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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Alpha Centauri > AC-Democracy Team Game > ACDG3 Morgan > 2117 end turn + 2118 discussion
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arginine is offline arginine
Prince

Apr 2004
time: 05:36
  Old Post 24-07-2004 00:14
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2117 end turn + 2118 discussion Support Apolyton, buy Galactic Civilizations

It's our turn.

Whoha is offline Whoha
King
The TOC is supposed to be classified guys...
Dec 2001
time: 23:36
  Old Post 24-07-2004 08:38
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More long term view for a second: Do we pack in cities to the first b-drone limit? and after that do we spread out more? or still pack them in? Once we get wealth base squares become quite productive.

arginine is offline arginine
Prince

Apr 2004
time: 05:36
  Old Post 24-07-2004 09:46
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I am under the impression our permanent cities will be given plenty of room ~15 base squares. We can pack in shitty or temporary cities. We'll probably go to 7 cities, ie 1 above the drone limit. The 7th city will probably have a doctor. It will just produce 1 min, 5 energy, and support 1 unit.

jtsisyoda is offline jtsisyoda
King
COO, Morgan Industries, ACDG3
Jul 2003
time: 00:36
  Old Post 24-07-2004 11:10
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I'll play the turn shortly.

Arginine, Morgan's max pop before hab domes is 11. A more realistic range is 6-10 squares per base, depending on the strategy in use, of course.

Whoha, I think we are at the point where we need to try for Sikander spacing. (Placing them with one square empty on the diagonals between bases.) An example is placing a city two squares north of Morg Met (where we're currently roading to). I don't advocate rigid spacing, though. It's just a guide.

jtsisyoda is offline jtsisyoda
King
COO, Morgan Industries, ACDG3
Jul 2003
time: 00:36
  Old Post 24-07-2004 11:37
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Here's the save.

All other player factions are at size three.

The pod pop didn't auto-complete a Node, but we got a nutrient bonus.

I worked both energy bonuses this turn so we can complete Plan Nets this turn.

All cities are working on Cp's for now, although I suspect after Plan Nets we'll want a probe or maybe even two. (Defense and Offense?)

A former is roading north of Morg Met as planned. Also roading the energy bonus next to Morg Ind... forest next maybe. For our southern former, I tried going SW to explore a little, but only found fungus... roading anyway. The nut bonus will be roaded and forested.

Where will our next base sites be? This is key, so we can road to the sites now.

Attachment: acdg3-morgan-2117_endturn.zip
This has been downloaded 1 time(s).

jtsisyoda is offline jtsisyoda
King
COO, Morgan Industries, ACDG3
Jul 2003
time: 00:36
  Old Post 24-07-2004 11:39
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West view:

Attachment: 2117_screenie_west.jpg
This has been downloaded 46 time(s).

jtsisyoda is offline jtsisyoda
King
COO, Morgan Industries, ACDG3
Jul 2003
time: 00:36
  Old Post 24-07-2004 11:39
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East view:

Attachment: 2117_screenie_east.jpg
This has been downloaded 46 time(s).

jtsisyoda is offline jtsisyoda
King
COO, Morgan Industries, ACDG3
Jul 2003
time: 00:36
  Old Post 24-07-2004 11:51
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After a little thought, I recommend doing only roads until we put down our next few bases. Having a base up and running two or three turns early makes a forest seem nothing in comparison.

jtsisyoda is offline jtsisyoda
King
COO, Morgan Industries, ACDG3
Jul 2003
time: 00:36
  Old Post 24-07-2004 11:57
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1. Our scout's current location would make an ok base site. It's five squares away from Morg Proc, which if roaded, means the CP from there is only in limbo for one turn.

2. SW of the eastern monolith might be a good spot. A base should take advantage of that monolith, and it's hard to do without crowding Morg Vulc. We could road the energy bonus, then the base site... a CP from Vulc can create a base on the same turn it is created.

3. The site SW of the min bonus and NE of the fungus pod might be good, too. It's on a river, the min bonus will be equivalent to a monolith, and we can pop the otherwise dicey fungus pod with impunity. There will also be space for another base at the other end of that river.

4. Two squares west of Morg Ind would be good for a crawler factory, but not a CP factory.

5. Directly north of the western monolith might be good, too. There's a river, and it would be sufficiently far from sites 1 and 4.

TheLoneAmigo is offline TheLoneAmigo
Chieftain

Jun 2004
time: 05:36
  Old Post 24-07-2004 14:59
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I reckon we'll only need one Legal Team until we meet the other humans. There's no point in spending early gametime on an extra Lawyer when there's nothing to defend against yet. The AI does not often use probe teams, at least in my experience.

jtsisyoda is offline jtsisyoda
King
COO, Morgan Industries, ACDG3
Jul 2003
time: 00:36
  Old Post 24-07-2004 19:17
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I agree that extra lawyers on retainer isn't extremely useful, but what else can we build? Too many formers would mean a support hit, while too many CP's would mean excess b-drones. Facilities at this point tie up the build queue for too long. At least lawyers would be useful eventually.

There is a small possibility the Angels will pop a Unity Foil, and transport their Probe around. That's how the Drones infiltrated Uni in the last DG.

Whoha is offline Whoha
King
The TOC is supposed to be classified guys...
Dec 2001
time: 23:36
  Old Post 24-07-2004 20:34
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Giving our cities more squares means more they can crawl from, so that might be worth it considering the hab dome limit.

arginine is offline arginine
Prince

Apr 2004
time: 05:36
  Old Post 24-07-2004 23:05
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For def, since we don't want anything overly expensive, we could go for the 7th CP, and have it build / support a scout. That base will have a doctor, so all it will do until the HGP, is bring in energy and try to build crawlers. We might want to make this base go on the min rich flat square in the NW. (3 mins instead of 1) On the other hand, the minerals square when forested and crawled, it will give 4 mins.

I'd like a base down south, but I can't see if there is fungus blocking such a road on this monitor.

Any other spots would be fine, as long as they can work a monolith and are not on the coast (easy sites for lawsuits)

The non colony producing base might could build an armored legal team, and send it to Yang. Armor is only 10 mins more for a 1 move team. If it survives infiltration, we can use it as def.

Since, we can always turn some of our bases into shitty bases later or move them, I have no problems with crowding in bases right now.

jtsisyoda is offline jtsisyoda
King
COO, Morgan Industries, ACDG3
Jul 2003
time: 00:36
  Old Post 24-07-2004 23:39
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Got spare money?

Morgan Proc is pretty much surrounded by fungus.

Impaler[WrG] is offline Impaler[WrG]
King
Cheif Manufacturing Officer of Morgan Industires
May 2002
time: 22:36
  Old Post 26-07-2004 06:01 Visit Impaler[WrG]'s homepage!
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I think we should have the Morgan Processing Former start building a southbound road by next roading through that rock square east of its current location and then 3-4 more spaces south with our scout patrol leading the way and poping any pods we find along the way. Forests should be our next pirority after roads are built, one spot that would benifit form a forest is the river tile SW of Morgan Industries, hopefully forest will expand their of its own accord but if it dosent I think it would be a worthy near term project.

#endgame is offline #endgame
Prince
of the town of ZZT
Dec 2003
time: 15:36
  Old Post 26-07-2004 06:32
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Lose 30 kilos (of popups)

The end of the river that runs west of Morgan Processing will lead to some good base sites, I believe. 2 E bonuses, rainy squares, rivers, monolith. Bit on the flat side, but still could be worth considering. The distance that the CP trip would take puts it out of our reach for a while, though.

I like the way that the road network is progressing, but I'm not so sure about what the Former SW of Morgan Processing is up to. It sounds like it will be roading to the scout's current position, which is 7 formerturns of work + 4 turns of moving. I think it's not that great an idea at the present time. The energy bonus on top of the hill (N,N from the scout) would make a good site for a crawler factory. Lots of rockiness and decent food, once the fungus is gone.

--CTO #endgame

Mead is offline Mead
King

Aug 2003
time: 00:36
  Old Post 26-07-2004 06:55
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Just took a look at 2118 Support Apolyton, buy GURPS/ Alpha Centauri

EDIT: Moved to 2118 end turn + 2119 discussion thread


Mead

Last edited by Mead on 26-07-2004 at 07:01

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