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Kody
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If life's standing still and your soul's confused
Jun 2003 time: 14:37
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Drogue:
Heh well I did say I only checked the first 9 squares.
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Zeiter
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I suggest planting Sparta Command right where it is, moving the rover up 1 to get the pod, and then probably to the west 1 tile to see if there is any good terrain there. As for the other colony pod, I would move it due south and plant it. That way, both bases will start out with rolling rainy tiles, we'll get the most tiles explored (from both the rover and the southern CP) and we'll have the 2nd CP planted quick.
As the pod is likely to be something good (as long as we pop it after we plant Sparta Command) then I suggest popping it as soon as possible so that we can start capitalizing on its benefits right away.
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:37
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Interesting scenario testing developments.
I edited the 30-podpop one to start SC building a Command Center, saved it, then popped one of the 2 pods with the colony pod 30 times again.
Here are the results:
energy credits: 14 times (varying from 25 ec's to 75 ec's)
monolith: 6 times
completion of CC: 5 times
energy special: 2 times
mineral special: 1 time
AA: 1 time
Unity Rover: 1 time
So it appears that the algorithm the engine uses can be influenced by what is put in the build box (ie, if we have a scout fully built in the box, maybe the engine looks at its completion, "shakes it's head" and moves on to the next in the list - ec's or whatever
So I suggest that we delay popping the pod until a base is established, then have that base commence a Command Center before we pop the pod.
If we don't get a "facilities completed" result we can always change to a scout before we end the turn
(And, Zeiter, given that there's not likely going to be any energy in our early turn, I don't think it makes much of a difference whether we establish 1 base in 2101 and the second in 2103 - you can't do it in 2102 as you must have at least 1 tile of separation between bases - or 2 bases established in 2102)
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Zeiter
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Yes, of course, I meant get the CP built in 2103 after moving it due south 2 tiles (or moving it south 1 tile and then moving it either W, SW, S, SE, or E in 2102, depending on what the terrain to the south looks like). But yes, if we plant it due south 2 tiles from Sparta Command, it will still be guaranteed a rolling rainy tile in its production radius.
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Zeiter
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Also, if we popped a pod that completed a CC, but we later decided that the maintenance cost was too much, we could always scrap it for like 30 EC's.
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Kody
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If life's standing still and your soul's confused
Jun 2003 time: 14:37
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They would have to move the colony pod one more square into the unknown.
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Zeiter
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I'm actually beginning to lean more towards Goolgie's suggestion of planting both bases on the second turn. I guess moving the first CP to the NW and the 2nd to the south would be the way to go. Meanwhile we could move the rover to the west and then to the north, then on the 2nd turn pop the pod on its first move.
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Kody
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If life's standing still and your soul's confused
Jun 2003 time: 14:37
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starting techs: centauri ecology, Doctrine: flexibility, progenitor pysch, biogenetics, industrial base, social pysch, applied physics
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:37
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well, isn't this interesting !!
I built myself a little start simulator (couldn't quite get the elevation and rolling/rainy exactly the same, but it's good enough for illustrative purposes - attached)
Option 1: Plop Sparta Command immediately, and change production to a Command Center. Move the second CP south to found base # 2 in 2103. Pop the pod first turn with the rover.
Here are the ten results of my test:
nut special - 3 times
then, once each:
nut with a river !!
River source
Cartographic map (11 x 11 tiles)
Battle Ogre II
Unity Rover
Completion of the Command Center
Monolith
Basic research rate (with sliders maxing at 30/10/60) was tech every 8 turns, reducing to 5 after the 2nd base was founded (so in effect the tech came in 2108)
With the monolith, the tech became 5 turns (ie in 2106), reducing to 3 after the second base in 2103 (but still 2106)
Strangely the rate didn't change with the river, even when I put the SC worker on it for the extra energy
Option # 2: Use the first turn to move the CP's 1-tile apart, then found 2 bases in 2102. Change the production in the one closest to the seedpod to a Command Center, then pop the pod with the rover
here are the ten:
nut special 3 times
monolith twice
and then, once each:
Unity rover
clone of my unity rover,
Command Center completion
50 ec's
Cartograph display of 11 x 11 tiles
Basic research rate (sliders to 30/10/60) was a tech every 5 turns - first tech in 2107
With the monolith, the rate dropped to 4 techs (to 2106, as the pod gets popped in 2102
**************************************************
Conclusions:
Not very scientific, of course, but in either case, it seems that we'll get our first tech no earlier than 2106.
I'm leaning towrads planting the flag in 2101 with Sparta Command, changing production to a Command Center, then popping the pod. A monolith or a completion is great, ec's are good, and nuts just so-so.
But we are no worse off than we'd be if we moved the 1 tile separation that first turn then planted both bases, and might be a little better better off (Sparta Command starts growing its pop 1 turn earlier - moreso if we do pop a nut special)
G.
Attachment: simstart, 2101.zip
This has been downloaded 1 time(s).
Last edited by Googlie on 30-06-2004 at 01:56
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:37
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To summarize:
If I were playing the turn, I'd:
Found Sparta Command where it is right now, and change the production to a Command Center
Set the sliders to 30/10/60, for a "tech in 8 turns"
Move the 2nd colony pod due south
Pop the pod with the rover. If a facility complete, great. If a monolith, move the worker to it (becomes tech in 5, with sliders at 20/10/80), or if a nut, or river + nut, move the worker as well, and in any of these 3 situations, change the production to a colony pod (extra pop in 8, with a 3 nut tile, but pod in 21, with no minerals from that worker - but that can be accelerated closer to completion of the pop to put the worker back on the 2 nut/1 mineral tile. Either way, we'd have our next colony pod in around ten to twelve turns
If anything else gets popped, change back to a scout or rover, and leave the worker tending the 2 nut/1 mineral tile
Next turn, continue moving the 2nd colony pod south or southwest, and found 2nd base in 2103
Any comments? Agree or disagree?
G.
Last edited by Googlie on 30-06-2004 at 06:22
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:37
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(and don't go by the 4 techs that my little scenario offers - there's the "designer's flaw" in that I set the original techs as discoveries rather than as faction techs (ie I put them as "tech breakthru", which was easier at the time)
So my scenario shows only 4: cent ecol; infonets; ind base and soc psych as being available.
Kody has confirmed (earlier above) that we will have a choice of 7:
centauri ecology, Doctrine: flexibility, progenitor pysch, biogenetics, industrial base, social pysch, and applied physics
Didn't we disacuss in the off-'poly forum that we'd go for flex first, as that was our big advantage? (mobility >>> flex)
Then towards Planetary Networks so that we'll get early defensive, offensive and foil probes? (so we'd need infonets >>>> plan nets for that)
G.
Last edited by Googlie on 30-06-2004 at 06:39
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:37
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Some further testing;
premise #1: what if we popped the pod with the rover, before doing anything else?
ten results:
monolith - 4 times
nut special - 4 times
AA
spore launcher (which the rover killed for 10 ec's)
pretty good result I'd say
premise #2: pop it with a colony pod right of the bat
ten results:
nut - 5 times
river source - twice
hydronoponics, giving 6 forest tiles !!
and in all 3 cases, the base can be founded on it next turn, 'cos it will have the 1 tile of separation by then
but - 2 baddies
spore launcher (again, the rover can still kill it for the 10 ec's), and, finally,
fungal bloom (worst of all, cos it spread right under the pod so we'd lose a turn moving it back
Conclusion?
We can forego the possibility of getting a Command center instabuilt if we pop the pod immediately with the Rover, and stand about an 80% probability of getting a monolith or a nut special
Last edited by Googlie on 30-06-2004 at 06:56
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Snowflake
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falling, once again
Apr 2003 time: 23:37
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Wow Googlie is really enraged.
[Edit] Looks like I was DanSed if it is the correct use of the word.
Last edited by Snowflake on 29-07-2004 at 01:20
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Skanky Burns
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Skanky Bastard Quartermaster
Aug 2001 time: 14:37
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code: Centauri Ecology Explore 1
Doctrine: Flexibility Explore 2
Progenitor Pysch Explore 1
Biogenetics Discover 1
Industrial Base Build 1
Social Pysch Build 1
Applied Physics Conquer 1
So what are we planning on researching?
EDIT: So we are just starting with Doctrine: Mobility, right?
Last edited by Skanky Burns on 30-06-2004 at 07:26
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Kody
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If life's standing still and your soul's confused
Jun 2003 time: 14:37
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*snicker*
Honghu's comment with come back to haunt you when this ACDG finishes.
"Googlie's enraged, oh I wonder what happened. It must have been pretty bad, maybe one of the mods banned one of his tactics or something. No I think it might have been something to do with diplomancy. No that can't be right, notice the date on the posts it's only turn 1 and the turn hadn't arrived at the time. So they would be breaking the no-contact law if that was the case. Do you reckon that could possibly be the reason why he was enraged, I mean he might have talked to a person on of the other teams and one of the mods came down on him for sharing secret information. Hrmm I don't know it seems unlike Googlie, maybe it was something else. Check if there's any old peace members from the ACDGII posting in this or the public forum shortly before that post. I don't know do you think it could be archived already....."
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