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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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Here's your first 9 squares so you can start some discussion.
Attachment: morgan2101-fddf34cdf2.jpg
This has been downloaded 87 time(s).
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Chaunk
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CEO of Morgan Industries, ACDG3
Apr 2002 time: 05:37
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First order I should say would be to move a CP South West. then we can see if there are other rainy rolling squares around. It may be better to move all the units SW onto that square and pop the pod after founding a base next turn.
Also, founding a base on a min bonus wouldn't help overly as we would not grow fast enough to use the extra min. (Growth would be in 11 turns, CP in 8 turns.) Instead, we'd then want to found on the SW square and work the min bonus (eventually to borehole it). An energy bonus will never give more than +2 energy so it'd be worth founding on.
I say definatly found on the river. Both initial bases if possible. That +1 energy is a huge +2 labs at this stage, which is a massive bonus to pass up.
Note that the fungus attatches to the square NW of it, but not to any other, so there's more fungus there, but how much we won't know yet. Also, SMAX makes the rain fall on the west of mountains, yet the square North West of our start is rainy and on the east of a hill (or possibly a ridge). This indicates there's probably a larger hill to the east of our location. It's hard to tell whats what though on the image as Kody has edited out many of the contour lines (Note the mismatched lines at the bottom of the map and the top. Also the blackness on the right). If we have nearby sea then it's probably to the south east following the direction of the river.
Looking at the power graph, Yang probably has one or two bases pre founded whilst Zak and the PK's don't have any. It'll be interesting to see if Zak and Lal exchange techs before they've discovered techs. I've played games where the ai has stupidly done this before, and lost much time in researching at too slow a rate for the tech cost.
Also note how Morgan has been started with 100 e.c. (90 bonus ec) instead of 110 ec (100 bonus ec) as it should be 
Almost makes me want to ask for a restart 
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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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quote: It's hard to tell whats what though on the image as Kody has edited out many of the contour lines (Note the mismatched lines at the bottom of the map and the top. Also the blackness on the right). |
Limit of 800 width picture attachments so I shuffled things over to the left. You guys need to know that because you'll be posting screenshots too.
Nice analysis Chaunk, only one who used all the information I posted.
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jtsisyoda
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COO, Morgan Industries, ACDG3
Jul 2003 time: 00:37
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I'm ok founding the first two bases very near each other if it means two river bases. The other bases can be spread out just a bit more to give them enough squares, but that can come later. Now we need to maximize energy.
I suggest one CP SW, then Scout pops pod. If we have two decent base sites on the river, go for it. Otherwise, we could send the second CP North. That way we can stil found two bases on the second turn.
As for not being able to use a possible mineral bonus... I disagree. We can always push Cent Eco up and build a couple extra formers (CP's still have precedence, though). And as our Hyper Mini Game shows, Scouts do lose to MW's once in a while, so we could also have an extra scout or two.
Last edited by jtsisyoda on 28-06-2004 at 08:29
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jtsisyoda
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COO, Morgan Industries, ACDG3
Jul 2003 time: 00:37
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Hypothetical numbers
base square 2/1
worker 2/1
That's 2/2 net
grow in 11, CP in 12
grow in another 11, CP in another 12
minimum total 24 turns for two CP's
RT:
say 4 turns until RT's...
net 3/3
grow in 9, CP in 10
grow in another 8, CP in another 9
minimum total 19 turns for two CP's
This is FIVE turns better for our fifth and sixth bases. We'll be running FM by then, and that's at least 2 mins and 5 energy per base, totalling 20 mins and 50 energy we gain by building RT's ASAP. They pay for themselves too quickly, especially with our kick-butt base squares.
say 6 turns until RT's as a conservative estimate...
net 3/3
grow in 10, CP in 11
grow in another 8, CP in another 9
total 20 turns for two CP's
With RT's, you're not rushing the CP's much-- they finish right about on time, so you can save up cash again to rush formers or the next two RT's.
The first six bases are by far the most important for turn advantage. The sooner we get them, the sooner we get IA and the sooner we get HGP, etc.
If we go FM early without RT's, we'll have so much cash we won't be able to spend it. All the cash in the world doesn't make you grow to size two faster, unless you build an RT with it. Cash isn't turn advantage by itself-- only when spent. Granted, early FM does give a research boon as well. I don't mind waiting a few turns for FM, missing out on some early energy, if it means the next bases can take advantage of FM sooner.
So, I advocate Biogen (build ME SP temporarily), Ind Econ, IA, with Cent Eco spliced in wherever our science officer says it will not delay IA.
Last edited by jtsisyoda on 28-06-2004 at 08:51
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AndiD

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SOO of Morgan Industries, ACDG3
May 2004 time: 06:37
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Depending on how the scenario was set up (tech trade happened or not), tech might look like this:
(Who knows about that set-up? buster?)
A) No tech trade happened
(like it was in the ACDG3-WaitingGame)
Resarch path might be:
1) Biogen, InfNet, IndEcon, CentEcol, PlanNet, IA (early RTs)
2) Biogen, InfNet, IndEcon, PlanNet, IA, CentEcol (early RTs with IA before CentEcol)
3) CentEcol, InfNet, IndEcon, PlanNet, IA (direct beeline to IA)
4) IndEcon, InfNet, CentEcol, PlanNet, IA (FM first, again direct beeline to IA)
The 2nd tech is either Doc:Mob, InfNet or SocPsych.
B) Tech trade happened
1) InfNet, IndEcon, CentEcol, PlanNet, IA
2) InfNet, CentEcol, IndEcon, PlanNet, IA
Biogen as 2nd tech would not make sense in this case, right?
The 1st tech is either Doc:Mob, InfNet or SocPsych
I did not check Flex-before-IA.
Sidenote: Wouldn't it be Morganite to name rivers like "Richness River", "Wealth water", "Credit Source", ...?
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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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I'll check through the game tonight and look up the inital tech choices.
All factions will recieve the same help though.
Edit: nobody seems interested so I'll save myself the bother.
Last edited by Kody on 28-06-2004 at 15:27
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Chaunk
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CEO of Morgan Industries, ACDG3
Apr 2002 time: 05:37
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In any beeline, InfNetworks is the second tech. Hence, IndEcon->InfNet->Biogen->CentEcol (Planetary Networks & IndAuto are always possible here with those four first techs.)
Hence my prefered beeline is:
Biogen->InfNet->CentEcol->IndEcon->PlanNet->IndAuto.
If we found our first two bases on rivers, and buy the rectanks, then we should be able to get to CentEcol by the time we found bases 3 & 4. Those bases then produce formers (which are re-homed to other bases as support needs), and bases 1&2 continue with CPs - produced faster due to rectanks. By early 2120's we should be able to have 6 bases (B-drone limit), and six formers. Idealy, we'd be able to use the 10 mins from bases 5 & 6 to make crawlers, but that might not be possible.
We would likely be behind in pop, but hopefully we'd be in an ideal position to grab the HGP very shortly after we built our 5th and 6th bases. And from there, we'd expand to the limits of territory/conflict.
Kody: I'd very much appriciate you checking out what techs are available to start off with. Apologies for not saying so earlier, I presumed you were doing so when I saw your post. I now realise this was not the case.
jtsisyoda Good analysis on the rectanks. You've won me over, so long as we ensure we keep 40e.c.s (or can get them in short order) for FM.
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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: mobility, information networks, social pysch
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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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Sorry to hear that, that reminds me I need to make a note in my journal of the fact that Morgan is missing 10 ECs.
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Mead
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quote: Originally posted by Archaic
I think we'd best avoid landmarks for now. Too many players know how to use those as a method for finding the opponents beforehand. Better to use them later on, after we've met, when we feel like taunting the other teams. |
I agree.
I had the same thought myself.
Let's hold off naming the landmarks for now.
Mead
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-SafaN-
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I would like to do a suggestion: first take the pod with a scout and then decide whats the best: like some said if its a monolith then the S is not that good for a base. I would say if no bonis resources would come I would send 1 cp S and the other N (flat and moist square) and then found citys on those spots: the one would be on a river wich makes a good start for CP production and city founding + the labs ofcourse
The other can grow almost as fast by the rainy rolling square.
Just my humble opinion
I think citys spaced one apart as the first bases are always good: we need to start production asap. If needful we can still abandon later (we wont build many infrastructure anyways in the first 20 turns)
As the CGO i ask that all bases have a scout garrison, maybe later the center citys will be allowed to have none
Syntmetal is not needed atm
CGO SafaN
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Chaunk
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CEO of Morgan Industries, ACDG3
Apr 2002 time: 05:37
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quote: Originally posted by Archaic
Pods are more likely to pop something useful if there's a built base nearby. |
Yeah, and I've got a horrific feeling we might pop a fungal bloom from the pod...
I think we should move a pod SW, the scout North, and wait to pop the pod with when the pod in the SW is made into a base there. The other pod then moves NE, or E depending on how the land to the N looks.
Whats the opinion on this? I think it'll be best not to pop the pod until we've founded a base, but whats everyone else think? In fact, I think we should wait till be get infNetworks, and then pop it when building a network node in the base next to it. A net node for free at this stage would be a massive help.
Techwise, I think we should go for biogenics after IndAuto. We lose the early rectanks, but we'd still be able to get the HGP early enough. It's either that, or no formers till after indauto which i'd rather not do. As Archaic says, if we try and go for all those techs, we'll end up with indauto in the 30's at best, which is terrible. Therefore, I think we'll go for the following beeline:
InfNet->CentEcol->IndEcon->PlanNet->IndAuto->Biogenetics.
Science officers? Yay, nay? Other people? This has been tested and does work in the game.
With regard to garrisons, a standing order to keep a scout garrison would be fine with most factions, but as morgan we'll have some serious support issues trying to do that, never mind the fact that those garrisons won't be doing much police duty for most of the game. I think we need to aproach it on a base by base basis.
EDIT: formatting
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All times are GMT. The time now is 05:37. Apolyton Time is 00:37. |
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