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Impaler[WrG] is offline Impaler[WrG]
King
Cheif Manufacturing Officer of Morgan Industires
May 2002
time: 22:37
  Old Post 28-06-2004 02:29 Visit Impaler[WrG]'s homepage!
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Manufacturing Department: Section I Support Apolyton, buy Civilization 2

Greetings fellow Morganics, our Pod has landed and all vital systems verified as intact and our confirmation Polls show a clear majority infavor of our unoposed nominations. Thus have convined here in this prefabricated dome the first official meeting of the Manufacturing Department. I will explain how I intend to manage the department and hopefully we can start doing some planning with the limited scan of the surounding area we have access too.


To start off let me list the members of our Department

CMO - Cheif Manufacturing Officer - Impaler[WrG]

CTO - Cheif Terraforming Officer - #endgame

CFO - Cheif Financial Officer - ceo Aaron

(AndiD has sugjested that Aaron be adressed to with "ceo" rather then CEO to avoid confusion with the official position of CEO held by Chaunk, recomend we adopt the same if its ok with Aaron)

CQO - Cheif Queeing Officer - ceo Aaron

Manufacturing Committee - Scorpi4000, Chaunk, jtsisyoda, AndiD, Rubin

We still have an unfilled CLO Cheif Labor Officer positon which I hope will be filled in due course.

let me lay out a brief descripion of duties for each of my subordinates.

Terraforming - The terraforming officer creates and articulates a long and short term terraforming plan at a faction wide level. He also has the duty of recomending base founding sites and seeing that all bases have adiquite, apropriate and specialized terrain that fits their purpose. He is charged with planning the movment and work of formers to maximize their efficient improvment of the land.

Finance - The Financial officer manages all the Energy Credit wealth of Morgan industries. He acts as treasure overseeing the dispensation of Credits from our reserves for any and all purposes forign or domestic. It is his role to predict and calculate our funds into the future and see that our income will cover expenses and if they arn't to produce a plan by which they can. The financial officer also recomends any investments which he feels can maximize our proficts.

Queeing - The Queeing officer is charged with seeing that the multiple confilcting desires of all departments are queed into the bases in an optimum fashion. He sees that tasks are bing performed at the base specialized for that task when ever possible and sees that work is not unessarily duplicated or that important production is skipped.

Labor - The Labor Chief oversees all Crawlers and base workers to see they are working at maximum efficiency and bringing in the most desirable resorces. He also is responsible for matters of Drone Control and any specialists needed as a result. When Golden ages become possible it is the Labor officers job to see that specialists are used in the best way to achive to achive and maintain these conditions. If we are not in FreeMarket and police are bing used then he needs to be notified by the Security department when these police are moved so as to not trigger a drone riot.


I as the CMO will work to sythesis everything contributed from the sub departments and Committee into a workable finalized plan and to fill in for any gaps present. I encourage everyone to contribute in any capacity they wish and argue the value of alternatives vigorously. Keep in mind that none of us have the ultimate desision making athority in any matter, that will (I belive) rest either with the CEO or with the board as a whole. We are simply here to make plans and point out the advantages and disadvantages of thouse plans.

I would now like to open the floor to questions/comments and sugjestions. I would hope everyone in the manufacturing department would post here on their earliest oportunity and give their feedback. A thread already exists for planning the very first moves but more general planning beyond that point can also be done here I would hope most planning long and short is done here.

Chaunk is offline Chaunk
King
CEO of Morgan Industries, ACDG3
Apr 2002
time: 05:37
  Old Post 28-06-2004 02:46
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CTO could also come up with a terraforming plan when we can see more terrain.

jtsisyoda is offline jtsisyoda
King
COO, Morgan Industries, ACDG3
Jul 2003
time: 00:37
  Old Post 28-06-2004 03:25
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Sounds pretty good, Impaler. Thanks.

#endgame is offline #endgame
Prince
of the town of ZZT
Dec 2003
time: 15:37
  Old Post 01-07-2004 08:20
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Get a bigger avatar today!

I posted a forming plan on the bulbagarden forum, but it remains to be seen what happens. I need to know when we will get Centauri Ecology and when the CQO expects the first formers completed.

We should call ceo Aaron "CFO CQO CEO Aaron". It sounds that much more impressive.

-- CTO #endgame.

jtsisyoda is offline jtsisyoda
King
COO, Morgan Industries, ACDG3
Jul 2003
time: 00:37
  Old Post 01-07-2004 09:25
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I read your forming plan, endgame. For the expansion phase, your hierarchy of forested nut bonus, then monolith, etc. looks good. The only two other key tasks I can think of are 1) roads to new base sites and 2) having some extra forest by the time IA rolls around, to provide squares for crawling.

Whoha is offline Whoha
King
The TOC is supposed to be classified guys...
Dec 2001
time: 23:37
  Old Post 01-07-2004 09:34
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Hopefully we get a foil so I can order the turn player to move it around.

Whoha is offline Whoha
King
The TOC is supposed to be classified guys...
Dec 2001
time: 23:37
  Old Post 01-07-2004 09:35
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Remember, while googlie knows about our TOC and will be honorable about it(I hope), it is classified, address CEO Aaron as CEO Aaron.

Archaic is offline Archaic
King
Washed up SMAC/X University Specialist
Nov 2001
time: 15:37
  Old Post 01-07-2004 14:11 Visit Archaic's homepage!
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#endgame, what are we looking at for our base placement paradigm? Your terraforming plan pretty much identical to my silkander varient, but I'm not sure exactly what kind of distance between bases you're suggesting.

#endgame is offline #endgame
Prince
of the town of ZZT
Dec 2003
time: 15:37
  Old Post 01-07-2004 16:48
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Is that part of my job? I usually place so a road link can get a one move unit from one base to another. What it's called, I don't know. Also, since my personal beeline gets boreholes early and crawlers later, I would like some input regarding this.

Chaunk is offline Chaunk
King
CEO of Morgan Industries, ACDG3
Apr 2002
time: 05:37
  Old Post 01-07-2004 17:53
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Tired of ads?

quote:
Originally posted by #endgame in this thread
Just a former plan I've been considering, and I just wanted some comments, since it may be used ingame.

It's a plan that I use for my early restriction lifting play, so I don't know how viable it will be in this game. Since I get a later IA, I want to make the most of my first 4 workers.

What this means is that I need to get 8 nutrients in as few workers as possible and borehole the rest for max usage. So, the average base with rectanks produces 3 nuts, which means that I need 5 from somewhere else. Condensor+farm gives 4 on a rainy tile and a forest gives the last nut, 2 mins and 1 energy. Not counting the base square, this gives 14 mins and 13 energy.

Better is to build the base on a nut special for 5 nuts, farm/solar a rainy square or condense a moist one and drill 3 bores for 18mins/energy.

The final option if you can't afford to waste time moving the pod onto the nut special (if it exists) is to farm/solar it if on a rainy tile, condense it on a moist tile or farm/condense it if on an arid tile.

Most important is the feeding of bases with C-Pods, since they take too long to grow otherwise.

What do people think? I know the habcomplexes aren't that much of an issue for an IA-first approach (AndiD, what's the current plan for research?) and the advanced terraforming comes in much later, so does anyone have suggestions for early game T-Forming? My approach in early game is to upgrade one square according to the outline below, with most desirable first:

1. Forest nut special
2. Monolith
3. Rolling/rainy
4. Farm + Rolling/moist
5. Forest

Only one square is worth improving, since we will be trying to rush everything (can the CFO/CQO candidate confirm this?).


Thought this was worth carrying across. Comments soon.

CEO Aaron is offline CEO Aaron
Prince
Everything has its price. Even you.
Aug 2002
time: 05:37
  Old Post 02-07-2004 19:56
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As CFO, I can definitely confirm that we'll be using our credit stockpile to prioritize the completion of formers, recycling tanks and colony pods in the early going. My only advice for the terraforming department is that with a r-tank heavy approach, with high base-square production, roads are worth more than forests in the early game. The base square is the main source of income early on, so the more bases we get planted each turn, the better off we'll be.

So on the issue of base spacing, I definitely recommend a 1-square spacing arrangement for our first clump of bases. Sik's one on the diagonal is a viable option, but bear in mind our limited support arrangments and (probable) late discovery of Centauri Ecology makes the placement of bases on a grid problematic.

PS: As my title is conflicting with Chaunk's legitimate CEOship, I have no problem being referred to as CFO Aaron or CQO Aaron, or just plain Aaron.

Impaler[WrG] is offline Impaler[WrG]
King
Cheif Manufacturing Officer of Morgan Industires
May 2002
time: 22:37
  Old Post 02-07-2004 22:00 Visit Impaler[WrG]'s homepage!
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Ok Aaron lets start getting down to buisness. I see most of our discusion has been happening over in the Turn 1 thread and we have worked out our initial gambit of tecs.

The current plan calls for late Recycling tanks but relativly early formers, barring a Pod Pop giving us BioGen we will be without Tanks for some time and will be former dependent. Fortunatly we can still get fast IA and start crawling also by placing our initial bases on a river and taking FM we will reap a great deal of early energy which can be directed towards research.

Chaunk seems to favor a very light defence for the early game expantion, though the Security department will undoutably request a few scouts for base defence. By building a healthy road network we can most effectivly stretch what few scouts we do build.

Our next isshue is what to build in our HQ base that will be founded next turn. Our choice will be very limited, we will have options of just Colony Pod, Scout, Sythmetal Garrison, Merchant Exchange and Stockpile Energy. Depending on what the Pod Pop gives (Nut bonus) us we might find that its possible to grow the base rapidly and produce a Colony Pod first. The safer option though is to produce a scout patrol imediatly. Presumably our initial scout will be exploring far from our Home Base and will be unable to defend it incase of Mind worms.

What are others thoughts on our first build?

CEO Aaron is offline CEO Aaron
Prince
Everything has its price. Even you.
Aug 2002
time: 05:37
  Old Post 03-07-2004 01:16
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quote:
Originally posted by Impaler[WrG]
Ok Aaron lets start getting down to buisness. I see most of our discusion has been happening over in the Turn 1 thread and we have worked out our initial gambit of tecs.

The current plan calls for late Recycling tanks but relativly early formers, barring a Pod Pop giving us BioGen we will be without Tanks for some time and will be former dependent. Fortunatly we can still get fast IA and start crawling also by placing our initial bases on a river and taking FM we will reap a great deal of early energy which can be directed towards research.


A solid plan, given our large amount of available nuts. If we're highly lucky, the U-pod will give minerals or a monolith, for balanced pod production out of the capital.

quote:
Chaunk seems to favor a very light defence for the early game expantion, though the Security department will undoutably request a few scouts for base defence. By building a healthy road network we can most effectivly stretch what few scouts we do build.


Without tanks, I can't recommend any scout builds at all. IMO, we'll have to survive on unity rovers and free-scout clones until we get Planetary Networks, at which time we can crank out probe garrisons (0-2-1). That will conserve precious support for our formers and pod production.

quote:
Our next isshue is what to build in our HQ base that will be founded next turn. Our choice will be very limited, we will have options of just Colony Pod, Scout, Sythmetal Garrison, Merchant Exchange and Stockpile Energy. Depending on what the Pod Pop gives (Nut bonus) us we might find that its possible to grow the base rapidly and produce a Colony Pod first. The safer option though is to produce a scout patrol imediatly. Presumably our initial scout will be exploring far from our Home Base and will be unable to defend it incase of Mind worms.

What are others thoughts on our first build?


Again, I'm against the instant scout. If our nut intake is good, I'm in favor of an immediate CP, or using Merchant Exchange to bank up mins, with an eye toward switching to formers once Centauri Ecology is researched. My 2 ECs.

Chaunk is offline Chaunk
King
CEO of Morgan Industries, ACDG3
Apr 2002
time: 05:37
  Old Post 03-07-2004 03:20
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Centauri Ecology is probably predicted for somewhere around 2112, not worth the wait imho. We can crank out a CP somewhere around there.

Our current tech plan (Of course up for discussion still, yet somewhat inflexible I'm afriad) is:

Information Networks
(Any two of the next three, in any order. NOT all three though)
Centauri Ecology
Biogenics
Industrial Economics (We're currently thinking IndEcon->CentEcol.)
Planetary Networks
Industrial Automation
The other one of the three above (Probably Biogenics currently)

The instant scout can be disbanded towards the CP or a former before it costs support though. We lose 5 free mins, but nothing else, and will gain some exploring time.

I entirely agree with probe garrisons though Awesome little defenders. Quite expensive to upgrade though (a probe 1-1 costs 40e.c to upgrade to a probe 2-1, 40 e.c for probably 9 mins).

CEO Aaron is offline CEO Aaron
Prince
Everything has its price. Even you.
Aug 2002
time: 05:37
  Old Post 03-07-2004 03:31
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I don't recommend upgrading the probe defenders at all. Just have them around until we get mineral production high enough to field a real, honest to god army. The probes stay at home, serving the dual purpose of defending from random worms and preventing free probe hits.

I concede your point about early scouts, I hadn't thought about driving them around and dismantling them later.

Chaunk is offline Chaunk
King
CEO of Morgan Industries, ACDG3
Apr 2002
time: 05:37
  Old Post 03-07-2004 03:43
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quote:
Originally posted by CEO Aaron
I don't recommend upgrading the probe defenders at all. Just have them around until we get mineral production high enough to field a real, honest to god army. The probes stay at home, serving the dual purpose of defending from random worms and preventing free probe hits.


Well Darsnan in the Gaian team is a big early probe man. We have to get probe defenses up, at least in our coastal bases by 2135 at the latest I'd think. That's why I mentioned upgrading them - sometimes in a low min base, where theres a need for the probe team, it's worth making a probe 1-1 and upgrading to a 2-1. Only when the production is low though, as you say about getting min production high. Probe defense should be a primary concern though.

AndiD is offline AndiD

Prince
SOO of Morgan Industries, ACDG3
May 2004
time: 06:37
  Old Post 04-07-2004 15:29
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Got spare money?

*bump* after copying over lots of threads from our off-site forum

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