins) for nothing. Also when you then switch production from "stockpile energy" to another item, the 4 minerals that were carried over from previous turn (16+8=24, and the item only cost 20 mins) are still saved, so you lose nothing.
Personally I think using the stockpile energy bug and thus adding it deliberately to the build queue to get free cash should be allowed, because when a base facility or secret project finishes, the production automatically switches to "stockpile energy" if no next item is included in the build queue. On the other side, when a military unit is finished, production immediately starts on another unit of the same type instead of switching to "stockpile energy". IMO this gives an unfair advantage to builders (who construct more facilities and thus get more free cash) over warmongers if you are forbidden to add stockpile energy in the build queue after a unit.
quote: Why is the Laser Cruiser going East? |
I was thinking that next turn we could send it through the shallows of (89.55-57) and send it back to the PEACE frontiers along our southern coast, in the meanwhile also exploring that coast a bit. That way I think it should arrive near Boolean Bay around the time we should send our invasion force on its way. 
quote: Next turn the former near LL will have 3 formerturns to go with the forest - adding the other forner to it will surely take that to 1 formerturn after one more turn, in which case we should activate one former and move it elsewhere the turn before the forest is finished, else we lose a turn of movement. Is this how it works in SMAX? |
As I don't fully understand what you're talking about, probably not. If I understand you correctly, is it perhaps in Civ3 that if one worker (civ3 formers IIRC?) finishes the terraformation, all the other workers on that tile can no longer move, even if they didn't add to finishing that terraformation that turn? If so, SMAC fortunately doesn't have such a micromanaging-hell-rule. 
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MrWhereItsAt
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New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001 time: 17:32
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I mean that, if we have 3 turns to go for an improvement with 1 former, and we add a second former that turn, then it will only take two turns to finish the improvement. Howeer, once the improvement is finished, one of the formers will not have been needed to finish that turn, so it could be more efficient to have used that extra turn to move the unneeded former elsewhere rather than have it an extra move away from its next destination.
Turn 1
- one former has three turns to go on an improvement
- second former jons in on the improvement - now only two turns until the improvement done
Turn 2
- one turn to go with both formers
-if we activate one of the formers and send it on its way NOW, the improvement will still be done in one turn, and this activated former can move on quickly instead of being stick where it is until turn 3
Turn 3
-improvement done, at least one former can now move on, but if we had activated one last turn it could be two moves away and still the improvement would be finished...
Make sense? 
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Maniac
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Gent, Belgium
Jul 1999 time: 06:32
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MrWhereItsAt, isn't it rather:
MY 2146: Old former reduces time to two turns to go. New former to one turn to go.
MY 2147: One former finishes the plantation. Other former has its movement left to do anything it wishes.
?
Btw, how about a change in my tentative order?:
quote: MM former (80.70): Change terraformation to planting a forest. Until now we've always cultivated a farm on rainy nutrient squares, but planted forests on moist nutrient squares. |
to build a road first? If we first build a forest and only then a road, the road will cost three (on forest) instead of two turns (on rolling tile) to build.
Also, should we hurry the Impact Marines in Logic Loop, using 6 credits?
Last edited by Maniac on 22-11-2003 at 04:32
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All times are GMT. The time now is 05:32. Apolyton Time is 00:32. |
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