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Chaos Theory is offline Chaos Theory

King
Missouri / Misery; CC
Oct 2002
time: 04:18
  Old Post 18-11-2004 13:24 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 2149 Support Apolyton, buy Civilization: The Boardgame

Plant two more bases next turn, exhausting our CPs. Switching to Demo becomes much more attractive, except for the detail of not having EthCalc.

Pop the pod northwest of our northernmost colony pod, after planting a base on its spot ((60, 60), IIRC). As it will be next to a base, nothing worse than an earthquake can happen, and an earthquake at such a high elevation wouldn't do much anyway. If we get lucky, we can get an instant rush build (which would be a crawler-2-2 monstrosity).

More forming.

Rush Rec Commons where most economical, set doctors elsewhere.

Ouro_827 is offline Ouro_827
Prince
Alaska
Feb 2004
time: 20:18
  Old Post 19-11-2004 22:24
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Looks nice.... I forgot to ask earlier, all the placeholders, I assume they are base spots for later? That's what I usually mark, so just making sure....

Chaos Theory is offline Chaos Theory

King
Missouri / Misery; CC
Oct 2002
time: 04:18
  Old Post 19-11-2004 22:40 Visit Chaos Theory<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
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No, they're placeholder landmarks. In case there's a cap on how many are allowed, and that's reached, we can still make new ones by deleting the placeholders.

Illuminatus is offline Illuminatus
SMAC Stories Editor
Salvaging Unity Fusion Core
Jul 2003
time: 06:18
  Old Post 19-11-2004 22:53 Visit Illuminatus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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Lose 30 kilos (of popups)

One small thing, Hive output of impact units is scary, and if he amasses them more and starts moving them - we are have a big problem. Even with Flex, with hurrying it would take 8-9 turns to produce a sea former and move it to the landbridge and then mop it down. I hope we have some sort of defense initiative, except delaying them - perhaps constructing a defense perimeter of units in fungus? I think we will have land connection with them for 15-19 turns more, which is a troubling prospect.

Chaos Theory is offline Chaos Theory

King
Missouri / Misery; CC
Oct 2002
time: 04:18
  Old Post 19-11-2004 23:09 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 wonder what the Hive will do, actually. We will be able to tell immediately if Yang goes on the warpath, but not necessarily where. I say our defense plan is:

1) Our advance mind worm buys us 1-2 turns and kills one or more units before being overrun. We won't know if Yang is going after us until the first unit reaches our worm.
2) We take advantage of the long time it will take Yang to reach us to build some probe teams and possibly offensive units. Direct defense is futile. Yang's rovers should have pulled ahead of the pack and should be vulnerable to probing.
3) Use Yang's rovers and possibly a few laser units and a mind worm to hold off Yang until we can cut the path of reinforcements with a sea former.
4) Bludgeon the remaining invaders to death.

binTravkin is offline binTravkin
Emperor
Lord of Progress of the Council of Lords of Gaia
Jan 2004
time: 07:18
  Old Post 22-11-2004 15:46
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Lose 30 kilos (of popups)

Re: Yangs rovers - I see a MW standing on "Hold orders" in a farm on the landbridge - why not move it in the forest to N?
rovers won't get him anyway, because they can only move 1square per turn in forest.
Also - we can bring in other MW (either that which will be laden on foil next turn, or that which is 3 moves away to SE, or even both), so we can even buy >1 turn.
If we stack all of our MWs in first forest tile then the defending scheme is:

4(!) rovers come in the square just before MWs, we use 3 MWs to kill 3 rovers and leave 4th severely wounded or even killed.

Probe can aid exploring and maybe capturing last rover, to prevent more rovers coming in
OR
probe can stay aside (in farm square and wait if rovers break through (after 2 or more turns of heavy fighting)
and capture first coming rover (I think only 1 of them will manage to get through at first), and use it against other comers.

We could buy us at least 3 turns that way, but I really doubt that Yang would crush such a defense in less than 6 turns.
We can forget the pod popping for say 10 turns and bring in also the SL, to weaken stacks of rovers (they're likely to stack in that forest square)

But in general, as AI lacks the skill to concentrate it's army before attacking, I think that there won't be >2 rovers per turn to kill, so we can heal our units and stay at that defensive position for a long time.

And if there comes 2 rovers, we don't have to kill em both if our MWs are wounded, because we can:
1.bombard
2.kill the 1st rover
and the 2nd rover will be slightly wounded with no big chance to win a MW (remember that our MWs will be gaining strenght ).

Last edited by binTravkin on 22-11-2004 at 20:00

Chaos Theory is offline Chaos Theory

King
Missouri / Misery; CC
Oct 2002
time: 04:18
  Old Post 22-11-2004 19:40 Visit Chaos Theory<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
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quote:
Originally posted by binTravkin
Re: Yangs rovers - I see a MW standing on "Hold orders" in a farm on the landbridge - why not move it in the forest to N?
rovers won't get him anyway, because they can only move 1square per turn in forest.


We need a foil there to scout on the turn it moves, or there's a chance it'll find a rover next to where it moves, which would kill it the following turn.

quote:

Also - we can bring in other MW (either that which will be laden on foil next turn, or that which is 3 moves away to SE, or even both), so we can even buy >1 turn.
If we stack all of our MWs in first forest tile then the defending scheme is:

4(!) rovers come in the square just before MWs, we use 3 MWs to kill 3 rovers and leave 4th severely wounded or even killed.

Probe can aid exploring and maybe capturing last rover, to prevent more rovers coming in
OR
probe can stay aside (in farm square and wait if rovers break through (after 2 or more turns of heavy fighting)
and capture first coming rover (I think only 1 of them will manage to get through at first), and use it against other comers.

We could buy us at least 3 turns that way, but I really doubt that Yang would crush such a defense in less than 6 turns.
We can forget the pod popping for say 10 turns and bring in also the SL, to weaken stacks of rovers (they're likely to stack in that forest square)

But in general, as AI lacks the skill to concentrate it's army before attacking, I think that there won't be >2 rovers per turn to kill, so we can heal our units and stay at that defensive position for a long time.

And if there comes 2 rovers, we don't have to kill em both if our MWs are wounded, because we can:
1.bombard
2.kill the 1st rover
and the 2nd rover will be slightly wounded with no big chance to win a MW (remember that our MWs will be gaining strenght ).


This is a possibility. However, it chews up all our native life, leaving it unavailable for patroling our coast. There is a risk the Spartans will try to infiltrate our datalinks with a probe on a transport foil. If you perceive the Hive to be that much of a threat, this might be worthwhile.

binTravkin is offline binTravkin
Emperor
Lord of Progress of the Council of Lords of Gaia
Jan 2004
time: 07:18
  Old Post 22-11-2004 20:00
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quote:
This is a possibility. However, it chews up all our native life, leaving it unavailable for patroling our coast. There is a risk the Spartans will try to infiltrate our datalinks with a probe on a transport foil. If you perceive the Hive to be that much of a threat, this might be worthwhile.


I'll make a poll about this.
My plan was NOT to have all NL + probe transferred towards N, but as much as possible - this option has it's flexiblity.

Chaos Theory is offline Chaos Theory

King
Missouri / Misery; CC
Oct 2002
time: 04:18
  Old Post 24-11-2004 11:22 Visit Chaos Theory<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
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Put an end to popups!

Turn's in! Nothing remarkable.

binTravkin is offline binTravkin
Emperor
Lord of Progress of the Council of Lords of Gaia
Jan 2004
time: 07:18
  Old Post 24-11-2004 13:42
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Well, then we just have to prepare for our defense plans.
You can see the poll - it's agreed, that all 3 MWs should be coming in for defense.

If there are no sudden obstacles, we can muster our defensive force (without SL) in 3 turns (counting hi one in), scoutin the coast of the landbridge as we do it.

Also - we should try to pop that seapod near landbridge right after we do it.

AND: - I think you could play it ASAP, if only there are no diplomatical issues.. (move and build orders are clear, it seems)

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