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Maniac
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Gent, Belgium
Jul 1999 time: 06:37
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quote: Originally posted by Googlie
Next turn I suggest we move Chiron Knights upriver thru that fungus patch - it might be able with 2/3rds of that 1 mp left to hang a left into 60:32, then have R-112 CRV pop that pod and hope for a monolith (it's not in fungus). If a baddie, it will still have 1 mp left to deal with it, and if the worst happens (whatever that might be - a sporelauncher just out of range maybe) then it can move to stack-cover Chiron Knights |
According to my preliminary test results (50 tries), there would only be about 10% chance to get a monolith on a non-fungus square (and as the Prima Guide says, 50% chance of a resource, and 25% chance of a double-goodie). This means 90% chance of not getting a monolith. Therefore I'm wondering, what would you think of moving the rover up the river as you suggested before, into our territory at (62.30). That way the rover will repair twice as fast. On (60.32) it would still be outside our territory.
R-112 CRV is within strike range, so if the Knights would encounter yet another worm, their comrades of CRV could deal with them.
quote: But, as before, I'd change production at Harbour to a NN just in case we get a completion goodie - I think a Network Node would be more valuable in the long haul than another foil (similarly with popping the seapod with the foil next turn - get NN's in the nearest base just in case) |
quote: After Rolling Thunder has popped the pod southeast of "Placeholder Base" - and assuming no deleterious results from the SCC Invincible's seapod pop requiring RT to hang around - I'd move it due east 2 tiles to that branch of the Eurotas River then barrel upriver to Mount Olympus to get exploring north and east |
Roger.
quote: Originally posted by Googlie
Hmm - I make it 25 ec's - if the worker is left on the 3-1-1- nut, or 23 ec's if that worker is moved to a 1-2-1 crater tile.
I don't get an even number under any circumstances (31 - [2 x mins] to rush the last row of a unit) |
For a facility it's always 2 credits per mineral, but for units it's more irregular. If you'd want to know more about it, there should be some kind of table somewhere out there on Apolyton explaining it. But I just did 31 /12 *9 = 23.25, rounded up to 24. Much easier without having to know any complex formulas. 
quote: Originally posted by Andemagne
*what are we going to do with that former? roads? forest? I prefer forest over farm. |
It has been suggested to plant a forest on that nutrient resource. That way the tile would produce 3-2-2 instead of 3-1-1.
quote: *what does the forest in a crater square produce? for normal forest its 1-2-1. |
On a river crater tile it would be 1-3-2 without resource limitations. But we don't yet have Ecological Engineering, meaning we'd be capped at 1-2-2 and wouldn't get any advantage from the Crater. That's why my personal preference would be to farm the crater, resulting in 2-2-1 tiles. Pretty much the best we can get at the moment. Later if wanted we could always change the terraformation when we've got more advanced technology.
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Primus Pilus
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i concur w/forest on the crater nut and farms in the other tiles until we get EcoEng or Paradigm. also, as i said in another forum, navy is good, so keep building the next foil. i'm a strong believer in Triad capability and force projection. further, foil exploration can also locate good sea base locations that may 'steal' rival faction resources and provide a doorstep for the predetermined conquest of Planet
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Primus Pilus
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oops forgot, save the Ogre. too valuable until ready to commit
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Zeiter
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Hehehe, planting sea bases right next to their coastal bases would really tick them off, which could be good or bad.
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:37
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2119 - Presend
Moved by Maniac:
- Production at Harbour and Placeholder switched to Network Nodes preparatory to podpopping
- SCC Invincible popped the seapod and uncovered a sonar buoy (more map revealed)
- Rolling Thunder popped the pod adjacent to it and got a nut bonus and a mindworm
moved by Googlie:
- Placeholder name changed to Sector Craterwest (SC3)
- Production at SC3 switched back to a Colony Pod and at Harbour back to a gunfoil
- SC3's former moved upriver 1 tile and commenced planting a forest over the nut special
- Rolling Thunder successfully killed the mindworm, taking a 10% damage hit but delivering 10 ec's as planetpearls
- Chiron Knights remained stationary on Rio Rojo to continue the recovery process
- R-112 CRV popped the pod on 59:31 uncorking a mineral special, then continued south to explore more territory
- SCC Invincible moved 2 tiles west and hove to by a spit of land with a seapod adjacent ready for popping next turn
- The 2 mountain names were moved to better reflect the highest points in their respective masses
- this required a minor repositioning of 2 river names
- Fungal Pass added, and Crater Lakes added
(Note: it's called Fungal Gap on the version below - it has been changed to Fungal Pass on the presend map itself)
Attachment: 2119 presend.jpg
This has been downloaded 57 time(s).
Last edited by Googlie on 27-07-2004 at 08:37
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:37
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2119 Presend
And here's the presend turn itself for anyone to view
(edit: 2118 posted in error)
Go here for the 2119 presend turn
Last edited by Googlie on 28-07-2004 at 06:57
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Primus Pilus
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suggest that Citadel change to CP to pop NW Plains and give more northern sea access. sea energy sqs should be exploited asap w/bases, need a hedge against Morgan Free Market. move a rover to polar to scout 'string' bases...
request a job besides leading hardnosed *kickers. quals: vaporize is a good thing, a big bug is still a bug, and i never tried kerbango mixed w/fungus (the buritto was contaminated)
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Maniac
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Gent, Belgium
Jul 1999 time: 06:37
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quote: Originally posted by Googlie
After SCC Invincible pops that pod in the ocean fungus, I suggest she heads south to map out the western coast of the largish peninsula that the 2 rovers are exploring. |
With 50 tries, these are the test results I get for a gun foil popping a unity pod in fungus:
Gun foil, Pod on fungus
native: 14
kelp: 11
sonar: 10
commlink: 4
100c: 4
materials: 3
75c: 2
50c: 1
25c: 1
total: 50
This means we have some 25% chance of getting an Isle of the Deep. As a) moving into fungus requires 3 MP, and b) when you pop an IoD you lose an extra movement point, our unit movement would end if we get an IoD. In other words, we wouldn't be able to run away or attack, and since the gun foil would be on fungus, the IoD would get a +50% combat bonus. A sure defeat. For that reason I'd like to propose we don't pop that unity pod right now, and instead continue exploring for pods on non-fungus tiles. When we have more ships, we could take the risk IMHO, but for now we have only one ship to explore, so it seems rather dangerous. 
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:37
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quote: Originally posted by Maniac
With 50 tries, these are the test results I get ............................. |
and quite different from a landpop. I see there was no clone event in the 50 (so maybe that doesn't happen if it puts the cloned unit in fungus)
In SP games I usually just barrel right in and pop fungus pods - but then, od course, there's not so much hanging in the balance as we have, with bragging rights, etc etc.
I'll run a similar 50-iteration simulation and see how different (or similar) the results are
G.
Last edited by Googlie on 27-07-2004 at 20:40
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Maniac
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Gent, Belgium
Jul 1999 time: 06:37
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quote: Originally posted by Googlie
I didn't realize (or hadn't really thought it through) that the odds would be greater when the pod was in seafungus |
There's of course lots of statistical noise and uncertainty with "only" 50 tries, but I was surprised to discover there most likely isn't a difference between the pod pop results you get in fungus or non-fungus sea tiles: both more or less 25% IoDs! It's just that IoDs from fungal pods are more dangerous as you can't attack or run away.
There does seem to be a difference when comparing with ocean trench pods. There the likelihood of getting an IoD approaches 40%!! 
quote: I agree that it should avoid the pod then until it has a buddy that can "take care" of any bad results when podpopping |
Glad you agree. 
quote: So I suggest that Invincible moves 1 west then turns south past the nut special to see if it can reconnect with the land the 2 rovers are on |
Sounds good. 
quote: and quite different from a landpop. I see there was no clone event in the 50 9so maybe that doesn't happen if it puts the cloned unit in fungus |
Now I look again at the test results, in total 150 tries with gun foils, none of them was a clone! Though of course that may simply be because it is a rare pop result, and who knows I could get it after all if I'd test further.
quote: I'll run a similar 50-iteration simulation and see how different (or similar) the results are |
Sounds good. In case you're interested, here are the full results from my tests until now. (Yeah, I had too much time to waste a little while ago )
SMAX
Scenario editor activated
MY 2101
pods outside base radius
untested variables:
inside/outside base radius
pods next to coast (for unity foils)
unity pods located on river
Xenoempathy Dome
...
first five units don't start on fungus tile; five last do. Just in case it would make a difference.
Unity rover, Pod not on fungus
~50% of resource pods double goodies
resource: 22
native: 10
monolith: 5
artifact: 5
materials: 3
75c: 1
50c: 1
25c: 1
clone: 1
mine: 1
50
double goodies:
/native: 3
/materials: 2
/75c: 2
/50c: 1
/forest: 1
/river: 1
11
Unity rover, Pod on fungus
monolith: 12
native: 10
bloom: 6
river: 4
artifact: 3
forest: 3
25c: 3
75c: 2
materials: 2
50c: 1
farm: 1
tech: 1
mine: 1
commlink: 1
50
Unity foil, Pod on shelf
native: 13
kelp: 10
materials: 7
artifact: 6
sonar: 6
clone: 2
25c: 2
50c: 1
100c: 1
foil: 1
tech: 1
50
Unity foil, Pod on fungus
native: 12
materials: 9
kelp: 8
sonar: 5
artifact: 5
100c: 3
75c: 2
25c: 2
tech: 2
50c: 1
commlink: 1
50
Unity foil, Pod in trench
native: 20
artifact: 7
sonar: 6
materials: 5
75c: 4
50c: 3
commlink: 2
foil: 2
tech: 1
50
Gun foil, Pod in trench
native: 19
sonar: 15
materials: 7
25c: 3
100c: 2
75c: 2
50c: 1
commlink: 1
50
Gun foil, Pod on shelf
native: 11
kelp: 10
sonar: 9
materials: 6
50c: 5
100c: 3
75c: 2
25c: 2
commlink: 1
tech: 1
50
Gun foil, Pod on fungus
native: 14
kelp: 11
sonar: 10
commlink: 4
100c: 4
materials: 3
75c: 2
50c: 1
25c: 1
50
In case you want to do some tests yourself, one tip:
If the most nearby base had a materials pod, it's impossible to get a second materials pod for that base when popping other nearby pods. So to prevent contaminating test results, change base production to something else after a materials pod: this will make all the bonus minerals disappear, and a new materials pod is possible.
Attached is the save I used for the tests.
Attachment: podtest.zip
This has been downloaded 1 time(s).
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ChairmanSlick
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fascinating, it seems you guys have this game down to a science, literally!
I agree that popping the sea pod is too risky... afterall there are plenty more pods in the sea. =)
In terms of trading flexibility i think that we have no real great need for technology. Of course it would be nice if we could get Industrial Automation, or gene splicing, but it is not imperitive, and i think steering our own tech course for the time being is more important. This can in turn be aided by a lower tech cost, having not traded for some tech we do not desperately need. Furthermore, i think that the next tech we'll research is planetary networks (probes), so when we do come across another faction (particularly human), then we can steal like a burgular in the night... over and over.
One thing is obvious, we are the only team that will be building anything resembling an army b4 2145; ( in terms of human factions), they will be building an army of formers/crawlers i'm guessing and trying to out tech each other. If we pick our friends wisely, due to the fact that the other humans will be reluctant to trade with each other, we will further our tech capabilities, and thus in looking to the future, i think that we might not need to trade as desperately as we think.
One last thing, i know its early days, but are you guys thinking of a Secret Project? I'm sure we'll be able to grab one if we put our efforts towards it. (depending on the fact we can snatch Ind.Auto -- Or research it early enough...) Perhaps PlanetaryTransitSytem would be a good one? what are your thoughts??
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:37
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I had posted this a few days ago in the "tech beeline" thread:
quote: Originally posted by Googlie
And at some point we should prioritize the SP's we want (much like the Hive-Drones did in the last game) and tech-stream towards them
eg, is the Maritime COntrol Center a must for us? (I'd say. "yes", and it's interesting that the attendant quote for that SP is from Santiago)
Do we care about any of the others?
I'd say that realistically, much as we'd love to have them, the Human Genome Project and the Virtual World are out of our reach (on account of how long it will take us to get the tech, then get Ind Auto, then build the SP - unless our superior movement nets us some AA's to cash in - let's hope the first pop of our gunfoil is a Unity trannie!!)
I sense that we're ambivalent re the Weather Paradigm and the Merchant Exchange (nice to have, but we don't care if others get them)
I'd put the Planetary Transit Syatem and the Planetary Energy Grid somewhere between these first 2 categories - ie, not a "must have" but stronger than a "nice-to-have"
Which leaves 2 "militaristic" SP's - the Citizens' Defence Force and the Maritime Control Center. I'd consider us somewhat of a failure if we didn't get these 2 SP's (CDF plus either HEC's plasma armor or Field Modulation's 3-res armor would make us pretty untouchable until Chaos weapons, and I don't think we should ever let another faction gain naval movement points on us (it was huge for the CyCon in that last game)
Thoughts?
G. |
Still my opinion, even if over in the other thread it spawned some discussion re famrs+ condensors for a very early popboom (via the Weather Paradigm)
If we had a surfeit of AA's to cash in (or podpopped a whole bunch of ec's) then I'd say snag the WP asap, as the other 2 on my own "must-have" list are a little ways away (further up the tech tree)
But we need formers and colony pods right now before we need to tie up a base's production with an SP
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Zeiter
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Of course, the military ones wouldn't be a bad idea (CN, CDF, MCC). I also think getting extra boreholes and condensers from the WP would help offset our industry penalty. And if we could somehow manage an early popboom with the WP, it would greatly conpensate for our early lack of crawlers.
It would be a real tragedy to lose our foil already. I agree that we should not pop the pod in the fungus (or probably any pods in fungus) right now, until we have a backup foil, or until our foils have done plenty to pay themselves back, and they become a little more expendable.
As we'll undoubtedly need a steady stream of garrison units for drone control for other cities, we could probably just leave Santiago Citidel on scout rover production indefinitely. Each drone that a unit built in SC2 quells is like adding a population point of production power. It would be just as if be had SC2 found a new base with a CP. But having it build garrisons is even better because the rovers will be commando, they are only 2 rows (instead of 3 for a CP), they are more flexible than a stationary base, and later on, when we don't need them for drone control duty, we can upgrade them with impact weapons and send them to Yang.
I'm against having R-112 CRV popping that pod to the W right now. From what I can see on the screenshot, it looks like it is on a rocky tile, which would stop the rover's movement, and if a MW, would get us another damaged rover that would need time to repair, further slowing our exploration efforts. So, I say move R-112 CRV S next turn.
Last edited by Zeiter on 27-07-2004 at 22:12
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Maniac
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Gent, Belgium
Jul 1999 time: 06:37
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quote: Originally posted by Googlie
When SC2's new rover is commissioned next turn (name needed) it should zip right up the Eurotas to Mount Olympus summit then head east from there to join up with the coastline and see what's hidden there. |
I've played a bit ahead with the turn simulator, and I noticed we'll have enough credits to hurry SC1 CP production the turn after the base grows to size 2. This means we would only need a garrison unit for one turn. Therefore I was thinking, how about using the new SC2 rover for that job?
Next turn 2120 it could move to the monolith north of SC1 to get a morale boost. MY 2121 it could move into SC1 and garrison. Then MY 2122 SC1 will have grown to size 2 and we can hurry the CP. This means the rover can already move on to explore.
As a result we could let the Ogre garrison one of the three other bases when they grow to size 2 more or less simultaneously.
Problem is, if we also send Rolling Thunder out to explore, that still leaves two bases without garrison.
It has been suggested to let SC2 produce another scout rover. Problem is such a unit would only be ready in 8 turns, while all three bases grow faster. A simple scout patrol would get ready in time though, in 4 turns. Would producing one of those instead be all right?
However even if we'd get an extra garrison in time, that still only covers two out of three. Therefore I was thinking... What would everyone think about nervestapling one base if necessary? We haven't got any commerce income yet, and probably won't have any yet in the next ten years, so we can afford one atrocity this early in the game. This means the only problem would be explaining roleplay-wise. But I'm sure something could be invented. For example a rebellion of the conservative militarists who oppose the new Federation, reducing the power of the established military elite, or so. And the 'good guys' crushing the rebellion and nervestapling its leaders (and thus not the whole base population).
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Zeiter
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Was nervestapling commonly accepted by the human factions in the last ACDG? Would other factions be alerted to our nerve stapling, or could be cover it up somehow? I know the AI factions would know about it, but what about the humans? Do they get a pop up message notifying them of it?
Also, what bases would specifically need to be nervestapled? If we could manage it, I would like to limit any stapling to just 1 base. I think you would be correct in that we won't be receiving any commerce in 10 years, but in 20 years...I'm not so sure.
Overall, I'm open to the idea. And I agree about having the new rover from SC2 go to SC1 for drone duty (after the monolith upgrade). Then, it can be in the area to help the new CP if any worms come crawling out of that fungus to the north. So then, how many turns is SC2 from size 2? Do we want to use the Ogre to police there?
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:37
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I'd hold nervestapling as a last resort, and still move the Ogre to SC1, and explore north with just the 1 new rover. The Ogre can be moved across to SC2 and down to Harbor after the Command's CP is rushed, and I'd support commissioning a Scout Patrol next at SC2.
We don't know how much of that unexplored land Northeast might have east-flowing rivers coursing down from Mount Taygetus and Olympus that would let the rover complete its assignment and return in the space of 6 turns (by 2125)
As I pointed out in the earlier post, the new SC2 rover could be at Olympus' summit in 1 turn (and maybe that's all that's needed by way of units to explore there given that Rolling Thunder needs 2 turns to get itself on the Rio Grande to head north, so perhaps it should hang around the crater to provide some general security and drone control there.
So a workable solution would be:
2120
- Continue moving the Ogre to SC1 (2 river tiles, then see if it can use the remaining 1/3rd to get to the tile adjacent to SC1
- move Rolling Thunder 2 tiles west on to the arm of the Eurotas River
- Send the newly commissioned scout rover upriver (bypassing the monolith) to the tile(s) east of the Eurotas source
- start an infantry scout in SC2
2121
If the Ogre was unable to get to 1 tile NW of SC1, then use the nervestaple option on Sparta Command so that it can grow to size 2 and we can rush the colony pod next turn. Return the Ogre to Citadel
(As we grow, we do need to assign responsibilities for Exploration, Defence, etc etc)
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