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Impaler[WrG] is offline Impaler[WrG]
King
Cheif Manufacturing Officer of Morgan Industires
May 2002
time: 22:37
  Old Post 30-06-2004 22:37 Visit Impaler[WrG]'s homepage!
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How about this slight modification

Move Both Colony Pods SW and the scour North or West depending on how the landmass is shapped.

Next turn Found a base with one Pod and then pop the Pod with our other CP as it travels along the river. Nothing Dangerous should come out of a Pod adjacent to our first base. Continue moving the second CP down the river as far as it will go and found another base on the same turn.

The proposed tec Path is ofcorse a compromise, if nothing better (as in earlier BioGen) can be found then I would go with it.

I like the idea for trying for a Net Node from the Pod, it wont hurt to try and it has the potential to erase the disadvantage created by this Tec Flag.

I also agree with Chaunk on going light on Garrison troops. We should use our first scout to "scout" out some Pods, our first base can then make a second scout and start it off in some direction that we think more bases will be planeted in leaving our first base unguarded for a bit. Our Second Base will make a third scout that will serve double duty by defending both bases. When we get our 3rd and 4th bases built we will likly be in FM and running out of territory to explore or if we have been fighting worms we likly have a damaged scout so that second scout can return to guard one of thouse expantion bases freeing it from the task of imediatly creating a defender. The other expantion base though can make a defender for a total of 3 defenders for 4 bases a resonable ratio. I myself offten go as low as 2 bases per 1 defender though I doupt most of yall would be that riskay. You end up performing a lot of Defensive combat ofcorse but early in the game worms fight at a huge disadvantage and its invariably a win.

Chaunk is offline Chaunk
King
CEO of Morgan Industries, ACDG3
Apr 2002
time: 05:37
  Old Post 01-07-2004 00:01
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quote:
Originally posted by Impaler[WrG]
Move Both Colony Pods SW and the scour North or West depending on how the landmass is shapped.

Next turn Found a base with one Pod and then pop the Pod with our other CP as it travels along the river. Nothing Dangerous should come out of a Pod adjacent to our first base. Continue moving the second CP down the river as far as it will go and found another base on the same turn.


I like this We wouldn't be able to get a net node from the pod though, as it'd be earlier than we could have infnet (And should we pop that from the pod, our tech rate would become terrible... but there's not much we can do about that really)

quote:
Originally posted by Impaler[WrG]
The proposed tec Path is ofcorse a compromise, if nothing better (as in earlier BioGen) can be found then I would go with it.

Earlier bioGen can be done, but only at the expence of indauto. Not an option IMHO

quote:
Originally posted by Impaler[WrG]
I also agree with Chaunk on going light on Garrison troops. We should use our first scout to "scout" out some Pods, our first base can then make a second scout and start it off in some direction that we think more bases will be planeted in leaving our first base unguarded for a bit. Our Second Base will make a third scout that will serve double duty by defending both bases. When we get our 3rd and 4th bases built we will likly be in FM and running out of territory to explore or if we have been fighting worms we likly have a damaged scout so that second scout can return to guard one of thouse expantion bases freeing it from the task of imediatly creating a defender. The other expantion base though can make a defender for a total of 3 defenders for 4 bases a resonable ratio. I myself offten go as low as 2 bases per 1 defender though I doupt most of yall would be that riskay. You end up performing a lot of Defensive combat ofcorse but early in the game worms fight at a huge disadvantage and its invariably a win.


I often go until 2150 without making another scout patrol beyond the ones made by my first two bases. 3 defenders for the entire faction isn't uncommon for a long time... In MP, they'd be augmented by a defensive probe network though, hopefully by 2135 or so. In my current MP game as Morgan, 2143 I have probe defenders in every base, and only two scouts, both independent (I popped a cloning pod). Probe garrisons are the way forward as Morgan IMHO.

quote:
Originally posted by jtsisyoda
Previously you suggested InfNet, IndEcon, CentEco, IA, Biogen. Does that work, too? Depending on how things progress, that might be better. We can save that discussion for a few years from now.


Yep, that works too. IndEcon & FM first would help our tech rate, but may hurt our expansion with no formers for roads. Lets discuss that when we're closer to InfNet.

Archaic is offline Archaic
King
Washed up SMAC/X University Specialist
Nov 2001
time: 15:37
  Old Post 01-07-2004 03:00 Visit Archaic's homepage!
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Your beeline sounds about the best option we're going to get at this point Chaunk. I say, go for it.

If Cent. Eco. and Ind. Econ. are pretty much interchangeable on that beeline without wrecking anything else.....I'd be tempted to say go for Cent. Eco. first. The bases can't build CP's forever, and we'll run into a place without a rainy tile sooner rather than later most likely.

However, Ind. Econ. will at least mean our next tech following it will come in sooner. We go for Cent. Eco. first, and we slow down the beeline.

Not to mention that Cent. Eco. can be found in pods, or traded.

So....Ind. Econ. first IMO. It might slow down some of our expansion slightly, but better that be slowed a little than our research grind to a virtual halt. There'll likely only be, what, 5 turns of waiting between Ind. Econ. and Cent. Eco. anyway, assuming we go FM the same turn we discover it?

Last edited by Archaic on 01-07-2004 at 03:06

jtsisyoda is offline jtsisyoda
King
COO, Morgan Industries, ACDG3
Jul 2003
time: 00:37
  Old Post 01-07-2004 09:22
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quote:
Originally posted by -SafaN-
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)

CGO SafaN


Concur w/SafaN. Plant those bases ASAP, close together is ok, both on the river if possible.

I'm hoping to the SW there will be another non-rocky river square for our HQ.

Whoha is offline Whoha
King
The TOC is supposed to be classified guys...
Dec 2001
time: 23:37
  Old Post 01-07-2004 09:37
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Actually If we bore hole an energy Bonus it lifts the restrictions on energy and gives 7+1+2+1 depending on how our city is setup.

Whoha is offline Whoha
King
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Dec 2001
time: 23:37
  Old Post 01-07-2004 19:48
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So continuing that thought, we should consider borehole placement carefully, I'd say getting 8 or 9 energy is worth more then 8 minerals.

Chaunk is offline Chaunk
King
CEO of Morgan Industries, ACDG3
Apr 2002
time: 05:37
  Old Post 01-07-2004 20:58
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Whoha, I agree somewhat. The problem is that the time between EcolEng & EnvEcon is only one tech, which is about 5 turns to build a borehole onto an energy bonus and get the extra energy pre-restriction lifting. Post restriction lifting, that energy bonus only provides 2 energy more, and it'd still provide 2 energy under a base.

7+1+2+1 is borehole (under FM) + river + energy bonus + ME? 11 energy is really nice, but it's still only +2 energy from the energy bonus, like the +2 from the min bonus in that case. Energy bonuses aren't nearly as important as min or nut bonuses unless you find one on a nice hill and solar and crawler it pre-restrction lifting.

jtsisyoda, -SafaN- et al. I really loathe bases inside each others radii, but other than that I agree, we need to get our bases up and running sooner rather than later. The problem is that pod. If when we've moved SW, theres another square to the SW that'd be great for an HQ, then I still don't think we should build the HQ there because of the pod. I'd rather build the base imediatly to the SW of our start spot, and then pop the pod with the other CP when there's no fear of worms or xenofungus and only a "free" tech to worry about.

Lets wait till next turn to decide when we can see a little more of the map I guess.

Whoha is offline Whoha
King
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Dec 2001
time: 23:37
  Old Post 01-07-2004 21:03
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it depends on the square for how much we get, I was thinking that if by some miracle we snag the WP...

Whoha is offline Whoha
King
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Dec 2001
time: 23:37
  Old Post 01-07-2004 21:04
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which is neither here nor there, so yea founding the base on the energy bonus is a good idea.

Chaunk is offline Chaunk
King
CEO of Morgan Industries, ACDG3
Apr 2002
time: 05:37
  Old Post 01-07-2004 21:13
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Oh yeah, definatly if we snag the WP, then borehole energy and min specials. For sure! I just can't see us getting it to be honest...

jtsisyoda is offline jtsisyoda
King
COO, Morgan Industries, ACDG3
Jul 2003
time: 00:37
  Old Post 02-07-2004 07:54
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If a CP goes SW on the first turn, we don't really lose anything the next turn by moving the CP along the river one or two squares. We can still found the base if it has some movement left. I'm hoping for the possibility we can save that rolling rainy river square for a worker instead of a base site, that's all.

CEO Aaron is offline CEO Aaron
Prince
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Aug 2002
time: 05:37
  Old Post 02-07-2004 20:17
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quote:
Originally posted by Impaler[WrG]
First move pop the Pod with the scout before founding the base.


I'm coming down on the other side of this issue. Either we should pop the pod by moving both pods into the river, with an eye toward further cranking up base square energy (IMO the best plan), or plant the base immediately and THEN spring the Unity Pod. Springing a UP next to a base eliminates most of the negative possible pop results.

Impaler[WrG] is offline Impaler[WrG]
King
Cheif Manufacturing Officer of Morgan Industires
May 2002
time: 22:37
  Old Post 02-07-2004 20:26 Visit Impaler[WrG]'s homepage!
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Its also our First Pod, dose anyone know if that fact regardless of the nearness or Bases will eliminate negatives? I almost always have a base built before I pop a Pod. Are people more familiar with poping able to tell us if they have ever gotten mind worms out of their very first pop?

If its possible to get worms out of the first pod pop then we should consider have the scout patrol acompany the Colony Pods for protection, we dont want to loss any Pods.

Chaunk is offline Chaunk
King
CEO of Morgan Industries, ACDG3
Apr 2002
time: 05:37
  Old Post 02-07-2004 20:39
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I've gotten worms out of my first two pods, both inside the base radius...

Slapping the base down straight away seems a plausable option. I'm currently leaning slightly against that though, then sending the other CP SW and the scout S to expose as much of the river for the next base site as possible.

I propose we move both of our CPs SW, building a base next turn on the square they move to or the square SW. The other CP would then pop the pod after the base has been built - it'd still be adjasent to the pod. The scout would move E.

Yay, Nay? I think we've got less than two days....

AndiD is offline AndiD

Prince
SOO of Morgan Industries, ACDG3
May 2004
time: 06:37
  Old Post 02-07-2004 20:46
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Makes most sense in my opinion. (I also hate base planting on rolling rainies...)

CEO Aaron is offline CEO Aaron
Prince
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Aug 2002
time: 05:37
  Old Post 02-07-2004 20:52
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I'll give that a yea vote, Chaunk.

jtsisyoda is offline jtsisyoda
King
COO, Morgan Industries, ACDG3
Jul 2003
time: 00:37
  Old Post 02-07-2004 21:06
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CwC.

Any reason for moving the scout East? I don't have a better idea... just curious.

Chaunk is offline Chaunk
King
CEO of Morgan Industries, ACDG3
Apr 2002
time: 05:37
  Old Post 02-07-2004 21:28
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It uncovers the most squares, and it's not north towards the pole. It seems as good an idea as any :shrugs:

Impaler[WrG] is offline Impaler[WrG]
King
Cheif Manufacturing Officer of Morgan Industires
May 2002
time: 22:37
  Old Post 02-07-2004 21:39 Visit Impaler[WrG]'s homepage!
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We have the turn now so lets open up and see what the general shape of our land mass is, as far was we know their may be water between us and the Pole itself or we might be on the southern edge of a polar wrap around continent. Lets deside the scouts movemts based on overall shape.

It seems that moving both Pods SW is the predominent choice. We already have out tec choice desided as well and once we resolve the scout movment isshue we will be done and can play the turn. I am hoping we can have it done in less then 24 hours, I want this game moving FAST so we should aim for 24 as our goal with the second 24 being as back up.

I will also start developing a Map of our territory and eventualy the planet as a whole so expect a "Map Room" thread soon.

Chaunk is offline Chaunk
King
CEO of Morgan Industries, ACDG3
Apr 2002
time: 05:37
  Old Post 02-07-2004 21:45
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Well there's really not much to do this turn, and everything has been decided more or less. I'll play in a couple of hours just in case someone has some last minute objections.

jtsisyoda is offline jtsisyoda
King
COO, Morgan Industries, ACDG3
Jul 2003
time: 00:37
  Old Post 03-07-2004 10:30
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Chaunk, I think Impaler's idea was for you to open the turn, move a CP SW, and show us what you find. But we seem to have a general agreement regardless.

Going N toward the pole is not necessarily bad. If we find an area we can turn into an inland sea park, that would be cool.

AndiD is offline AndiD

Prince
SOO of Morgan Industries, ACDG3
May 2004
time: 06:37
  Old Post 04-07-2004 15:32
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*bump* after copying over lots of threads from our off-site forum

 
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