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Net Warrior is offline Net Warrior
King
Long Island, New York
Sep 2003
time: 00:34
  Old Post 15-07-2004 15:22
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#241 Report this post to a moderator
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ok then so it's:
Ind Scout upriver 1 & downriver 2,
FTScout to GL,
SLauncher E in fungus

Net Warrior is offline Net Warrior
King
Long Island, New York
Sep 2003
time: 00:34
  Old Post 16-07-2004 03:13
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BTW, how did you find out that Morgan is running FM by now?

Chaos Theory is offline Chaos Theory

King
Missouri / Misery; CC
Oct 2002
time: 04:34
  Old Post 16-07-2004 03:55 Visit Chaos Theory<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
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You can pull up the other human-controlled factions on the commlink menu before meeting them. You can contact them, too, but that's forbidden. However, you can right-click on their names and pull up the datalinks. You get their HQ and SE settings, but not much else without infilitration. Also, they're leading in tech, which very likely means they have at least 3 techs. For Morgan to do that this early probably means Free Market.

BTW, this is why it's a bad idea to name your HQ after its coordinates, just to avoid the clicking-in-the-dark exploit/cheat.

Illuminatus is offline Illuminatus
SMAC Stories Editor
Salvaging Unity Fusion Core
Jul 2003
time: 06:34
  Old Post 16-07-2004 16:01 Visit Illuminatus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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I think we have a base site at the NW greem dot. Looks perfect to me. Also I want plan for moving scout SW in future. I will make a detailed plan soon.

Chaos Theory is offline Chaos Theory

King
Missouri / Misery; CC
Oct 2002
time: 04:34
  Old Post 16-07-2004 20:20 Visit Chaos Theory<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
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Turn's here. Since we seem to have consensus among

Chaos Theory
smacksim
Obs/Ill
Net Warrior

I'll play it in an hour or so.

Hydro is offline Hydro
King
Winfield, IL, USA
Jun 1999
time: 05:34
  Old Post 16-07-2004 21:49
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Comment on pod popping: I almost always leave popping a pod until I can queue up a facility, so it can be completed for free if we are so lucky. I also will build bases adjacent to pods so that the result will almost always be ‘good’ (the only bad result I’ve had with this strategy is an earthquake or transportation of the unit opening the pod). I dislike popping pods with formers and scouts since they will almost always die if the pod has mindworms, and early on a few mindworms can be a very bad thing. This is particularly true if a nearby base doesn’t have a defender yet.

Hydro

Chaos Theory is offline Chaos Theory

King
Missouri / Misery; CC
Oct 2002
time: 04:34
  Old Post 16-07-2004 22:15 Visit Chaos Theory<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
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Plan of Action for 2111 Support Apolyton, pre-order Civilization IV

Move northern scout back to base #2 to defend and heal

Move southern scout to Gaia's Landing to prevent drone riots

Move spore launcher further along river, jumping to fungus if it seems opportune, to map the Uranium Flats.

Decisions:

When to pop pods and with what to pop them?

Exactly where do bases #3 and #4 go?

What next for our former, when it finishes?

Attachment: acdg3-gaia-2110a.gif
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smacksim is offline smacksim
King
Deputy Chairman of the Council of Lords of Gaia
Feb 2004
time: 00:34
  Old Post 17-07-2004 00:20
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Re: Plan of Action for 2111 Remove this text

Move northern scout back to base #2 to defend and heal
Check
Move southern scout to Gaia's Landing to prevent drone riots
Check
Move spore launcher further along river, jumping to fungus if it seems opportune, to map the Uranium Flats.
Check

Decisions:

When to pop pods and with what to pop them?
Popping with sporelauncher and having scout nearby would be ideal. Using more turns to build a scout is not ideal. I say we pop and hope with the spore launcher. There's a very good chance it'll capture a MW if one is released.

Edit: I reread 2110 and do agree with Hydro that it'd be best to wait a little to get facilities in the queues. A net node at GL would improve our research by 50%.

Exactly where do bases #3 and #4 go?
3: NE to the somewhat dry spot overlooking the flats. This allows it to build a former and start cleaning up the flats for good energy production and preps for base 6.

What next for our former, when it finishes?
Road. Then, it's up in the air.

CP at GL finished in 2 with a rush. This is debatable with the upcoming switch to Planned. I say eat our cake now and rush.

CP at FT finished in ~6 with rush?

GL: Another CP is next up. Perhaps an intermediary scout?

FT: A former could be useful. Then another CP.

Last edited by smacksim on 17-07-2004 at 00:35

smacksim is offline smacksim
King
Deputy Chairman of the Council of Lords of Gaia
Feb 2004
time: 00:34
  Old Post 17-07-2004 00:33
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quote:
Originally posted by Illuminatus
I think we have a base site at the NW greem dot. Looks perfect to me. Also I want plan for moving scout SW in future. I will make a detailed plan soon.


Did you mean NE green dot? I didn't put any potential base sites in the NW on that map in 2110 (I see why one thread would be easier now )

-S

Chaos Theory is offline Chaos Theory

King
Missouri / Misery; CC
Oct 2002
time: 04:34
  Old Post 17-07-2004 01:26 Visit Chaos Theory<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
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Regarding unity pods, two of them in the east are on rocky tiles. We'd need at least two units around to safely pop them (or an adjacent base). If I find pods when trawling the fungus, should I pop them? I'd be inclined to, given the number of unused pods still sitting around.

smacksim is offline smacksim
King
Deputy Chairman of the Council of Lords of Gaia
Feb 2004
time: 00:34
  Old Post 17-07-2004 01:50
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If the CP gets rushed by a pod-popping, so much the better. It'll save debate over EC expenditure and put us that much ahead in turn advantage. Since the possible pods are closer to GL than FT, I say go for it, once GL is size 2.

All three non-morgan turnplayers are online. Where's Chaunk or Jtsisyoda when you need them

Chaos Theory is offline Chaos Theory

King
Missouri / Misery; CC
Oct 2002
time: 04:34
  Old Post 17-07-2004 02:14 Visit Chaos Theory<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
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I've never, ever seen a CP rushed by a pod, but then most of the opportunities were when the nearest city was size 1.

smacksim is offline smacksim
King
Deputy Chairman of the Council of Lords of Gaia
Feb 2004
time: 00:34
  Old Post 17-07-2004 05:10
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I've had it happen twice in the last 2 days of playtesting. It's just a matter of having the nearest base have 2+ population and be working on a CP. Something a veteran player doesn't let happen for more than a turn or two, so it's no wonder you don't see it happen

smacksim is offline smacksim
King
Deputy Chairman of the Council of Lords of Gaia
Feb 2004
time: 00:34
  Old Post 17-07-2004 05:15
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The turn arrived. I didn't have any luck with my turns at the helm. I think it's worth waiting for you Chaos...at least a little while....

Edit. I'll play at 3:00 if you don't pop back in Chaos. Someone did download the turn...(scratches head).

Last edited by smacksim on 17-07-2004 at 08:41

Chaos Theory is offline Chaos Theory

King
Missouri / Misery; CC
Oct 2002
time: 04:34
  Old Post 17-07-2004 09:02 Visit Chaos Theory<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
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Back now, will play the turn if it hasn't been played already.

I noticed only the two of us posted in this thread. That means each other Gaian
1) Agrees
2) Doesn't care
3) Hasn't come by the thread yet/was too busy since the thread started

Which is it?

Chaos Theory is offline Chaos Theory

King
Missouri / Misery; CC
Oct 2002
time: 04:34
  Old Post 17-07-2004 09:33 Visit Chaos Theory<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
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#256 Report this post to a moderator
Plan of Action for 2112 Tired of ads?

Move northern scout south to base #2

Rush CP at Gaia's Landing for 30 ECs

Continue to explore Uranium Flats with spore launcher (Note: the eastern edge of the Uranium Flats is cut off in the image. It does not connect to land through an archipelago.)

We should also pull the scout patrol out of Gaia's Landing and continue to explore right around HQ, since we won't need it for drone control next turn. We could really use a few extra credits with which to rush the CP at base #2 (will cost 15 if we do it as soon as possible).


Decisions:

Found two more pods, though they're still not on fungus. If we pop them, the worst that will happen is that mindworms will come out and attack the spore launcher, at 1:2 odds. If we wait much longer, they'll have 3:2 odds. I say we pop an adjacent pod (say the one to the north) we also explore the uranium flats. Others want to wait on the pods, but we've found 6 of them already (plus one more already popped). What say you?

Attachment: acdg3-gaia-2111a.gif
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smacksim is offline smacksim
King
Deputy Chairman of the Council of Lords of Gaia
Feb 2004
time: 00:34
  Old Post 17-07-2004 09:52
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Pop away I say. Now that GL is at size 2, a rush wouldn't hurt. Just remember to rush at the end of turn after moving our dowdy spore launcher. As you point out, this frees the pin on Queens Pawn at 3...er wrong game. Frees the pin on our scout patrol at GL.

smacksim is offline smacksim
King
Deputy Chairman of the Council of Lords of Gaia
Feb 2004
time: 00:34
  Old Post 17-07-2004 09:54
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3. For sure . It's summer and many people are only checking in intermittantly. The turnplay over the last week has been excellent, after a slow start. Perhaps some of the veterans of previous ACDGs are merely waiting for things to get interesting. Even in hindsight, I think we've made all the right moves.

Illuminatus is offline Illuminatus
SMAC Stories Editor
Salvaging Unity Fusion Core
Jul 2003
time: 06:34
  Old Post 17-07-2004 15:31 Visit Illuminatus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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quote:
Originally posted by Chaos Theory
Back now, will play the turn if it hasn't been played already.

I noticed only the two of us posted in this thread. That means each other Gaian
3) Hasn't come by the thread yet/was too busy since the thread started

I will return next week. I have only sporadical time now. But I am wondering about others

Net Warrior is offline Net Warrior
King
Long Island, New York
Sep 2003
time: 00:34
  Old Post 17-07-2004 16:31
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I'm pretty certain that MW's won't attack our spore launder so popping pods with it before or after 2114 is not an issue. The real problem is getting an earthquare or a fungal bloom and killing or disabling The Uranium Flats. I'd like to wait till we have those pods within a base radius to improve our chances of popping well.

Net Warrior is offline Net Warrior
King
Long Island, New York
Sep 2003
time: 00:34
  Old Post 17-07-2004 17:01
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Avatar Enlargement: We've got the solution

I recommend that the spore launcher move NW-NW-NW to that rocky river tile. Then W-SW-W thru the fungus to arrive as an escort for our newest CP. (IIRC, natives enter fungus for 1/3 movement point.)

It's also finally time to pop that pod near GL with our soon to be "unpinned" scout. I hope we get some EC's , as we're burning our bridges behinds us, EC wise, with the upcomming rush and we've "Planned" on it. So, W into the fungus for him.

Last edited by Net Warrior on 17-07-2004 at 17:19

Chaos Theory is offline Chaos Theory

King
Missouri / Misery; CC
Oct 2002
time: 04:34
  Old Post 17-07-2004 18:03 Visit Chaos Theory<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
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An earthquake will be a possibility whether or not we have bases next to the unity pods. Fungal blooms there would be very annoying, but not irreparable.

We don't have to worry too much about the CP from Gaia's Landing, since we've already travelled through some of the fungus near where it's going. It can also build a scout with its free mins if its position looks too dangerous. Incidentally, we need to decide what it builds: scout, former, or CP.

Base #3 will have a choice of a 1-1-2 tile or a 2-1-0 tile. If we go with the 2-1-0, the base will grow in 11 turns (ignoring a switch to Planned); if we pick the 1-1-2 it will grow in 21 turns, but will speed our research significantly.

smacksim is offline smacksim
King
Deputy Chairman of the Council of Lords of Gaia
Feb 2004
time: 00:34
  Old Post 18-07-2004 00:09
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quote:
Originally posted by Net Warrior
I'm pretty certain that MW's won't attack our spore launder so popping pods with it before or after 2114 is not an issue. The real problem is getting an earthquare or a fungal bloom and killing or disabling The Uranium Flats. I'd like to wait till we have those pods within a base radius to improve our chances of popping well.


By reducing the chance for MWs from a pop, we increase the chance of other 'bad' events, no? Let's pop some pods. Our FT scout, now a resident of GL can easily wump any maurauding worms. Of course we are planning on moving him in the opposite direction?

About exploring: We have almost enough base sites to reach the first b-drone limit. Exploring is less of a priori a priority. It doesn't actually do anything for us. Popping pods may just give us the ECs to rush formers to prep base sites to expand more quickly. Capturing a MW would be excellent as well.

You know my opinion on the tiles to work at the new base: 2-1-0. We won't catch zak by squeezing every research point out of 3 measly bases. We need lots of bases first.

-Smack

Edit: All three units make sense to build. I guess if I had to decide, it'd be another scout patrol to team up with the spore launcher in trolling fungus. Also, it could swap with the spore launcher as garrison.

Chaos Theory is offline Chaos Theory

King
Missouri / Misery; CC
Oct 2002
time: 04:34
  Old Post 18-07-2004 00:21 Visit Chaos Theory<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
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There's no sense trying to catch Zak for research, but the faster we can get to IA, the better. Still, population growth is the more reliable route to power.

smacksim is offline smacksim
King
Deputy Chairman of the Council of Lords of Gaia
Feb 2004
time: 00:34
  Old Post 18-07-2004 01:55
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The turn is in Spartan hands and Maniac's online, so it should be with us soon. I really like this turn rate! Go ACDG go. I don't know if we're really decided on everything, but we're close enough to say: Go for it Chaos!

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King
Missouri / Misery; CC
Oct 2002
time: 04:34
  Old Post 18-07-2004 06:20 Visit Chaos Theory<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
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Move CP at Gaia's Landing north, to found a base near the Uranium Flats at the site suggested by smacksim in the Gaia thread.

Heal northern scout


Decisions:

We should move the southern scout to the pod next to it, unless we determine there's something better for it to do.

What do we do with our spore launcher? We've found plenty of good terrain for bases past our bureauc limit (though I'm of the opinion that we pay that limit little heed). We can bring it back to defend base #3, or we can continue exploring with it, though we're very unlikely to find other factions unless we go a long ways.

What next for the southern scout patrol after it pops the pod? Back to Gaia's Landing for defense/police?

Attachment: acdg3-gaia-2112a.gif
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smacksim is offline smacksim
King
Deputy Chairman of the Council of Lords of Gaia
Feb 2004
time: 00:34
  Old Post 18-07-2004 06:56
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Er, isn't our scout supposed to be in the base to prevent drones/use of doctor? I guess, since we're rushing it's only one turn. Maybe I've lost track of the plan.

Exploring with Spore Launcher. If we could get far enough away from home, we'd probably catch more independents (scouts, rovers, worms) than near home. But it seems we're on an island. Perhaps we could troll along the south pole to arrive at another continent, popping as we go. Whatever we do, a MW is much better than a spore launcher for exploring. A scout is in between. The problem with the spore launcher is that it can't fight things it doesn't capture. Our next native has a good chance of capture, so I suggest that if you want to keep exploring with the spore launcher, to do so until we've caught another native, then return the SL to a base as a free garrison.

Southern scout should pop the pod if we have something worth rushing in queue. After the CP, are we going for another CP at Gaias Landing? If so, put something else in the queue until 10 minerals: Former is my choice...can be re-homed to base 3. Net Node is o.k., but the upkeep doesn't help us.

Lets try to keep a scout going back and forth between GL and base 3, after founding base 3, as police and defender while they spew out more CPs. This is another argument for making a scout at base 3 and exploring further with our scout and/or trading explore duty with our SL.

Pop the pod

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King
Missouri / Misery; CC
Oct 2002
time: 04:34
  Old Post 18-07-2004 07:17 Visit Chaos Theory<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
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Since Gaia's Landing will finish its CP next turn, its population will drop to 1 before drone riots are checked. It's just like when you rush drone control just before or during riots.

Ouro_827 is offline Ouro_827
Prince
Alaska
Feb 2004
time: 20:34
  Old Post 19-07-2004 05:37
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Where is the next base to be? 66,56?

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King
Missouri / Misery; CC
Oct 2002
time: 04:34
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The spot smacksim marked is 3 tiles northeast of Gaia's Landing, whatever its coordinates are.

 
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