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Dis is offline Dis
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Feb 2000
time: 21:37
  Old Post 14-07-2004 21:18 Visit Dis's homepage!
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quote:
Originally posted by Maniac






Sounds good.



Sounds good too. Martyrs' Blood River, Black River or in Spanish Río Negro sound all great too.



Perhaps not to put on the map as a landmark, as that would create too many landmarks on a small area (with Buster Crater already existing), but a name to refer to the river might be handy.



Btw, re Crater bases, personally I'd prefer something like below to get the best possible base site tiles, but I understand many people would be uncomfortable with such close base spacing.



regarding those 2 base proposals. We can go ahead and use the one on the right. This would correspond to our yellow base proposal in the other thread. As the first ciy in the crater will have the same placement. Normally I wouldn't like such close spacing. But we have to take the fastest advantage possible from that crater because of our industry. Though it will take time to build that many colony pods, I'm not sure how much faster it will be. But the other cities will still be producing while we get the other colony pods into position. So we should still gain a production turn advantage I would think.

Last edited by Dis on 14-07-2004 at 21:27

Dis is offline Dis
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  Old Post 14-07-2004 21:24 Visit Dis's homepage!
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quote:
Originally posted by Maniac
Btw, I'll directly ask some questions for next turn, since the turnplay rate is really fast.

a) Should R-112 CRV pop the unity pod on that rocky tile south of its location, or not? If yes, should SC2 production be temporarily changed to something else in case of a materials pod?

b) R-112 CRV and Chiron Knights can both be sent back to garrison Sparta Command for when it grows to size 2. Which one to send back?


I say pop the pod. Though we will lose all of our movement, and we could get a mindworm. But from the map, it doesn't look like the mindworms will have a shot at our empty base. So we are taking a small chance here of losing our rover to a mindworm (but he can withdraw right?).

And I was thinking R-112 could pop both of those rocky pods and then return for garrison duty. though we will be hurting if it gets hit by a mindworm. we'll have to bring chiron knights back up. So in the next turn move R-112 before Chiron Knights

Googlie is offline Googlie
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  Old Post 14-07-2004 22:21 Visit Googlie's homepage!
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I'd say leave the pods be for the time being, and move R-112 southeast then east (above the pod on Mt Olympus' summit, then make its way south to SC1 for garrison duty, skirting the east of Mt Oly. (The last thing we need is to pop a pod and for the rover to be transported to another part of our landmass, - and we can't do anything with a tech or facs yet anyway (altho credits would be good, or a commlink)

I'd keep going south with Chiron Knights, to explore these 2 mountains you can detect (four tiles south for one and then four tiles west for the other)

I'd bring Rolling Thunder back southeast along the crater shore, to see if there is a landbridge towards Yangland from this viewpoint (it looks like shoreline to me)

Zeiter is offline Zeiter
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Dec 2003
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  Old Post 15-07-2004 00:40
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I feel that having SC3 able to harvest the nutrient bonus is essential, (more bases on the crater faster!) so how about this compromise: the next CP from Santiago Citidel goes 3 moves, and plants at the "Crater West" location. It would have the exact same benefits as the base in the center idea, but:

Pro: it would allow other bases more access to crater squares.

con: it would take 3 moves to get there instead of two.

Zeiter is offline Zeiter
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Dec 2003
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  Old Post 15-07-2004 00:47
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As for R-112 CRV exploration, I would move it SE, then E (unless that square is fungus). I'm fine with R-112 CRV pops that rocky pod 2 tiles SE. It suppose it could, if others want that, or if it can't move E because of fungus.

I'm beginning to think that the landbridge to Yang might be south of Sparta Command instead of West. After we colonize the crater, we can start expanding in that direction too.

Andemagne is offline Andemagne
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Dec 1999
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Talking  Old Post 15-07-2004 04:12
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I think that we should explore the south of Sparta Command with Chiron Knights and the costal area south of Buster's Crater with Rolling Thunder .
R-112 should return to base.

Maniac is offline Maniac
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Jul 1999
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  Old Post 15-07-2004 04:46
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quote:
Originally posted by Snoddasmannen
Temporarily switch production in SC2 to a wonder (I believe we can build the WP right?), we might get lucky


Many people have said in the past you can't get a materials pod when there is a secret project under construction in the nearest base. So I guess Googlie's experience he told in another thread IIRC must be because he had only one base.

quote:
Originally posted by Dissident
I say pop the pod. Though we will lose all of our movement, and we could get a mindworm. But from the map, it doesn't look like the mindworms will have a shot at our empty base. So we are taking a small chance here of losing our rover to a mindworm (but he can withdraw right?).


I think so yes. But an extra advantage is that before MY 2115 worms attack at 1/3 of normal strength. So even if were attacked, we'd probably win the fight instead of having to withdraw.

quote:
Originally posted by Dissident
And I was thinking R-112 could pop both of those rocky pods and then return for garrison duty.

quote:
Originally posted by Googlie
I'd say leave the pods be for the time being, and move R-112 southeast then east (above the pod on Mt Olympus' summit, then make its way south to SC1 for garrison duty, skirting the east of Mt Oly.

quote:
Originally posted by Zeiter
As for R-112 CRV exploration, I would move it SE, then E (unless that square is fungus).


I'm not sure so I could be mistaken and be a turn off but I think for drone control we'd need a rover in SC1 the turn before it grows to size 2. This means we only have three turns left right now. So if we want to use that rover as garrison, the only way to get in there time is to follow the fastest route possible. This means we couldn't drive around Mount Olympus or pop both pods before returning unfortunately.

quote:
Originally posted by Zeiter
I feel that having SC3 able to harvest the nutrient bonus is essential, (more bases on the crater faster!) so how about this compromise: the next CP from Santiago Citidel goes 3 moves, and plants at the "Crater West" location.


Sounds good to me!


Thanks for all the rover exploration suggestions.

Last edited by Maniac on 15-07-2004 at 04:52

Zeiter is offline Zeiter
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Dec 2003
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  Old Post 15-07-2004 07:44
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Ah, Sparta Command will grow to size 2 in only three turns? I didn't know that. Very well then, I guess R-112 CRV should head back to Sparta Command ASAP.

Maniac is offline Maniac
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  Old Post 18-07-2004 04:51
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Battle Report MY 2111


  • R-112 CRV moved into Sparta Command. That base will grow next turn. And with some hurrying the CP should be finished the turn after that: MY 2113.
  • Rolling Thunder finished mapping the Crater shoreline. So we need new orders for that unit.
  • Chiron Knights succesfully moved to the side of the fungal bloom. For some reason I moved the unit east instead of SE (on the river) though. Immediately after doing the move, I wondered "Why the hell did I do that?" Sorry for the mistake.

Sparta MY 2111 presend

Zeiter is offline Zeiter
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Dec 2003
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  Old Post 18-07-2004 07:35
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Don't sweat it. This actually could be good, because now we can map the eastern coastline more thoroughly by starting more up to the north and east and working our way down. And also, let's just be thankful that we managed to get out of the fungus.

I guess we could use rolling thunder to map out that tiny little portion north of the crater that we didn't get to before. Or we could send it to Santiago Citidel for some garrison duty. How close is SC2 from growing to size 2?

Googlie is offline Googlie
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  Old Post 18-07-2004 07:58 Visit Googlie's homepage!
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quote:
Originally posted by Maniac
Rolling Thunder finished mapping the Crater shoreline. So we need new orders for that unit.


I'd like to see 58:24 uncovered, to see if it's just a peninsula or the beginning of a landbridge to Yangland, before exploring those 2 western crater coastal tiles

So I suggest Rolling Thunder enters the fungus at 54:22, then proceed east to 58:22, thus accomplishing 2 tasks:

  • uncovering that tile to see what it leads to, and
  • giving some protection to SC1's colony pod as it sets up base at 57:21


After that (ie, after the base is founded), it could team up with Chiron Knights to explore south of the fungus below SC1 and the Rio Rojo (ie, where we expect Yang to come from as he explores north) - that gives us strength in numbers with 2 rovers working in tandem

(btw, 59:11 looks like a prime site for a base as well, on a rainy river tile - with elevation - and with a monolith to work)

Last edited by Googlie on 18-07-2004 at 08:10

Andemagne is offline Andemagne
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Dec 1999
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I think we should next: explore rest of the vicinity of the 'crater, and then use 2 rovers to explore the south. maybe we could send (now) R-112 to help Chiron Knights , and Rolling Thunder could take its place in few turns. we should also build 2 new rovers for guard and exploring, there are black tiles reletively near Sparta Command . and I also think that the topmost square of River Eurotas is better place for base.

Maniac is offline Maniac
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  Old Post 18-07-2004 16:26
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quote:
Originally posted by Zeiter
How close is SC2 from growing to size 2?


Three turns IIRC. That's why I'd suggest to send R-112 CRV to SC2 immediately next turn, after hurrying the CP in SC1. We probably won't have enough credits to hurry the CP in SC2 immediately as well, so we'll need a unit for garrison duty while the base is size 2.

Zeiter is offline Zeiter
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Dec 2003
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  Old Post 19-07-2004 00:00
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Sounds good.

Now, how far would The Hive be from our furthest explored region south? Any chance we could see that again with the updated maps? Maybe just zoom out a bunch so you can fit it all in?

Zeiter is offline Zeiter
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Dec 2003
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  Old Post 19-07-2004 00:13
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Actually, nevermind, putting Yang on the map isn't necessary. I can get see from one of the earlier maps that The Hive is 10 tiles W and 7 tiles S from Chiron Knights at the current moment. It's likely that Yang has expanded at least a base in our direction, so conceivably Yang's closest base could be no more than 10 tiles SW of Chiron Knights. If Yang sent a scout our direction early on, it could reach us within the next 5 years. Or, Yang could be busy exploring in another direction. But you guys are right, we should be prepared, ideally with two rovers exploring southward.

Googlie is offline Googlie
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  Old Post 19-07-2004 00:22 Visit Googlie's homepage!
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Given that R-112 has received a morale upgrade (and that Chiron Knights is partially damaged after its encounter with the spore launcher), should we get both the Knights and the Rolling Thunder thru a monolith (with one of them replacing R-112 in garrison duty) in order to get two veteran rovers down south?

Last edited by Googlie on 19-07-2004 at 00:29

Googlie is offline Googlie
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  Old Post 19-07-2004 00:28 Visit Googlie's homepage!
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quote:
Originally posted by Andemagne
I also think that the topmost square of River Eurotas is better place for base.


Assuming you mean tile 62:16, I agree (I'd overlooked that one) All 3 monoliths would be in its base radius, with all the possibilities that suggests for flexibility, and a CP would get there a turn sooner than the one I suggested.

Maniac is offline Maniac
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  Old Post 19-07-2004 03:55
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Battle Report MY 2112


  • As suggested by Zeiter, the Chiron Knights started driving towards the eastern coastline. Great suggestion, as Captain Andemagnus discovered a Unity pod after using its first MP to move north. I didn't pop the pod with the second MP though for two reasons: 1) I'd hate to get worms without the ability to attack or flee from them. 2) It would suck if we got a materials pod now while the SC1 CP is nearly completed. In case we get one next year, we could get a full production item finished. So instead I moved the rover SE.
  • Rolling Thunder is succesfully plodding through the fungus on (54.22) to move to (58.24) as ordered by Captain Googlie.
  • R-112 CRV driving towards Santiago Citadel.
  • Production in Sparta Command hurried with 5 minerals at a cost of 13 credits. This means only 4 minerals - the current SC1 production - need to be added to finish the CP: we'll have our first colony pod next year! Btw, don't worry about that drone in SC1. The production phase is dealt with before the drone riot check. As we'll get a CP next year, reducing the base size back to one, we don't have to worry anymore about Domai's Drones.

Sparta MY 2112 presend

Googlie is offline Googlie
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  Old Post 19-07-2004 04:38 Visit Googlie's homepage!
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quote:
Originally posted by Maniac
Btw, don't worry about that drone in SC1. The production phase is dealt with before the drone riot check. As we'll get a CP next year, reducing the base size back to one, we don't have to worry anymore about Domai's Drones.


Hmm - I hope you're right (next turn will tell) - I always believed that minerals production ceased while there were drone riots, and until we quelled them the production would stall at still-needing-4-minerals

(Or are you saying that as the base technically hasn't gone into drone riot phase yet, and wouldn't until next turn all things being equal, it won't 'cos the production will precede that riot stage? (ie the population will drop back to 1)

G.

Googlie is offline Googlie
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  Old Post 19-07-2004 04:43 Visit Googlie's homepage!
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and is there any advantage in moving the "drone" worker to a 1-1-1 river tile (we just get 1 more lab popint, but as soon as the extra pop is created we'll still be at next tech in 6 years status) - but we'd be carrying over 2 lab points towards the next tech rather than the current 1

(of course, we'd lose a nut credit that way, and pop growth (2/15ths versus 1/15th) is prolly more desireable right now than a single lab point (1 56th versus 2/56ths)

On reflection - it's better at the 2nut/1min that its at

G.

Dis is offline Dis
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  Old Post 19-07-2004 05:44 Visit Dis's homepage!
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so we got both rovers going south now? That's sounds fine. But I would eventually like to get something to finish exploring NW, North, and NE- Mt. Olympus.

in any case, one rover can stay on the east side of the narrow strip of land, the other can stay on the west side. that narrow strip of land may be larger though. It looks like it does on the west side.

and I do recomend popping any pods from the two souther rovers exploring south. We should get them before Yang. But of course remain cautious.

Maniac is offline Maniac
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  Old Post 19-07-2004 05:47
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quote:
Originally posted by Googlie
(Or are you saying that as the base technically hasn't gone into drone riot phase yet, and wouldn't until next turn all things being equal, it won't 'cos the production will precede that riot stage? (ie the population will drop back to 1)


Indeed. The drone riot check for this turn, affecting the production of next turn, has already been done, and solved by the rover moved into base previous turn.

***

A great many and sometimes conflicting suggestions have been made for the rovers: exploring (58.24), moving a second rover south, garrisoning SC2 for a while, popping the crater pods after a base has been established there, exploring the hidden western crater tiles, exploring east & north of Sparta Command...

I've had a look at the map. To get all this done in the fastest possible time with the limited means we have, how about a rover path similar to this?

Googlie is offline Googlie
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Does the yellow route uncover the hidden crater tile west of the crater nut tile?

Otherwise, i think it's a decent plan

And I agree with popping all pods south of Sparta Command (ie, before Yang gets to them)

Dis is offline Dis
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quote:
Originally posted by Maniac


Indeed. The drone riot check for this turn, affecting the production of next turn, has already been done, and solved by the rover moved into base previous turn.

***

A great many and sometimes conflicting suggestions have been made for the rovers: exploring (58.24), moving a second rover south, garrisoning SC2 for a while, popping the crater pods after a base has been established there, exploring the hidden western crater tiles, exploring east & north of Sparta Command...

I've had a look at the map. To get all this done in the fastest possible time with the limited means we have, how about a rover path similar to this?



as googlie said, we want to uncover any hidden tiles. If need be, we may need one more tile NW or so. And for the split, I say go south first around the mountain. Looks good though

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I see that Maniac hasn't posted the 2113 turn for the Gaians - any reason why not? Is he waiting for further feedback from Spartans re the 2112 presend?

ChairmanSlick is offline ChairmanSlick
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Apr 2004
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  Old Post 19-07-2004 16:12
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hi guys, sorry i haven't really posted;

hey i have been trying to read as much as possible to catch up and it looks like you are all doing a great job. i love the screenshots!

One thing i would change is your energy allocation

it said that you were on 10% psych?? whats the point in that, there is no way you are going to get enough psych to change a drone this early and the inefficiency caused by having the percentages all changed around like you have far out ways the benefits in my opinion.

We have got lucky with the pods so try and take advantage of this luck i reckon and accelerate even further ahead. --Slick

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  Old Post 19-07-2004 16:40
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quote:
Originally posted by Googlie
I see that Maniac hasn't posted the 2113 turn for the Gaians - any reason why not? Is he waiting for further feedback from Spartans re the 2112 presend?


Forgotten.

Andemagne is offline Andemagne
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according to the screen shot, R-112 is closer (count the tiles) to "south" than Rolling Thunder is, and Rolling Thunder is closer to the hidden squares to the north west from the 'Crater. why don't we send Rolling Thunder to NW and R-112 to South?

Googlie is offline Googlie
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Well, R-112 could certainly enter the rocky tile at 60:24 turn after next (and thus uncover the tile(s) due west of it) whereas Rolling Thunder would take an extra turn to get there.

But R-112 is needed in SC2 next turn to forestall drone riots there when the pop goes to 2 in 2114, and Rolling Thunder can't get there soon enough

But we could swap them the turn after (ie move Rolling Thunder to 57:21 next turn, and up to the base the turn after (when the CP will be 1 turn away from being completed, if rushed in 2114 for 18 ec's) and then move R-112 down the river in advance of the CP - it should make 58:22 that turn (which uncovers the tile just south of it) - then it could proceed east and south in support of Chiron Knights)

It gives us the better-morale unit anyway to confront Yang with if we do meet him to the south

Maniac is offline Maniac
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  Old Post 19-07-2004 22:58
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quote:
Originally posted by Googlie
But we could swap them the turn after (ie move Rolling Thunder to 57:21 next turn, and up to the base the turn after (when the CP will be 1 turn away from being completed, if rushed in 2114 for 18 ec's) and then move R-112 down the river in advance of the CP - it should make 58:22 that turn (which uncovers the tile just south of it) - then it could proceed east and south in support of Chiron Knights)


Sounds good. We can also give Rolling Thunder a morale upgrade then as you suggested earlier.

Oh yeah, I just used the turn simulator to play ahead to MY 2114, and normally we should then have 20 credits in reserve, while - if we put the second SC2 worker on the 1-2-1 crater tile - 19 credits should suffice to hurry the CP. Just enough credits in other words.

 
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