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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Alpha Centauri > AC-Democracy Team Game > ACDG3 Spartans > 2146: Pre-planning discusion and build/movement orders
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Googlie is offline Googlie
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  Old Post 04-11-2004 01:48 Visit Googlie's homepage!
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2146: Pre-planning discusion and build/movement orders Support Apolyton, buy Alpha Centauri

Getting ready - there are some podpopping decisions to be made next year (Hermes, Pegasus and Invincible, as well as the tagteam Warwag and Shinsengumi pod)

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Relevant data for podpopping results:

Unity rover, Pod on fungus

monolith: 12
native: 10
bloom: 6
river: 4
artifact: 3
forest: 3
25c: 3
75c: 2
materials: 2
50c: 1
farm: 1
tech: 1
mine: 1
commlink: 1
50

Unity foil, Pod on fungus

native: 12
materials: 9
kelp: 8
sonar: 5
artifact: 5
100c: 3
75c: 2
25c: 2
tech: 2
50c: 1
commlink: 1
50

Unity foil, Pod in trench

native: 20
artifact: 7
sonar: 6
materials: 5
75c: 4
50c: 3
commlink: 2
foil: 2
tech: 1
50

Gun foil, Pod on fungus

native: 14
kelp: 11
sonar: 10
commlink: 4
100c: 4
materials: 3
75c: 2
50c: 1
25c: 1
50

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  Old Post 06-11-2004 20:07 Visit Googlie's homepage!
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Great recap

So, in percentage probaility terms, the likelihood of popping a negative event are:

Unity rover, Pod on fungus: 32% (20% ignoring fungal bloom)
Unity foil, Pod on fungus: 24%
Unity foil, Pod in trench: 40%
Gun foil, Pod on fungus: 28%

(all slightly higher as we already have everyone's commlink)

Based on these, I say we go for the Warwag-Shinsengumi tagteam podpop and the Invincible pop, but do nothing with the Pegasus (esp as there's a longstrider on board - and as well, it looks like Hunter will be able to break out of the fungus and head for a rendezvous next turn, although the pegasusnneds to empty its probe cargo before podpopping in case we do get an AA or a Unity Rover).

And tactically, we should tagteam pop with the Elite unit first, so that if a mindworm emerges, the Commando unit can kill it perhaps getting a morale upgrade to Elite in the process

Re: the Hermes - while the odds of a negative pop are the lowest, it depends on whether we think that's expendible with the imminency of cruiser transports. While popping an AA would be fabulous (taking pressure off our crawlers for the MCC build) it'd also be useful for taking a probe down to La-La Land for either infiltration or techsteal (or both, with 2 probes). And if it does transport the probes, it could continue and maybe extricate R-112 from its current situation. So I'd be in favor of not popping with the trannies for the time being (or trancing them, which, together with their being "disciplined" should ensure a survival, although damaging)

(As an aside, could we use this current bastardized save as a simulator to redo the odds on the four podpops we're contemplating?)

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  Old Post 07-11-2004 05:36
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I agree with your analysis.

quote:
(As an aside, could we use this current bastardized save as a simulator to redo the odds on the four podpops we're contemplating?)


I guess nothing's wrong with that.

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  Old Post 07-11-2004 06:09
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Oh yeah, I just remembered something I wanted to say.
If next MY 2146 we move SNC Pegasus to (45.17) to pick up the now veteran probe team, it'll take only two more years - until MY 2148 - to reach Morganite soil. However if we want to switch to Fundamentalist after researching DocIni to give us two probe morale boosts, we'd have to wait until MY 2149 to attempt the infiltration. So I'm wondering, in case we're switching to Fundy, what is the Pegasus gonna do with that extra year?

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Good point - even with it having to go into the fungus to pick up longstrider #2 it'd still be ready to infiltrate by 2148, the year we get Doc Init

(And IIRC the effects of a Socvial Engineering change don't take effect until the next turn)

Not sure I like the idea of it podpopping without Hunter nearby. Especially if it has 2 probes on board, as that limits the # favorable outcomes (no AA's Unity Rovers, Ogres, etc)

I'm 1/4 way thru calculating the odds, and so far they are - for Pegasus (13 cycles)-

4 mindworms
3 facilites completions (the colony pod, actually)
2 AAs
2 sonar buoys
1 x 50 ec's
1 x 25 ec's

I'm not keen on "wasting" a pod's potential goodies by popping with a full trannie, so maybe it just goes further north up the Morgan coastline for a turn - there might be a base there without a probe defender

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Here are the half-time results (25 iterations):

Unity rover, Pod on fungus

monolith: 6
native: 3
bloom: 1
artifact: 3
materials: 6
earthquake:3
Dimensional rift: 3
25

Unity foil, Pod on fungus

native: 3
materials: 3
kelp: 4
sonar: 1
artifact: 3
75c: 1
25c: 2
tech: 1
Tidal wave: 2
Unity foil: 1
Battle Ogre: 1
Unity Rover: 3
25

Unity foil, Pod in trench (1 probe team on board)

native: 5
artifact: 5
sonar: 3
materials: 4
75c: 1
50c: 1
25c: 1
Unity rover: 2
tidal wave: 2
Unity foil: 1
25

Gun foil, Pod on fungus

native: 4
kelp: 4
sonar: 6
100c: 1
75c: 1
50c: 1
25c: 1
tech: 2
tidal wave: 4
cloned gunfoil: 1
25

Noteworthy - in all instances of a naval vessel popping an IoD, the vessel was lost in the resulting battle.

Preliminary indications show that there is little danger in doing the tagteam podpop - the second rover in all instances can destroy either the resulting mindworm or sporelauncher, or even the fungal tower (1 instance)

Likewise, the Hermes popping the pod in teh fungus seems to have an 88% probability of producing something decent (even the tidal wave event gives us more of Zak's map), so I'd be in favor of that pop (but change Vladivostok's build to something worthwhile)

Pegasus I'm not sure about. If we drop off the probeteam first, then pop the pod, I'd have less objection, but it's still a 20% chance we'll lose Pegasus. That'll delay any Morgan infiltration for ten or so turns until we get another trannie (prolly a cruiser one) built. But with a 20% AA probability, a 16% facilities completion, and even an 8% Unity Rover are tempting odds, aren't they?

I'd give the podpop a miss with the Invincible. There's a 72 % probability that the pop won't help us (kelp, tidal, sonar, IoD's that destroy us ..............) so I'd just keep going south down the coastline with it.

G.

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  Old Post 07-11-2004 10:26 Visit Googlie's homepage!
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Well, here is the second batch (in bold italics alongside the first results to show the differences, then the total for all 50 iterations)

Second batch I put a navy seals in the build at RG and Vlad, a Rec Commons at SectorCraterwest, and an Impact Speeder at Minas Tirith. Completions were up slightly (so I don't know if the act of putting something different in the build orders triggers a more sympathetic result from a podpop):

Unity rover, Pod on fungus (Warwag & Shinsengumi)

monolith:..... 6 ..... 3 ..... 9
native: .....3 ..........4 ..... 7
bloom:.... 1..........3 ..... 4
artifact:.... 3........2 ..... 5
materials: 6..........4 .....10
earthquake:....3.......2 ..... 5
Dimensional rift:.. 3...0.....3
Unity Foil: ....0........1 ..... 1
Unity Rover: ...0........1 ..... 1
Power pod: ..0........2 ..... 2
50ec's: ....0...............1 .........1
75 rc's: ...0............1 ..... 1
Forest: ...0..........1 ..... 1

Unity foil, Pod on fungus{Hermes)

native: ...3..........8 ..... 11
materials: ...3..........4 ..... 7
kelp:... 4..........4 ..... 8
sonar: ...1..........3 ..... 4
artifact: ...3..........1 ..... 4
75c: .....1..........0 ..... 1
25c: .....2..........0 ..... 2
tech: .....1..........0 ..... 1
Tidal wave:... 2.......0 ..... 2
Unity foil: ..1..........1 ..... 2
Battle Ogre: ..1..........1 ..... 2
Unity Rover: ..3.......2 .....5
50 ec's: 0..........1 ..1


Unity foil, Pod in trench (1 probe team on board for ist batch, dropped off for second - Pegasus)

native: 5..........7 ..... 12
artifact: 5..........1 ..... 6
sonar: 3..........4 ..... 7
materials: 4..........5 ..... 9
75c: 1..........0 ..... 1
50c: 1..........0 ..... 1
25c: 1..........3 ..... 4
Unity rover: 2..........1 ..... 3
tidal wave: 2..........0 ..... 2
Unity foil: 1..........3 ..... 4
Ogre: 0..........1 ..... 1


Gun foil, Pod on fungus (Invincible)

native: 4..........6 ..... 10
kelp: 4..........3 ..... 7
sonar: 6..........3 ..... 9
100c: 1..........2 ..... 3
75c: 1..........0 ..... 1
50c: 1..........0 ..... 1
25c: 1..........3 ..... 4
tech: 2..........2 ..... 4
tidal wave: 4..........4 ..... 8
cloned gunfoil: 1..........0 ..... 1
materials: 0..........2 ..... 2

Analysis to follow

Last edited by Googlie on 07-11-2004 at 10:48

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Promised Analysis

Warwag & Shinsengumi


Background:

In the second batch of 25 there was a dual native pop - a spore launcher and a mondworm. The Commando unit could always destroy the spore launcher (but never got morale-boosted) and the Elite )the popping unit) had enough movement left to withdraw when the mindworm attacked at turn's end (but not enough movement to initiate an attack)

So there's little downside to the proposed tagteam podpop.

Invincible

Odds are:

32 % favorable pop
48% neutral pop
20% killing pop

I don't think they're good enough to risk losing the Invincible

Which leaves us with the question of Hermes and Pegasus. If we do execute the Doc Loyalty deal with the Gaians, and decide that we want to take a run at the Command Nexus, then I think it's worth gambling the 2 trannies on (for the AA's and'or materials completion) Consider :

Hermes

Negative (killing) odds: 22%
Neutral event: 26%
Favorable odds: 52%
> Artifact: 8%
> Materials: 16%
> ec's: 8%
> Rover, Ogre or another Foil: 18%
> tech: 2%

Pegasus

Unfavorable (killing) odds: 24%
Neutral odds: 18%
Favorable odds: 58%
> AA: 12%
> Materials completion: 18%
> ec's: 12%
> Rover/Ogre/Foil: 16%

(We can mitigate our losses - perhaps - if we put a trannie in production at RG, Vlad - currently in production there - and Minas Tirith. Downside, though, might be that we end up with 4 trannies of the slow kind when we're just 2 turns away from getting cruiser trannies. But I still liked the completions we got of rec commons at SC3 and Navy Sals at the others)

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Proposed orders

Build order changes pre pod-popping

Rio Grande and Vladivostok - to Navy Seals
Sector Craterwest - to a Rec Commons

(To be changed back following unsuccessful podpops)

Unit moves

Warwag (Elite rover): - pops pod on 54:8
Shinsengumi (Commando Rover): - on standby to deal with any resulting native life
SNC Pegasus: - NE x 1 and drop off probe team then W x 1 and NW x 1 to pop the pod there
SNCHermes: - N x 1 to pop the pod in the fungus
SCC Invincible: - navigates round the pod to the bay southeast of its current position
SCC Hunter:- E x 2 into the fungus
CRV-112: - remains on the monolith until the Gaian mindworm clears the way for egress
Olympus Academy's crawler N x 1 to commence crawling the mine there. Worker reassigned to the 1-1-1 tile currently being forested by Tomcat-3. Build commences on another crawler (3 turns)

All Tomcats are in the middle of executing orders, so no fresh ones needed

Last edited by Googlie on 08-11-2004 at 08:52

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quote:
Originally posted by Googlie
Build order changes pre pod-popping

Rio Grande and Vladivostok - to Navy Seals
Sector Craterwest - to a Rec Commons


Quick comment before going to the lessons:
Why not set production to a 0-1t-2 crawler? Those can then be used to build anything we want: a secret project, rec commons, navy seals...

Great data btw on the pod popping!! Must have cost a lot of work.

Last edited by Maniac on 08-11-2004 at 15:40

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I did think of crawlers - but their cost is 30 mins versus the Navy Seals' 50 minerals. (The only more exoensuve unit is the 4-2-2 Impact Rover at 60). So I went for the probefoil. But maybe a trance armored crawler (80 mins)

That'd have the advantage of being something we could put in the build at SC3 (and there I chose a Rec Commons over, say, a Research Hospital for its better drone-quelling properties)

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2146 Midturn Report


Well, there's good news and "not so good" news ('tho not really bad news)

Not so good first:

Rio Grande is no longer a port. Warwag popped an earthquake that filled in that little bay (and also, in the doing, stranded Zak's trannie with a scout in it - scout is now eyeballing Shinsengumi (which I moved back towards Rio Grande to put a new seedpod between it and the Uni scout, and the corollary good news is that it can no loger sail to Morgan and make contact )

Hermes popped a tidal wave that positioned it off Zak's coastline to the east

Now the good news:

Trade with Angels executed - they now have GS and we have Biogenetics

13 ec's transferred from Morgan to us

Rio Grande is still on the river, but it's doubled back on itself irrigating the Messenian Plains somewhat (but ETA for Doc Initiative is still 2148)

Pegasus dropped off its probe team and popped a Unity Rover

Hermes still had its full 3 movement points left, si I set it off for Vladivostok, but after 1 it encountered another seedpod. Figuring we were already ahead, and could afford to risk losing it, I popped that pod - and we got a facs completion of Vlad's trance armored supply crawler!!

Hunter moved west and got ensnared in the fungus

Invincible moved south along the Gaian coastline

Longstrider at SC3 moved to the coast to join his buddy and be picked up when Pegasus drops off the Unity Rover

Crawler at OA moved onto mine and commenced crawling. Worker re-allocated as per orders. Assembling of another crawler commenced

Build orders at RG and SC3 returned to original

2146 midturn save attached

Attachment: acdg3-sparta,2146 midturn.zip
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quote:
Originally posted by Googlie
I did think of crawlers - but their cost is 30 mins versus the Navy Seals' 50 minerals. (The only more exoensuve unit is the 4-2-2 Impact Rover at 60). So I went for the probefoil. But maybe a trance armored crawler (80 mins)


That's what I meant. The crawler with the most expensive armour, special unit abilities and chassis we can afford. Currently a 0-1t-2 in other words. Or a 0-2t-2 if unprototyped units can also be hurried with materials pods.

Anyway, thanks for the midsave. I'll have a look at it sometime tonight on my laptop. I'm curious how the Messenian Plains now look like.

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Rats!! Never thought of putting it on a rover chassis.

(I guess, though, that we now have syntharmor prototyped)

Still in midturn save mode - is there any advantage in rushing any unts?

The former, maybe (for that vaunted "turn advantage" but maybe not the Hoplite and the Crypteia?

Pic below shows the build status, hilited yellow the candidates for rushing, and the ec's needed to rush just beside them

Attachment: 2146-production.jpg
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quote:
Originally posted by Googlie
Rats!! Never thought of putting it on a rover chassis.


Ah well, something to keep in mind for next time. Imagine: two materials pods for 150-min crawlers, and we've got a secret project for free!

quote:
(I guess, though, that we now have syntharmor prototyped)


Which means we can no longer crawler-hurry expensive units and facilities. All the more reason to go and steal HEC from Lal of course.

quote:
Still in midturn save mode - is there any advantage in rushing any unts?

The former, maybe (for that vaunted "turn advantage" but maybe not the Hoplite and the Crypteia?


I agree: the former, but not the two others. We'll need to use practically all our money reserves soon to switch to Fundy and upgrade our invasion forces.


Btw, shall we demand Zak that he withdraws his forces? In other words that scout patrol. It has the advantage that the patrol can't pop that unity pod in his turn (which it can do now), giving us another pod next year.
I consider that eartquake a lucky event by the way. Okay, Rio Grande is no longer a port, but it's easy to build another base. And on the positive side, as you say Zak can no longer meet Morgan, and we've got a river running north out of RG, which should speed up colonization of that area a lot.

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I don't think Zak's scout can enter the pod, as it lies in the ZoC of Shinsengumi

But I like the demand withdrawal ploy (and actually, if Zak were a human faction, he'd welcome that 'cos he doesn't have any navy at all to send to pick it up)

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quote:
Originally posted by Googlie
I don't think Zak's scout can enter the pod, as it lies in the ZoC of Shinsengumi



Working from memory, so I could be wrong, but:
IIRC the UoP scout patrol is NW of the pod. Shinsengumi SE of the pod. So currently those two unit are not located next to each other, and the scout patrol can freely move to wherever it wants.
If Shinsengumi would have stayed on the spot it was on the beginning of this turn - NE of the pod - then the scout patrol would have been right next to Shinsengumi, then the patrol would have been in the rover's Zone of Control and couldn't have moved on the pod.

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You might be right (I'll need to scenario-test that) Moot again, though - I opened the turn and called Zak, who withdrew, apologizing for the unintentional transgression. I also rushed the former, as agreed, but left the other 2 as is.

We currently have 165 ec's in the kitty, and will get another 26 in the 2 years to 2148 (assuming we renew the Morgan - Hunter deal), making 191 in total

We'll need 40 to change to Fundy, leaving 151.

If we reset the sliders in 2148 to 30:10:60 we'll net 9 ec's from our own resources, totalling 22 with the Morgan payments

Establishing the invasion force

It costs 60 ec's to upgrade a Scout Rover (1-1-2) to an unarmored Impact Speeder (4-1-2), so we'd need 180 to allow 3 upgrades. The earliest that we'd have that in treasury would be 2150

We have currently an Impact Infantryman (Spartan Kel) and will have an Impact Speeder rolling off the production lines at Santiago Citadel in 2152. Assuming we morale-boost it thru the monolith at Sparta Command, the earliest it could board a ship would be 2155

So the results of this mini-analysis is that it's prolly not worth persevering with the Impact Rover build at SC2 - we'd get another Impact Infantryman for 1/2 the price (and could rush it for 10 ec's next turn for completion in 2148 - but it wouldn't reach Vladivostok until 2151)

So the question becomes:

do we wait till 2150 and upgrade 3 rovers to Impact and then set sail?

do we change SC2's to an infantryman, and set sail in 2151 with 2 rovers and 2 infantrymen?

do we wait until 2155 and set sail with 4 impact rovers?

(actually, it looks as though the new podpopped rover could pass thru the monolith and reach Vladivostok by 2154, so that, too is an alternative - but the cost for that option is 240 in upgrades)

Last edited by Googlie on 09-11-2004 at 20:51

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I've also giving some thought to that. Here's what I came up with:

IIRC University Base currently has three defending units.
So we could capture that base with upgrading only one elite rover.
First the Spartan Kel land with their first move and destroy the UoP impact infantry. Secondly the upgraded elite rover lands and destroys the IIRC two remaining scout patrols. Then there are two units left in the transport to take the empty base.

So if necessary we could begin invasion with only part of our force upgraded, and upgrade the rest a few turns later when we have the money.

As for changing or keeping the SC2 rover production, it's all fine by me. We could certainly use those minerals to build something else like a former, crawler, colony pod... But if we'd decide to keep building it, it not catching the first trannie to Zakland isn't a problem as far as I can see: could our transport not simply take a second trip to Zakland, filled with for example the SC2-built rover, a probe team, the podpopped rover or a second probe team, and perhaps a colony pod from the crater area?
And if we don't want to send it to Zakland, it could safeguard our homelands: a mental reassurance against those massive Hivean hordes.

Btw, what will SNC Hermes do? Sail further east, or return west?

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I'd like to bring Hermes back to our coastline, to head down to La-La Land with a couple of probes and infiltrate there (and maybe infiltrate the Gaians as well) and to rescue R-112 which is trapped so long as that Gaian mindworm blocks its egress

If it continues east it will eventuaklly reach Morgan's west coast, but that'll be purely exploratory (unless we pop another pod or 2 with it, given that we don't mind losing it)

But if we do get the MCC, it'll have 5 movement points, and becomes more valuable then;

As for Pegasus, here's the plan for it:

Attachment: probeaction.jpg
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(That has the advantage that the Pegasus can pull away with its 3rd movement point, and not be visible to the Morgan base inhabitants (we'll just have to make sure that the Hunter is nowhere near!!)

If infiltration is successful with the first probe, how about stealing a tech and framing the Gaians. That way we won't have to declare vendetta, and the Morganites will accuse the G's of cheating as they won't declare V(obviously, knowing nothing about it)

(I must study the rules to see what they say on this - maybe need a special ruling from the mods)

Googlie is offline Googlie
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  Old Post 10-11-2004 08:31 Visit Googlie's homepage!
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At GeoModder's request I have requested a 24 hour extension to our turn

Googlie is offline Googlie
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  Old Post 10-11-2004 20:47 Visit Googlie's homepage!
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Some musings while we wait for GM's formal response.

If, at Sparta Command, we change the worker from the 2-1-0 tile on the west of the base to the 0-1-1 tile NW of the monolith, we lose 2 nuts but gain 1 energy at the base (from 3 to 4)

Then if we change this turn to Fundy, we'll still have Doc Init in 2148, but those units coming online next turn will have Fundy's morale boost (a crawler - not much benefit as its earmarked for an SP, a former and the Hoplite at Minas Tirith - which is our first defense against Yang)

Might not look like it's worth the trade-off this turn, as it'd depress Sparta Command's growth for a turn, but a hardened Hoplite versus just a disciplined one might tilt the balance.

Hmm - we can achieve the same effect by moving the worker at Fort Buster from the mineral tile (1-3-0) to the rainy river tile (2-0-1) - the base doesn't need the mineral special to complete the former next turn). This has the advantage that at Rio Grande we can move the worker onto the vacated mineral tile thus also completing the Hoplite there next turn

I'll do that anyway, as it makes sense (re-allocating the workers at FB and RG)

Thoughts on changing this turn to Fundy for those (now 2) Hoplites coming on stream next turn?

Last edited by Googlie on 10-11-2004 at 20:54

Maniac is offline Maniac
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  Old Post 10-11-2004 21:01
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The Hermes and Pegasus routes look great!

Re switching to Fundy to give the hoplite a higher morale, this is not necessary according to my morale tests.

When one for example builds a unit in a base w/ command center under Wealth SE Values, there will be a morale level lost permanently, even if you later switch out of Wealth.

The same does not count however for positive SE morale levels: those are variable, added on top of that permanent "base" morale level.

When we'll switch to Fundy, we'll notice that the next turn ALL our non-probe units will have received one extra morale level, both those built before and after switching to Fundy. For example the currently commando Shinsengumi and VV scout patrol will both become elite.

Likewise, when we'd later switch out of Fundy, all our units will decrease in morale, both those built before and during the fundamentalist period.

So the hoplite will become hardened no matter when we switch to Fundy.

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  Old Post 10-11-2004 21:08
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Ah, have been DanSed.

quote:
Originally posted by Googlie
Hmm - we can achieve the same effect by moving the worker at Fort Buster from the mineral tile (1-3-0) to the rainy river tile (2-0-1) - the base doesn't need the mineral special to complete the former next turn). This has the advantage that at Rio Grande we can move the worker onto the vacated mineral tile thus also completing the Hoplite there next turn


But switching the RG worker to the previous FB spot will delay base growth. And IIRC, even if we keep the worker on the 3-1-1 tile, it's still a few turns before the base grows, so in other words still a couple turns before we need another hoplite for garrison duty. Building it now would only cost us more support minerals.

That's why I'd prefer to keep the workers on their current tiles. Otherwise we'd lose one nut and one min (working a 2-0-1 instead of a 3-1-1) per year. Even more when you count the delayed RG growth.

quote:
Thoughts on changing this turn to Fundy for those (now 2) Hoplites coming on stream next turn?


See above.

Googlie is offline Googlie
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  Old Post 10-11-2004 22:17 Visit Googlie's homepage!
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Ah - I didn't know that (the temporary nature of the +1 morale)

So how about just moving the worker at FB off the 1-3-0 mineral tile to the 2-0-1 rainy/river tile to the east? we don't need the mins to complete the former, and the extra nut helps with the base growth plus the energy (in fact, that lets us move the sliders to 40-10-50 for the same 2148 completion but instead of 0 ec's we get 3 per turn)

This one alteration done, and turn posted

Attachment: acdg-3 - sparta, 2146, endturn.zip
This has been downloaded 3 time(s).

Last edited by Googlie on 11-11-2004 at 02:16

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  Old Post 11-11-2004 06:14
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Ouch too late I see for another suggestion I wanted to make: upgrading the Chiron Knights this turn already. I've been playing a few turns ahead with the simulator and I've noticed that we won't have time to move our three rovers to VV and upgrade them before MY 2150. This means we'll probably have to delay capture of University Base to MY 2151 as the earliest realistic date.

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moved to the uni invasion thread

Last edited by Googlie on 11-11-2004 at 19:09

Googlie is offline Googlie
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Moved to the Uni invasion thread

Last edited by Googlie on 11-11-2004 at 19:08

 
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