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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:21
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Although 2141 hasn't yet been sent on, it's prolly time to start planning 2142's orders.
These are my suggestions
We'll open the turn to get Industrial Base and Industrial Automation
Builds
- Sparta Command: 13/20ths of a Crypteia (Infantry Probe Unit) - perhaps rush this - 7 minerals
- Santiago Citadel: Commissions an Impact Infantryman, starts on a Scout Patrol
- Sector CraterWest: 3/10ths of a Scout Patrol
- Sector CraterSouth: 4/10ths of a Scout Patrol
- Fort Buster: 20.30 of a probe team - consider rushing for 5 minerals
- Olympus Academy: Commissions probe team, starts on a Crawler
- Vladivostok: 4/30ths of a Transport foil
- Gythium Harbour: Commissions Scout patrol, starts on Navy seals training program
- Minas Tirith: Founded this turn - starts, and rushes, a Former
Unit Moves
Navy
- SCC Hunter: S, then W, then NW x 2 (to skirt the seafungus that's southwest of the Morgan base, but re-establishing contact with the Morgan coastline)
- SCC Invincible: E, then SW x 3, to head for the landmass dominated by the mountain peak at 58:60
- SNC Pegasus: N, to Gythium Harbour environs to drop off the AA, then SW and W to journey to rendezvous with SCC Hunter for some joint seapod-popping
SNC Hermes: NE, then E x 2 to make land contact with what we believe is Zakland
Army
(Cavalry Divisions)
- R-112: SW then E, if the Hive Scout that's lurking there permits it
- Warwag: garrisons Sector Craterwest until commissioning of a Scout Patrol there
- Chiron Knights: garrisons in Minas Tirith until relieved by a Scout Patrol
- Shinsengumi: On standby at Gythium harbour until further orders
(Army Engineering Corps)
- Tomcat-1: Upriver SE for 2 tiles and commences a farm on the rolling & rainy river crater tile there, to supply Rio Grande base
- Tomcat-2: moves to 58:20 and commences farming the 7 rainy tiles between Gythium Harbour and Sparta Command
- Tomcat-3: continues with the roadbuilding between Cratersouth, Citadel and Harbour
- Tomcats-4 & 5 roadbuilding the rocky tiles NE and NW of Olympus Academy, afterwards to tag team for fast mine building on both sites prepping for crawler use
- Tomcat-6: NE 1 tile to complete the road to Vladivostok
See map and legend below for identification of Tomcat fleet - I lost track of which one went where, so decided to start afresh
Miscellaneous Units
- Shrek: Garrison duty at Santiago Citadel
- Fiona: Garrison duty at Gythium harbour
- Sector Craterwest's Colony Pod (and escort Scout patrol): due North 1 tile and found Rio Grande base there in 2143 on the flat and moist river crater tile currently hosting Tomcat-1
- Fort Buster - relocate worker from 1-3-0 tile to 2-2-1 tile
Edits: changes to original suggestions in bold
Attachment: tomcats.jpg
This has been downloaded 32 time(s).
Last edited by Googlie on 12-10-2004 at 23:18
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Zeiter
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quote: Do you intend to farm all the rainy tiles, or only the rolling&rainy ones? While unlike KK I regularly farm rolling&rainy tiles, flat&rainy is another matter to me. Looks like we'll need to have a big terraforming discussion as many contrary proposals have been made. |
The general rule I use is I only farm rolling/rainy tiles. 3-0-0 tiles aren't very useful, but 3-1-0 tiles are very nice indeed. Thus, I'd say, to compromise with KK, we should only farm rolling/rainy tiles, and then devote our formers to foresting.
Edit: I agree with most of the builds you have listed there, but I feel that we need a few more cities producing crawlers. How about we have Fort Buster build a crawler after it's done with its current probe team? The crawler can work that mineral bonus. And then maybe get Sparta Command producing some crawlers too? True, they'll have to work measly 1 min tiles for the short term, but even that small boost makes a difference. Or, we could have it harvest a 2 nut tile, if we can figure out a way to deal with the drones. In fact, if we switched to PS right now, we could get a bunch of crawlers working 2 nut tiles in almost every city and have an almost pseudo-popboom. 
Army and Navy unit order look good, from what I can tell.
Last edited by Zeiter on 10-10-2004 at 22:36
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Zeiter
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Now for the terraforming orders...
[quote]Tomcat-1: downriver NE for 1 tile and commences a farm on the rainy river crater tile there, to supply Rio Grande base
Tomcat-2: moves to 58:20 and commences farming the 7 rainy tiles between Gythium Harbour and Sparta Command
Tomcat-3: continues with the roadbuilding between Cratersouth, Citadel and Harbour
Tomcats-4 & 5 roadbuilding the rocky tiles NE and NW of Olympus Academy, afterwards to tag team for fast mine building on both sites prepping for crawler use
Tomcat-6: NE 1 tile to complete the road to Vladivostok[/qoute]
Hmmm, as for Tomcat-1, I would rather have it move upriver 2 tiles and farm that rolling/rainy/river tile, giving the new base a 3-1-1 instead of a 3-0-1. That is, if we've decided to plant the Rio grande base where the former is right now, instead of at the mouth of the river. That tile that the former is on right now is rolling/rainy, is it not? It would be a shame then to have it covered up by the base. What if we plant the base at the mouth of the Rio Grande, rush an infantry probe team, and then start on another infantry probe team right away, working the 1-2-0 min sea tile, and after 3 more turns rush the second one. I think that would take care of any Morgan attempts at infiltration.
If we plant the base at the mouth of the river, we can farm that tile that the former is on right now for a 3-1-1 tile.
As for Tomcat-2: Yes, but only the rolling/rainy tiles.
I agree with the orders for all of the other formers. 
And when Tomcat-3 finishes its road, it can tag-team with Tomcat-2 in building farms on the rolling/rainy tiles.
Last edited by Zeiter on 10-10-2004 at 22:51
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Zeiter
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quote: Originally posted by Googlie
SAfter that there'll be time for a concentrated crawler production run (but I saw Olympus SAcademy as being a crawler factory - after the 2 mines are completed (and Ecol Eng) it'll be getting almost 20 mins per turn. That's 2 crawlers every 3 turns |
Ah, okay. Well then, maybe we could just have fort buster produce 1 crawler for that min tile, and then go back to building scouts or probes, and let Sparta Command continue building scouts, probes, and formers.
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:21
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quote: Originally posted by Zeiter
Now for the terraforming orders...
Hmmm, as for Tomcat-1, I would rather have it move upriver 2 tiles and farm that rolling/rainy/river tile, giving the new base a 3-1-1 instead of a 3-0-1. That is, if we've decided to plant the Rio grande base where the former is right now, instead of at the mouth of the river. That tile that the former is on right now is rolling/rainy, is it not? |
Actually, no. It's rolling & moist, crater, river (1-1-1 right now, but developed would give 2 for a farm or 2 for a mine or 2 for a solar collector) It's exactly the same as Fort Buster is right now, giving 2-2-2 as a base
quote: What if we plant the base at the mouth of the Rio Grande, rush an infantry probe team, and then start on another infantry probe team right away, working the 1-2-0 min sea tile, and after 3 more turns rush the second one. I think that would take care of any Morgan attempts at infiltration. |
I was proposing to send the probeteam that Fort buster is currently producing to be the psi defender for Rio Grande
quote: If we plant the base at the mouth of the river, we can farm that tile that the former is on right now for a 3-1-1 tile. | - Naw - just gives 2-1-1 (moist, not rainy)
quote: As for Tomcat-2: Yes, but only the rolling/rainy tiles. |
Agreed
quote: I agree with the orders for all of the other formers. 
And when Tomcat-3 finishes its road, it can tag-team with Tomcat-2 in building farms on the rolling/rainy tiles. |
Yup
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:21
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LOL - not really
We've too small a navy. We need more ships
(If you're an old CivII player I feel just like the military advisor pleading for more forces to "go and boink some heads")
It's just that R-112 is essential to any Uni invasion plans and right now it's bumbling about the Hive sub-continent disturbing the goats and the chickens and we can't seem to provoke Yang into demanding its withdrawal
Maybe if we upgraded it to Impact he'd pay more attention, but it isn't really threatening his syntharmored units
(I had a brainwave last night, and thought "what if we agreed to join Yang in vendetta against the Gaians (but told the Gaians that we'd pull out and reset the Treaty immediately), pacted with yang, then broke pact - thereby automatically sending home any units in the erstwhile pactmate's territory.
So I tested it in a fresh 2141 run, but yang accepts our joining him in Vendetta, but then says "Thanks but no thanks, I'm coping OK on my own" to the pacting suggestion.
So that one was a non-starter (that tactic is forbidden by the rules as applies to the "demand withdrawal" from a Human player:
quote: Posted in the Rules
Demanding withdrawal to a human player through the menus rather than by negotiation is prohibited |
but does not apply to AI interactions)
Last edited by Googlie on 11-10-2004 at 18:19
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:21
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2142 turn just downloaded - opening now:
Gaian diplo wondow open, with the Angels commlink on the table ("Negotiating")
I'm tempted to stall for a turn to see if the Angels will contact us next turn (ie to see if the G's have indeed done a doubledeal with us both)
Founded Minas Tirith, and put a Former into production
(I'll have to close this post to read the 2142 orders)
Last edited by Googlie on 14-10-2004 at 17:09
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:21
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quote: Originally posted by Maniac
If we'd steal a tech next turn, I assume Zakharov would declare Vendetta on us. But I can't remember, will that also automatically cause a declaration of war from Lal, or will we remain in peace with him? |
Not sure that he will - in my simulator test he just gave us a stern lecture (but I might not have had the relative strengths of our two factions correct - I don't remember if I had us at "feeble" in the sim)
midturn sav attached, btw, with some decisions pending.
here's what I've done so far:
- R-112 boxed in, can’t move
- Hermes moved 3 tiles ENE
offloaded 2 probeteams to explore, then they reboarded, Uni base co-ordinates obtained for infiltration/techsteal next turn
- Invincible moved West and south as per orders. Passed a 1-tile barren island, otherwise ocean
- Tomcat-1 moved 2 tiles upriver on Rio Grande, and commenced farming the rolling/rainy crater river tile
- Craterwest’s colony pod and scout moved onto tile vacated by Tomcat-1
- Tomcat-6 moved NE for final piece of the road network to Vladivostok
- Tomcat-2 moved into Tomcat-3’s tile (where a road is being connected) en rout to the rolling/rainy triangle - will assist on roadbuild en-route to speed up its construction by 1 turn
- Fort Buster – worker relocated. Probe team rushed (6 mins after worker relocation) for 15 ec’s
- Gythium Harbour – Scout commissioned – put a Crypteia there as a placeholder
- Minas Tirith founded. Former rushed for 18 ec’s
- Olympus Academy – crawler started
- Santiago Citadel – Impact Infantryman commissioned- starts training a Scout patrol.
- Moved infantryman to Sparta Command’s monolith for upgrade to Elite
- Sparta Command – rushed Crypteia (3 mins) for 8 ec’s
- Pegasus moves 1 x N drops off the AA, then SW x 2
Do we rush the scouts at Craterwest and Cratersouth?
Movement orders for the SCC Hunter?
Various internal units' movement orders (repositioning)
Attachment: acdg-3 - sparta, 2142 midturn.zip
This has been downloaded 2 time(s).
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:21
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Here's what I propose SCC Hunter's movement orders should be for this turn and the next 2 (prior to linking up in 2145 with SNC Pegasus to pop that target pod
Attachment: hunters route.jpg
This has been downloaded 13 time(s).
Last edited by Googlie on 14-10-2004 at 22:15
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All times are GMT. The time now is 05:21. Apolyton Time is 00:21. |
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