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Googlie is offline Googlie
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Apr 1999
time: 21:22
  Old Post 05-10-2004 18:09 Visit Googlie's homepage!
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2141 - Pre-planning discussion and build/movement orders Support Apolyton, buy Galactic Civilizations: Deluxe Edition

The start of a new chapter in Sparta history - the turn-a-thread era

Maniac is offline Maniac
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Jul 1999
time: 06:22
  Old Post 06-10-2004 15:59
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Do I have to reply here to the latest posts in the game discussion thread?

quote:
For now, I'd say we're safe for at least 4-6 turns. But we'll know a lot more after that than we do now.
In PBEM's I usually put at least two infantry probes in all costal bases (at least three if playing the UoP). I have back up probes in my interior bases.

quote:
I'd put 2 infantry probes (I named them "Boy Scouts") in each of our coastal (or 1 tile inland) bases, and a rover probe team in every other base - ready to rush into the breach if we get probe-raped


I agree with that setup. But what's the estimated time frame to achieve that level of probe defence? Is it something to be achieved fully some time later when we have a high production, or something to be done immediately asap, taking priority over all other build orders like formers, crawlers, scout patrols, colony pods...

quote:
Originally posted by KrysiasKrusader
Forest and forget, till we have the restriction lifted. Farms are a waste of time. You have to terraform the square again later on. I hate having to do that when I can be doing something that will give me turn-advantage. But that's me, and strictly my own opinion. I hardly ever build any farms.


Zeiter's read my mind on this one. I think the extra growth and turn advantage we've gained by building those farms will be greater than the turn advantage we'll loose later on by having to reterraform those tiles.

Personally I'm not a heavy follower of any terraforming strategy, though I lean heavily towards forests. But even after getting tree farms I still mix forests (and boreholes) together with some farmed and condensered tiles (even non-nutrient tiles); as to pop boom to maximum size, every base needs to have a few 2+ nut tiles (because some citizens normally need to be converted to specialists for drone control reasons, no longer allowing them to fulfill their own nut production needs).

I'll download your Challenge turn in the weekend, when I'm at home.

quote:
No. You have two units in Vladivostock currently. A scout patrol, and a probe. They are both on "H" for hold. I'm asking that you put one or the other - don't matter which one - on "L" for sentry.


I also always use "L" instead of "H" (which I never use). That way you're automatically alerted and awakened when a rival unit has passed near one of your units.

quote:
Originally posted by Googlie
See pic below


Thanks!
I see we only got one extra b-drones, in Vladivostok. Lucky we sent an escort along with the CP.
When we established our seventh base Fort Buster, we also only got one extra b-drone.
This means we've been rather lucky. Our bureaucracy limit is 6, which means that from founding bases 7 to 12, we get on average two extra b-drones per base somewhere in our empire. Until base 12, when every base will have one b-drone.
The downside of our luck now is of course that as we establish two more bases, the chance to get a higher number of b-drones increases dramatically, overwhelming our police forces. We can expect ten extra b-drones from the next four bases we found, and thus most probably around five drones for our next two already planned. So we need to be prepared!

quote:
Do we still want to buy the Angels' commlink from Yang? Maybe the Gaians have it (we should ask, at least)


Personally I'd say yes. When we first met the Hive, we were able to buy the commlinks. However we didn't use that window of opportunity because we needed the money for other stuff like switching to Planned and buying a tech IIRC. But then the window closed and Yang became unwilling to sell us the commlinks. Now he's willing again, I'd say we should take this opportunity, before he changes his mind once again. Otherwise it could perhaps take another decade or so (or never) before we get another shot, certainly since Yang won't seem to make contact with Lal soon after all.


I'd love to reply to more stuff, but unfortunately I need to hurry to the book sales, and then to another class.

Maniac is offline Maniac
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Jul 1999
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  Old Post 06-10-2004 19:33
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quote:
Originally posted by KrysiasKrusader
Allright!
Here's where I've been known to shine.

Let me get my "diplomatic kit" together!

Lemme see...

Impact rifle - check. Synthmetal body armor - check. Laser carbine - check. Concussion grenades - check. Daggers - check. And, oh yeah; a pen for the others to sign the surrender documents.

Okay, I'm ready!
Lemme know if you need my services.


That's the true Spartan spirit!

quote:
Lot's of good suggestions and ideas. But: We can't do everything at once! We have to grow the faction. Here's what I think we need (more or less in order):

- We need more bases.
- We need more colony pods.
- We need more bases.
- We need more formers.
- We need more bases.
- We need more probes.
- We need more bases.
- We need to get bigger.


I agree expansion by colonization is one of the best investments possible.
But consider the following:

A new base right now has the following investment cost:
a CP (30 mins)
two scout patrols (20 mins) to counter the 2 new b-drones
That's a total of 50 mins.

The return of the investment of 50 mins is an extra square worked: let's say the new base tile produces 2-1-1.

Now have a look at some other possible investments. Our non-crater bases are working a whole bunch of unterraformed rolling&rainy tiles which only produce 2-1-0.
If we built some extra formers, we could increase the production of those squares to 3-1-2. That would take 12 (farm/SC/road)terraforming turns (and thus 12 mins support) to get an increase of 1-0-2. Or alternatively we could plant some 1-2-1 forests. In any case, when looking at the cost/benefit-ratio, at the moment investing our minerals into terraforming our already worked tiles seems to be more lucrative than investing our minerals into working more unterraformed tiles (by building new bases).

But if we get IndAut & EcoEng soon, there's an even better investment! Crawlers on rocky mined tiles!
Investment cost:
a supply crawler (30 mins)
a mine & road (11 mins support cost)
In return you get 4 minerals/year!
That's currently the investment that pays itself back most quickly I believe.

That's why I would propose, after our two already planned bases are established, to halt colonization for a while, and first focus on building formers and crawlers to utilize those nearby rocky tiles around our eastern bases. (Besides of course building the necessary scout patrol, probe and Zak Tech Acquisition Expedition forces).

Googlie is offline Googlie
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quote:
Originally posted by Maniac
Personally I'd say yes (buying the Angels commlink from Yang. When we first met the Hive, we were able to buy the commlinks. However we didn't use that window of opportunity because we needed the money for other stuff like switching to Planned and buying a tech IIRC. But then the window closed and Yang became unwilling to sell us the commlinks. Now he's willing again, I'd say we should take this opportunity, before he changes his mind once again. Otherwise it could perhaps take another decade or so (or never) before we get another shot, certainly since Yang won't seem to make contact with Lal soon after all.


If so, then let's hammer out what our diplo position is going to be towards them well in advance so that we are not scrabbling like we are with the Gaians (admittedly I didn't move R-112 until half-way through the timelimit thus the mad panic to try and get a time extension - never did get a reply from Drogue or method - what's the use of having incative Mods?????

So let's be prepared before I ask Yang in 2141 for the Angels' number

G.

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  Old Post 07-10-2004 10:33 Visit Googlie's homepage!
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Here's what I've gleaned from the threads - and am suggesting (in the absence of anything to glean):

Movement Orders

  • SCC Hunter (West of Sector Craterwest, at the newly discovered spit of land) : move west and then south to loop along the coastline of the landmass to its west and then return just north of Socializing Tunnels and Great Collective to link with the trannie carrying new probe teams
  • SCC Invincible to leave UN Planning Authority Bay and head north-west-south towards the twin peaks at 58:60 and 60:68
  • Cratersouth's Colony Pod to disembark and found Minas Tirith on 58:28 in 2142
  • Trannie loops north and east and loads the AA to take it to Gythium Harbour
  • Rover escorting AA retraces steps to be garrison for Minas Tirith
  • The midcrater former moves thru Fort Buster and past mineral special to continue the road to 53:11 (Base site for Craterwest's next turn Colony Pod)
  • Warwag will head for Sector Craterwest for defensive garrisoning (Craterwest's scout will accompany the Colony Pod to its new base site)
  • Rover that was heading to pick up the AA will continue on to Minas Tirith to give tag-team capability to the base there
  • Both probe teams board Vladivostok's Trannie and head east north east (where the Uni Trannie and scout came from) to search for intelligent life on Chiron

New Build Orders for 2141:

The following bases will be in stockpile energy mode when we open the 2141 turn:

  • Vladivostok
  • Sector CraterSouth
  • Sector CraterWest

Scout patrols? Or Probes (cheaper infantry-chassis Boy Scouts for the 2 inland crater bases perhaps?)

Miscellaneous
  • Buy the Angels' commlink from Yang for 25 ec's
  • Any rush-builds for 2141? (eg, the 2 rover probes being built at, respectively, Fort Bster and Olympus Academy)


G.

Last edited by Googlie on 07-10-2004 at 17:22

Maniac is offline Maniac
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  Old Post 07-10-2004 17:29
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quote:
Originally posted by Googlie
New Build Orders for 2141:

The following bases will be in stockpile energy mode when we open the 2141 turn:

  • Vladivostok


One option is immediately start on another trannie, at least if we want to execute a raid on Zakharov. Then we could land with more than two units at once.

Googlie is offline Googlie
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That's a good suggestion.

An invasion force of 3 Scout rovers (upgraded to impact rovers) and an impact infantryman would be pretty unstoppable (I'm assuming we don't see our 2 Ogres in an invasion role - even although they are awesome SP material when damaged below their useful threshold of around 50%)

(That's assuming we can persuade Yang to swiftly send R-112 home)

Googlie is offline Googlie
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If we get Ind Auto in 2141 ................. what then?

Do we embark on a crash course of crawler building?

Maybe it's time for base specialization, somwhat along the lines of:

Gythium Harbour and Vladivostok - naval units (gunfoils, trannies, Navy Seals and seaformers

Santiago Citadel - military units (scout patrols until further notice)

Olympus Academy - crawlers (for itself and for the other bases)

Sparta Command - defensive infantry-chassis probes (Boy Scouts) - until every base has at least 2

Sector Cratersouth and Sector Craterwest -offensive (rover-chassis) probes (but both are 3 nuts per turn surplus producers so will be expanding pop more rapidly than the other bases - could be colony pod generators (and we could employ a migration strategy - up to the habdome limit - by sending CP's to other bases to add to their populations)

Fort Buster - formers (primarily) and crawlers

Minas Tirith - Rush another trannie (so that we'll have 2 on each seaboard for probe and invasion flexibility) or a former to get a forest on the 59:31 low, flat, rainy, mineral bonus tile that'll be inside its base radius.

Messen Bay (new base founded in 2142 southwest of the Messenian Plains) or Scapa Flow (or whatever we call that next base) could rush a trannie if we go with a former for Minas Tirith

Junta thoughts?

Zeiter is offline Zeiter
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  Old Post 08-10-2004 03:09
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quote:
An invasion force of 3 Scout rovers (upgraded to impact rovers) and an impact infantryman would be pretty unstoppable


Yes, once we get infiltration, our lightning fast elite forces will be able to pounce on the weakest Uni targets, and 4 offensive units should be adequate for a Uni takeover, assuming we don't get our rovers probed away. Do we need to consider probe defenders for our invasion force? I guess we'll know more once we have Zak infiltrated.

quote:
If we get Ind Auto in 2141 ................. what then?


We'll need to rushbuild a couple of formers, as well as crawlers at OA.

quote:
Gythium Harbour and Vladivostok - naval units (gunfoils, trannies, Navy Seals and seaformers


Would a Morgan invasion be at all feasible at this point? I'm afraid that all of our precious units would get probed away without offensive probe defenders accompanying the invasion force. Thus, I think any invasions on human opponents will have to wait until after crawlers (although we can always threaten them).

Thus, I see little to no point in building another transport, laser foil, or any sea formers at GH. Although I do think navy seals would be a good investment, so I suggest we build those at GH.

As for Vladivostok, another trannie would indeed be useful, although it will be some turns before we're ready to invade Zak, so we can build the next trannie at a leisurely, un-rushed pace.

quote:
Santiago Citadel - military units (scout patrols until further notice)


Yes, scout patrols with impact rovers and probe teams as needed.

quote:
Sparta Command - defensive infantry-chassis probes (Boy Scouts) - until every base has at least 2


Yes, and we especially need to get Messan Bay manned very quickly.

quote:
Minas Tirith - Rush another trannie (so that we'll have 2 on each seaboard for probe and invasion flexibility) or a former to get a forest on the 59:31 low, flat, rainy, mineral bonus tile that'll be inside its base radius.


Definitely a former. Like I said, I don't see another trannie as being very useful over there. First we can build a former, and while that former is planting forests and stuff we can build more crawlers there. And yep, same goes for Fort Buster.

quote:
Sector Cratersouth and Sector Craterwest -offensive (rover-chassis) probes (but both are 3 nuts per turn surplus producers so will be expanding pop more rapidly than the other bases - could be colony pod generators (and we could employ a migration strategy - up to the habdome limit - by sending CP's to other bases to add to their populations)


This is why social psych could be useful pretty soon. Well, we still need to populate the Messenian Plains, but once we have that accomplished, we can focus on probe teams and hopefully soon rec commons.

quote:
Any rush-builds for 2141? (eg, the 2 rover probes being built at, respectively, Fort Bster and Olympus Academy


I'm thinking we need to conserve our ECs for crawler and former rushing, so I'd say no to that.

quote:
Buy the Angels' commlink from Yang for 25 ec's


Yes, but first let's see who's living up there to the NW near SCC Hunter. If we don't spot the Data Angels by next turn up there, we can go ahead and buy the commlink from Yang at the end of the turn.

These are all just my opinions, of course.

Whew, there's a lot of stuff to keep track of now! The game's getting involved now.

KrysiasKrusader is offline KrysiasKrusader
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  Old Post 08-10-2004 05:05
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quote:
Originally posted by Zeiter

Whew, there's a lot of stuff to keep track of now! The game's getting involved now.


Yea, there is. I'm going to have to start taking pen and paper notes. And this is another thread that I have to answer to...

I dunno if I can type all of this tonight...

Googlie is offline Googlie
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quote:
Originally posted by KrysiasKrusader
I'm going to have to start taking pen and paper notes.


It's a nuisance that in these private forums we can't "show a printable version" - when you click on that option it boots you into a "you are nor authorized" message.

I wonder if an appeal to MarkG or DanQ might enable printing (I know that we can copy and paste to Word or Notepad, then painstakingly edit out all the logos and graphics and other bumph, but the printer version is so much cleaner - try and compare both on the Public forums if you're not convinced as I am)

Maniac is offline Maniac
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  Old Post 08-10-2004 14:46
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Re the hurry proposals, how much cash do we still have right now?
I see we're only gaining 1 credit a year right now as we've switched back to 60% labs.
Upgrading a laser rover to impact costs 50c, and a scout rover 60c, so if we want to send two or three rovers as our initial invasion force to Zak, that leaves little cash for other stuff.

Googlie is offline Googlie
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Re: next base (Messen Bay/Rio Grande)

Perhaps, given my surmisings here we should thinlk of elsewhere for that next base.

Here are some suggestions (one of which involves using the trannie):

Attachment: plannedsites.jpg
This has been downloaded 20 time(s).

Googlie is offline Googlie
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quote:
Originally posted by Maniac
Re the hurry proposals, how much cash do we still have right now?
I see we're only gaining 1 credit a year right now as we've switched back to 60% labs.


Yeah - I overlooked that. I think I was verifying KK's calcs of how long it'd take us to get Ecol Eng on our own (altogether a sloppy turn on my part - got really distracted by that Gaian mindworm meeting)

Next turn we'll have:

carryforward of 142 ec's
+7 generated
-1 for maintenance of our Command center
-3 for Yang's loan
-2 for Zak's loan
+3 for Craterwests stockpile energy
+2 for Cratersouth's stockpile
+2 for Vladivostok's stockpile

Totalling 150 in the kitty

quote:
Upgrading a laser rover to impact costs 50c, and a scout rover 60c, so if we want to send two or three rovers as our initial invasion force to Zak, that leaves little cash for other stuff.


We're still 3 turns away from prototyping that Impact infantryman, and I'll reset the sliders to 60% economy which will double our gross income from 7 to 14 per turn. Plus we'll get a few extra from yet to be completed units' stockpile energy

I'd also like to rush the former at Minas Tirith, and possibly the probe teams currently in production, depending on our finances (I'll have a go at updating the Simulater later today)

Zeiter is offline Zeiter
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Yes, I suppose we should focus on energy now. It would be nice to get EcoEng as soon as possible, but we've got to think of our Uni invasion too.

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  Old Post 08-10-2004 21:58
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quote:
Originally posted by Googlie
Here's what I've gleaned from the threads - and am suggesting (in the absence of anything to glean):

Movement Orders


They all sound good to me. But unless I read over them you didn't give suggestions for the two formers on the mineral mines N of OA. What would you suggest to do with those two?
Some possibilities include (after the road is complete) moving a tile east to plant a forest or a sensor array, move to the tile E of SC2 to plant a forest, or move to SC1 and then further proceed to terraform those +1000m rolling&rainy tiles.

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How about we have one of the formers work on a road to Vladivostok, and the other move onto the same square and begin planting a forest?

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Now I'm home I've had a look at the turn.

Overall everything is looking great of course.
There's a little oddity I've noticed though. Namely that Fort Buster is now working that 1-3-0 minerals tile instead of the 2-2-1 tile. While that is beneficial on the very short term (the next two turns) it means that it will take two years longer for FB to grow to size 2, thus having a 2-2-1 worker less for two years, thus four less minerals.
To reduce the loss to 2 minerals, may I suggest switching the worker back to the 2-2-1 tile MY 2142, speeding up the growth by one turn?

quote:
Re: next base (Messen Bay/Rio Grande)


Hmm, one way I could think of to prevent Morgan from infiltrating us at the new base, is not building the base on (53.11), but rather on (54.12), the tile SE of that. Then we could immediately start production on a cheap naval unit like a laser foil. As the base starts with 10 free minerals, and when working the mineral tile would produce 4 minerals (or even 5 if the forest is ready by then), hurrying 6/5 minerals (or 15/13 credits) would be enough to get that foil the next turn. We could then station that foil on tile (52.10), blocking the passage for probe foils to our base, until our probe teams and boy scout currently under production can arrive there.

A probe foil could of course still get through by mind controlling the laser foil, but that would mean war. And would a builder faction really want to risk war for infiltration, knowing full well (unofficially) we have impact weapons?


If we would decide to found the next base inland after all, may I make a suggestion about the yellow dot on the upper Rio Grande? That is located on a river rolling&rainy tile, the only one in the neighbourhood. So if we'd found a base there, we would miss out on one energy. Could I therefore propose, if we build a base around that neighbourhood, to found it one tile to the NE or SE? As the red dots on the edited screenie below?

Edit:
quote:
  • Vladivostok
  • Sector CraterSouth
  • Sector CraterWest

Scout patrols? Or Probes (cheaper infantry-chassis Boy Scouts for the 2 inland crater bases perhaps?)


Personally I'd prefer scout patrols for SC3 & SC4, as you could probably guess.

Attachment: plannedsites2.jpg
This has been downloaded 16 time(s).

Last edited by Maniac on 09-10-2004 at 01:12

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quote:
Originally posted by Maniac
There's a little oddity I've noticed though. Namely that Fort Buster is now working that 1-3-0 minerals tile instead of the 2-2-1 tile. While that is beneficial on the very short term (the next two turns) it means that it will take two years longer for FB to grow to size 2, thus having a 2-2-1 worker less for two years, thus four less minerals.
To reduce the loss to 2 minerals, may I suggest switching the worker back to the 2-2-1 tile MY 2142, speeding up the growth by one turn?


Will do (I think that I got the sliders and nuts/mins workers distorted when I was verifying KK's numbers re getting Ecol Eng on our own. I couldn't remember where that Fort Buster worker was (and couldn't re-open the original turn to find out) but the 3mins tile gave me the probe team in 4 (exactly) turns versus 5 with the rolling moist tile

quote:

Hmm, one way I could think of to prevent Morgan from infiltrating us at the new base, is not building the base on (53.11), but rather on (54.12), the tile SE of that. Then we could immediately start production on a cheap naval unit like a laser foil. As the base starts with 10 free minerals, and when working the mineral tile would produce 4 minerals (or even 5 if the forest is ready by then), hurrying 6/5 minerals (or 15/13 credits) would be enough to get that foil the next turn. We could then station that foil on tile (52.10), blocking the passage for probe foils to our base, until our probe teams and boy scout currently under production can arrive there.


I like that plan. it gets the new base working for us about 3 turns quicker than otherwise, and we can never have enough foils in this game

quote:
A probe foil could of course still get through by mind controlling the laser foil, but that would mean war. And would a builder faction really want to risk war for infiltration, knowing full well (unofficially) we have impact weapons?


I agree (also evilly grinning)

quote:
If we would decide to found the next base inland after all, may I make a suggestion about the yellow dot on the upper Rio Grande? That is located on a river rolling & rainy tile, the only one in the neighbourhood. So if we'd found a base there, we would miss out on one energy. Could I therefore propose, if we build a base around that neighbourhood, to found it one tile to the NE or SE? As the red dots on the edited screenie below?


Or maybe even off-river, so as to keep the extra energy from a river/solar coming our way eventually

quote:
Personally I'd prefer scout patrols for SC3 & SC4, as you could probably guess.


Even if we turn Citadel's full production into scout patrols, with some crawler assistance from OA after we get Ind Auto?

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  Old Post 09-10-2004 01:56
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Yes to the worker switch.

quote:
Hmm, one way I could think of to prevent Morgan from infiltrating us at the new base, is not building the base on (53.11), but rather on (54.12), the tile SE of that. Then we could immediately start production on a cheap naval unit like a laser foil. As the base starts with 10 free minerals, and when working the mineral tile would produce 4 minerals (or even 5 if the forest is ready by then), hurrying 6/5 minerals (or 15/13 credits) would be enough to get that foil the next turn. We could then station that foil on tile (52.10), blocking the passage for probe foils to our base, until our probe teams and boy scout currently under production can arrive there.


What if we put the base at the original spot and build a laser foil anyway? We could patrol those waters and inform Morgan that any probe foils or transports with probe teams inside found in that area will be destroyed on sight.

Maniac is offline Maniac
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  Old Post 09-10-2004 02:21
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quote:
Originally posted by Googlie
Even if we turn Citadel's full production into scout patrols, with some crawler assistance from OA after we get Ind Auto?


I agree with that specialization plan for after we've finished the impact infantry. However the problem is the impact infantryman will be only finished in three years, while our two new bases will also be founded in those three years, already resulting in b-drones. So if we'd wait for SC2 to recruit all the scout patrols we need, we'll probably have to turn several workers into doctors for a number of years.

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  Old Post 09-10-2004 05:20 Visit Googlie's homepage!
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quote:
Originally posted by Maniac
Unless I read over them you didn't give suggestions for the two formers on the mineral mines N of OA. What would you suggest to do with those two?

Some possibilities include (after the road is complete) moving a tile east to plant a forest or a sensor array, move to the tile E of SC2 to plant a forest, or move to SC1 and then further proceed to terraform those +1000m rolling&rainy tiles.


Or how about gangforming mines and roads on the 2 rocky tiles to the NE and NW of OA, ready for crawlers to do their 4 mins crawling trick?

Googlie is offline Googlie
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  Old Post 09-10-2004 05:22 Visit Googlie's homepage!
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Proposed route for SCC Hunter for 2141 and 2142 (again, fungus permitting):

Attachment: morganland.jpg
This has been downloaded 16 time(s).

KrysiasKrusader is offline KrysiasKrusader
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  Old Post 09-10-2004 11:09
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Maniac:

Regarding probe defence; that depends on what we will be concentrating on. I find that we are getting to far ahead of ourselves in all kinds of discussion without having a clear 'over all strategy'. But, as I said before, I hate getting infiltrated. Let's just try and avoide that, and incorporate some kind of probe defence within our plans, somehow.

Oh no...
I just saw the 'mine + road' on rocky tiles. I suppose I'll have to type a "Why I Don't Mine" post also...

Let's wait for the last minute before upgrading units in the invasion force. For some reason, the rules allow this, this game. (see post in the KK thread)


Zeiter:

I mostly agree with pretty much everything you've said here.


Googlie:

I woulden't know how to do printing any ways. And I don't have wordperfect (so woulden't know how to use that either). I'll just muddle along for now with my pen and paper.

Rushing the former is thumbs up from me.

Okay. I see your talking about mining too. Hmmm... I'd better choose my words carefully for that next post.


For the naval exploration routes; you do have "show base radius" ON, while your playing, eh?


Everybody:

Base placement will defintly change should something inadvertant come up (like Yang plopping another one down). Any ways there's no harm with talking about where to put them for now. And come to think of it; maybe I'm talking too much myself?

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  Old Post 09-10-2004 21:24
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quote:
Originally posted by Googlie
Or how about gangforming mines and roads on the 2 rocky tiles to the NE and NW of OA, ready for crawlers to do their 4 mins crawling trick?


Ah yes of course I fully agree! I was still thinking in pre-EcoEng mode. One former to the SW and the other to the SE, and then - when both roads are built - letting them build the mines together?

quote:
Originally posted by KrysiasKrusader
Oh no...
I just saw the 'mine + road' on rocky tiles. I suppose I'll have to type a "Why I Don't Mine" post also...


Please do! I can partially understand your aversion to farms (I hardly buit them myself before I discovered the joys of massive pre-tree farm popbooming), but AFAIK mines on rocky squares are about the best investment you can make.

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  Old Post 09-10-2004 22:22 Visit Googlie's homepage!
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Put an end to popups!

here's the midturn save with the following moves made:

  • SCC Hunter moved west along its plotted route and entered the bay of Vander Eudaimonics, a Morgan base. Contact made. hunter continues on planned routesouth and west
  • SCC Invincible left PK waters on a north/northwest route round the promontory northwest of UN Planning Authority
  • The second probeteam entered Vladivostok, and they and their mates bpoarded SNC Hermes and sailed east-North-East encountering nothing but ocean for 3 tiles
  • The colonypod disembarked from SNC Pegasus, ready for baseplanting next turn.
  • The Trannie then moved north and east round the seafungus where the Alien Artifact boarded it for moving to Gythium Harbour.
  • The AA's escorting rover moved south to act a temporary garrison for Minas Tirith
  • R-112 cannot move East out of the Gaian mindworm's way as egress is blocked by a Hive colony pod. Instead I moved it back thru the monolith in the direction the Hive scout disappeared to last turn. This clears the way for the gaians to destroy the colony pod (As a gesture of good faith I'll send them a partial map similar to (but smaller than) the one I posted in their thread)
  • The 2 formers above Olympus Academy split southeast and southwest respectively and started roads on these 2 rocky tiles before ganterraforming mines on each
  • Craterwest's colonypod moved to join the former at the crater's northen rim, accompanied by its scout garrison
  • Warwag moved from SC2 to Craterwest to garrison protem
  • former in craterbases triangle moved towards SC2 en-route to farming the rolling & rainy tiles in the SC-GH-SC2 triangle
  • Rover going for hand-off of AA returns to GH
  • Scout Patrols started their training in the 2 SectorCrater bases


there are still some movement ordes to be given/executed as well as some build orders to fill, but I'll leave these for now till we have discussed/finalized some more.

Attachment: acdg3-sparta-2141, midturn.zip
This has been downloaded 2 time(s).

Last edited by Googlie on 10-10-2004 at 00:30

KrysiasKrusader is offline KrysiasKrusader
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  Old Post 09-10-2004 23:51
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Googlie:

Any particular intel with the AI's you interested in?

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  Old Post 10-10-2004 01:11 Visit Googlie's homepage!
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In anticipation of receiving Ind Auto in 2142, I'd like to rush the following units (after the Gaians 25 ec's, we have 123 credits in our reserves):

Olympus Academy: rush the probe team there (3 mins needed) then in 2142 start a crawler there

Santiago Citadel: the Impact Infantryman (5 mins needed), then start a scout patrol

Fort Buster: the probe team (1 complete row of 10 mins), then start a scout patrol

We currently have the following garrison units (excluding rovers):

2 Battle Ogres
7 scouts

2142 we'll have an additional impact infantryman to act as a garrison

Then, if the above suggestions are accepted, in
2144 another 2 scouts will be produced from FB and SC2 (the latter might need to be rushed 1 mineral)

2145 we'll have another 2 scouts from the Craterbases.

that'll give us, by 2145 17 garrison units (worth 19, with the Ogres x2 police rating):

2 Ogres
11 scouts
1 infantryman
3 rovers in garrison

Our population will be 19, with no further expansion

But what this means is that we can't plan any Uni invasion until we have replaced those rovers with scouts (unless we get Doc Loyalty and change to POLICE)

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  Old Post 10-10-2004 01:39
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For what I was saying about base placement a few posts up; Yang has two colony pods on their way to somewhere. Both I found were supported from Hole of Aspiration and Great Colloective. Two nearby bases at the frontiere with The Hive. So expect the border to fluctuate in the upcoming turns.

Yang will ask to Pact in order to schtomp the Gaians. Besides that, he refuse to talk about any kind of trade (sad face).

Zakharov wants to pact in order to schtomp The Hive. Only deal I can get is Ethical Calculus for 100 e.c.'s.

Lal refuses to speak to us (still). What did we do against him?

I'm okay with the rushes in your above post, Googlie. Only one I feel is a little expensive is the one at Fort Buster. But that's cause I personally don't feel the need to rush it this year.

Edit: spelling

Last edited by KrysiasKrusader on 10-10-2004 at 02:17

Maniac is offline Maniac
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  Old Post 10-10-2004 03:04
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Starting reserve: 148c
Gaians: -25 ec's
Olympus Academy: -8c
Santiago Citadel: -13c
Fort Buster: -28c
That leaves 87c.

IIRC you liked the suggestion to hurry a laser foil in a new western coastal base? That would mean -15c.
I'm not sure, but did you suggest to hurry a former in Minas Tirith? If so, -18c.
That would leave 54c.

For our information, upgrading a scout rover costs 60c, and a recon rover 50c.
Do we also want to keep some money to speed up a second trannie at Vladivostok?
Do we also want to keep at least 100c, so we could buy from Ethical Calculus from Zakharov if Morgan would like to get that tech?

Credit production at 30% economy is 1/year.
At 60% economy that becomes 7/year.
Did we want to switch energy allocations, or leave them as is?

Hmm, looking at this overview, we might run into some money problems if Morgan isn't interested in paying a heavy sum for Gene Splicing.

 
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