 |
|  |
 |
|
GeoModder
|
 |
The most erratic Overlord!
Jan 2004 time: 06:34
|
|
Gold Coast: start former production. I like some spare formers to build more sensor arrays in the north of the island.
quote: Originally posted by Maniac
Okay. Does that also count if Hive declares war on CC? And how about the Daintree & Longreach CP production in case of war? |
Gardens Point: start Interceptor production
quote: Originally posted by Maniac
How about a missile needlejet instead, as according to the previous plan to attack a base on Yardarn Island? Due to having two talents, Gardens Point is currently also our only base that can produce non-SAM aircraft without causing drone riots, so I'd say we need to make the most use possible from that.  |
Kelvin Grove and Carseldine: Continue producing Plasma Garrisons.
quote: Originally posted by Maniac
Most definitely agreed! |
I suggest moving the former in Gardens Point north and build sensor arrays on the top tiles.
quote: Originally posted by Maniac
Okay. Does that also count if Hive declares war on CC?
|
Definitely!! As said when we acquired control of PUT, it will be the prime target of Drones/Hive.
quote: Originally posted by Maniac
How about a missile needlejet instead, as according to the previous plan to attack a base on Yardarn Island? |
If you think drones are under control in that base.
quote: Originally posted by Maniac
How about a sensor array on (75.33) to protect Townsville, Cape York and Daintree, and another one on (79.39) to protect Gardens Point and Kelvin Grove? |
75,33 is a good location, 79,39 I advice delay till the north is scattered with sensors. I suggest them on 75,27 and 82,26. Futher more I advice to change production from crawlers to formers in Townsville and Cape York to help build sensors. If war has started, I suppose SAM rovers are an idea for all that northern production?
|
|
|  |
 |
|
Maniac
|
 |
Gent, Belgium
Jul 1999 time: 06:34
|
|
Hurry requests:
Cairns hospital: 56 credits.
Carseldine: hurry four minerals or so, so that production already has 10 mins accumulated next year.
quote: Definitely!! As said when we acquired control of PUT, it will be the prime target of Drones/Hive. |
Isn't that exactly why we shouldn't be building formers or CPs in those northern PUT bases, but instead plasma garrisons and missile squads?? They'll have lower morale, but we don't have the time or money to build command centers in all other bases.
Anyway, currently Gold Coast, Cape York and Townsville production are set to formers as per your request.
Some disagreements about former movements:
quote: 75,33 is a good location, 79,39 I advice delay till the north is scattered with sensors. |
The north already is scattered with sensors. The only base not yet protected is Townsville, but that will be fixed by the one on (75.33). Our southern bases are still open. 
quote: I suggest them on 75,27 and 82,26. |
(82.26) is not within range of any PUT base. Just checking, do you know that?
quote: Former on 81,39 and the one in Gardens Point to tile 79,31 and start building a sensor array. |
(81.39): We could build a road on that tile, which will result in the mine there producing one more mineral per year. How about doing that first?
Also, you say you want to scatter the north first with sensor arrays, and only then the south. But that would mean the former in Gardens Point would first have to waste 3 turns going north, build a few things, and then waste three turns going back south. Why not first build a sensor array on (79.39) and only then definitely move north? That way we'll save six extra former turns.
|
|
|  |
 |
|
GeoModder
|
 |
The most erratic Overlord!
Jan 2004 time: 06:34
|
|
Check the MAF thread, I agreed there with building that sensor array on 79,39. Hadn't checked what and how many formers were able to start constructing. You can make that road on 81,39 first if you like, but wouldn't it go faster if those 2 formers work together?
About those sensor arrays in the high north (on the peninsula's), I want them there for a further view in case a drone fleet comes in. Should give us a better overlook on what's coming, or, in case the drones destroy them first, a change for interceptors to have an airparty.
For war production. Those northern bases are to small to build any offensive unit soon. That task should be left to the 2 bases having CC's. If you like, after finishing the present Garrison production, we can change to offensive, or else upgrading those 1/2/2 rovers to 6/1/2 or 6/2/2.
Edit:
I agree with that Aerospace Complex production
And for that SA on 75, 33. Can you find yourself in using 2 formers to build that, and send the 3th free one already to the north and start building a road next turn on a flat tile?
Last edited by GeoModder on 02-03-2004 at 04:54
|
|
|  |
 |
|
Maniac
|
 |
Gent, Belgium
Jul 1999 time: 06:34
|
|
quote: Originally posted by GeoModder
You can make that road on 81,39 first if you like, but wouldn't it go faster if those 2 formers work together? |
You mean the one in Gardens Point? If you like, I'll send it to the mine square too. It will indeed get us that extra mineral two turns earlier. 
quote: About those sensor arrays in the high north (on the peninsula's), I want them there for a further view in case a drone fleet comes in. Should give us a better overlook on what's coming, or, in case the drones destroy them first, a change for interceptors to have an airparty. |
Ok. 
quote: For war production. Those northern bases are to small to build any offensive unit soon. That task should be left to the 2 bases having CC's. If you like, after finishing the present Garrison production, we can change to offensive, or else upgrading those 1/2/2 rovers to 6/1/2 or 6/2/2. |
Upgrading those 1-2t-2 probably won't go. To 6-1-2 is impossible (you can't upgrade to a unit with lower armour) and to 6-2-2 costs 130 credits a piece. No offensive units for now the I guess. If we need some, I guess we could always upgrade the two scout patrols to 6-1-1 or so.
quote: And for that SA on 75, 33. Can you find yourself in using 2 formers to build that, and send the 3th free one already to the north and start building a road next turn on a flat tile? |
Sure. Take into account though there's a one on three chance that the former will remain stuck in Cape York. That may force us to change some former plans next year.
Btw, what about switching the garrisons of Cape York and Townsville? Then Townsville, furthest located from the Drones gets the scout patrol and the more dangerous located Cape York gets the better 1-2t-2.
The same for Sunshine and Longreach? Switch garrisons? That way the mobile 1-2t-2 rover is located closer to the core of our bases and can help defend where necessary easier. 
Edit: Darn, just realized this should have been in the MAF thread. 
|
|
|  |
 |
|
GeoModder
|
 |
The most erratic Overlord!
Jan 2004 time: 06:34
|
|
Just finish RH, no extra minerals, pls. I like to have some reserve for mindcontrolling the PEACE cp in CC turn if enough ppl want to spend the money on that. It's rather expensive. O yes, and do send ALL available cash over.
Edit:
Btw, Why not finetuning Sun Coast and letting it harvest another borehole? AC is finished 1 turn earlier, and production of Gold Coast stays 2 turns when a worker is brought to a forest tile.
Last edited by GeoModder on 02-03-2004 at 22:25
|
|
|  |
 |
|
Maniac
|
 |
Gent, Belgium
Jul 1999 time: 06:34
|
|
quote: Garden's Point: Missile Interceptor, but next turn MUST a Hab Complex be started then that is quick builded the turn later. |
If I understand correctly Gardens Point will grow MY 2161.
MY 2159: start construction on missile interceptor
MY 2160: interceptor (cost 15 mins) completed. 0 mins accumulated, so too few to hurry the hab complex - we need to have 10 
MY 2161: 35 mins accumulated, but Gardens Point has already grown. 
As far I see at first sight, there are two good ways to solve the problem:
- Build something of 36 mins cost instead, so we have 10 mins accumulated MY 2160 and can hurry.
- Starts construction on hab complex already. Problem is that if we want to hurry the AC in Sunshine, we don't have enough cash.

quote: Daintree: start Tree Farm |
The gain would currently be 2 nuts, 1 psych and -1 or -2 credits. Is it worth the cost in your opinion?
to all the rest.
Btw, what to do with the CP and the two formers on (82.32) and (83.35)? IIRC all other former orders were already decided previous year, so those are no problem.
|
|
|  |
 |
|  |
 |
|  |
 |
|  |
 |
|
GeoModder
|
 |
The most erratic Overlord!
Jan 2004 time: 06:34
|
|
quote: Originally posted by Maniac
Ok. Start the HC, or start ánd hurry it, so it's already finished next year? |
Just start, we got 2 turns, so let use them for saving some ec's.
quote: Originally posted by Maniac
There is the maintenance cost of 3 credits per year. As a consequence for the 2 nuts we'd gain we'd probably have to pay 2 credits per year (not 3 as the tree farm would give a +50% economy bonus). Hardly a profit thus. 
Also for the same mineral cost of a tree farm we would probably be able to build for example 3 crawlers and 2 formers. These would most likely give us a bigger profit than a tree farm.
We would also start getting that profit much earlier than when building a tree farm: eg while the tree farm would still be in mid-production, there could already be a few formers or crawlers running around doing terraformations or harvesting minerals. That's called "comparative turn advantage" IIRC among SMAC vets.
And due the stockpile energy bug it's in general better to build several small things than one large thing. Eg in my example above with 3 crawlers and 2 formers compared to a tree farm, Daintree would get five times more profit of the stockpile energy bug.
These are the reasons why I will usually argue against starting large production projects unless we can hurry them immediately. |
Maniac, your explaining is making me . Anyway, you seem to forget that about all possible places were crawlers can do most good, are already in use. Also, I'm not proposing to slow produce it, just that it starts and after a few turns when (hopefully) all RC's in CyCon are finished, then to hurry it. Even that amount of turns is barely enough to build a crawler in Daintree, thus making your explanation a bit overdone. Besides, as Daintree continues to grow, it will generate more ec's as well, nullifying the loss of that in due time.
|
|
|  |
 |
|
Maniac
|
 |
Gent, Belgium
Jul 1999 time: 06:34
|
|
quote: Originally posted by GeoModder
Just start, we got 2 turns, so let use them for saving some ec's. |
Okay. In that case though we'll have enough credits to hurry the AC at Sunshine Coast. Since we'll get enough cash again to do all we want in the CC turn, there's no reason not to spend all our cash on PUT production this turn. 
quote: Maniac, your explaining is making me  |

quote: Anyway, you seem to forget that about all possible places were crawlers can do most good, are already in use. |
I know. I was just using a crawler as a generic example. My point is simply that about any production item is better than a tree farm at the moment in Daintree. So you can replace the crawlers in my example by colony pods, more formers etc...
A tree farm will at the moment only give an annual +2 nuts gain, and probably an annual 2 credit cost. So as far as I see we won't gain anything from a tree farm at the moment. 
quote: Also, I'm not proposing to slow produce it, just that it starts and after a few turns when (hopefully) all RC's in CyCon are finished, then to hurry it. |
But we could spend those credits on projects that will give a much higher return. Even after all the rec commons are built, there will still be quite a few very useful things left to build on that list I compiled in the IAF's thread a while ago, things that give a much higher profit.
quote: Besides, as Daintree continues to grow, it will generate more ec's as well, nullifying the loss of that in due time. |
Then why not wait with building a tree farm until Daintree has grown, and a tree farm will indeed have become profitable? As far as I see there's no point in constructing facilities that don't give us a profit yet, while many can be built at the moment that do. 
|
|
|  |
 |
|  |
 |
|  |
 |
|
GeoModder
|
 |
The most erratic Overlord!
Jan 2004 time: 06:34
|
|
PUB military production orders:
Townsville: probably lost, but if not, SAM unit.
Cape York: probably lost, but if not, SAM unit.
Gold Coast: might be lost, but if not, garrison.
Sunshine Coast: should survive attack, interceptor.
Longreach: SAM unit.
Carseldine: SAM missile rover
Daintree: change production to SAM unit
Gardens Point: change production to interceptor
Kelvin Grove: hurry production if sufficient fundings
Cairns: SAM missile rover
Caboolture: not sure, probe team, Aerospace Complex for last standing base or SAM missile rover.
Unit movements:
I suggest moving as much formers as possible in bases for reinforcing them.
The cp near Carseldine could be moved in that base so that production goes faster.
Research:
I don't know if it's possible, but a joint beeline to Superstring Theory sounds the best choice now.
Can anyone tell me what the choices will be for the next research project?
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:34. Apolyton Time is 00:34. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|