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mart7x5
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2151
This is report of what happened during this turn. Issues in the next post.
- Our scout patrol in Googlieplex succesfully defended the base from mindworm boil attack. It is currently 60% damaged. We won this turn 1 battle, and lost 0.
- The 4-3-1 hive unit was replaced by 4-2-1 hive unit. Smart hiverian moove! That one in the circle in right upper corner
- The second mindworm does not move
- Spartans completed Command Nexus and started Maritime Control Center
- Morgans build Planetary Energy Grid. Instabuild? We do not know.
- We completed Adaptive Economics. Social Psych Chosen next.
Attachment: screenie2151.jpg
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mart7x5
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And here some thoughts about SP. I would build PEG now, if agreed on it, but otherwise I would not push toward making any other SP. If we do not build PEG, thus we have 9 crawlers, which already do a lot of good stuff. Loosing PEG is a setback, but we can offset this by skillful economic management. Let aim for population boom as fast as we can. Let's build new bases. Presently we have Psych this much, that it can easily help any new drone problems. New bases will give us more energy, science, crawlers - I do not need to point it I guess. We have Virtual World - lets use it ASAP. If opportunity comes we may build Citizen Defence Force, Ascetic Virtues or Planetary Datalinks.
But let us do not complete any SP just for having one more if we do not really need at the moment this new SP. Maritime Control Center is probably also lost - Spartans apparently want it.
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mart7x5
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Network nodes will be in 3 bases now - EM, KP and KC. We buy them, as energy comes. then population can grow beyond 3.
We also should start some colony pods - maybe SH or Verres loft - have to take a closer look. Our eastern border has the best terrain now.
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mart7x5
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Yes, Gaians haven't responded yet. I think of proposal to Spartans about Ethical Calculus. Details in infotrade thread.
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mart7x5
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Some analysis of our faction state, just to monitor it and have some help in planning. Also to rise our spirit, as I expect these stats to increase rapidly.
code:
Base |Prod. |Energy |Labs
Enigma Machine | 11 | 10(-)=10 | 3
Kahlua Probing | 7 | 9(1)=10 | 2
Snowflake Heav | 7 | 7(1)= 8 | 2
Kodycryptor | 12 | 6(1)= 7 | 2
Rock-Paper-Sci | 9 | 5(2)= 7 | 2
Googlieplex | 6 | 5(1)= 6 | 2
Verres Loft | 8 | 2(1)= 3 | 0
Heaven's Gate | 3 | 1(3)= 4 | 1
Hercules Stat. | 2 | 2(2)= 4 | 0
----------------------------------------------
65 47(12)=59 14
So as can be seen, our best energy base is EM, though minerals are better in KC. We should first also hurry Network Node in EM, where we get 2 additional lab points (they are rounded up). KC finishes a crawler yet, so network node comes later.
Also I felt that because we will have more crawlers than expected, we need more improved tiles for their crawling, so SH and VL make formers.
I would do colony pod in SH then. VL has some quite good nutrients too, after crawlers was put on the mine.
Some last thought - as network nodes become more abundant, we could lower psych in social engineering, thus getting more science. In periphery bases we would use doctors if needed, or maybe just crawl energy, if low efficiency wouldn't make it pointless. I think that when around 5-6 biggest bases have network nodes we might consider it.
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mart7x5
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Just forgot to do it in the previous post... end save 2151:
Attachment: acdg3-angels-2151-end.zip
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mart7x5
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Just something to know:
Attachment: failure2152.jpg
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mart7x5
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2152
- The mindworm made final approach towards Kahlua Probing. A little surprise, coz it just moved 2 tiles only. The rover, which was finally decided to move south is now in good position for the attack. Mindworm is probably green, our rover - hardened - I would expect chances like 2:1 or something. Expected energy: 20 EC
. The rover crew awaits for confirmation of the attack order.
- The cost of hurrying network node in Enigma Machine is 86. The real needed just to complete is 64, as there is 11 min/turn. Our current energy reserves 83, or 103 expected, if the attack succeeds. I think we might hurry network node in EM.
- What to do with our probe teams escorted by the second rover? one choice is to "scan" the area and then return to the tile where probe teams are. Second - enter the forest tile as showed, however, if hive is on rocks - it is a problem. Though it no longer shows. I guess in that case we might conclude hive withdrew the units. Do we "dance" with Yang further? I mean do we attempt yet again to approach his base, or just wait for the foil probe?
- Some formers - just making roads and forests, as usual. We lack forests, I already have problems deciding where to put crawlers, and it is so inefficient to crawl tiles like 3-2-1, they are excellent for workers. One crawler makes 1min/turn...
Attachment: screenie2152.jpg
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mart7x5
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The attack was succesful, 20 EC is in. Rover damaged to 20 %, sent to Kodycryptor.
I moved a rover to 29,51 together with one probe team - we might use maybe there. The second one towards Heavens Gate. There is third probe team in Hercules Station, though it may serve as a way to go through the control zone of that hive synth - it might be eventually included in the transport foil team.
Possible problem though - I have impression, water passage north from Heavens Gate is through fungus. Actually almost sure of it
Transport Foil in HG in 5 turns (maybe 4)
Foil probe in RPS, in 2 turns, if a crawler switched to RPS next turn - I prepared it already, so no hurry minerals would be necessary.
Attachment: acdg3-angels-2152-end.zip
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mart7x5
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Verres Loft has +3nutrients/turn. Quite good, yet still after having 0 for long time there is many turns before it hits population 2 and 3. We might in meantime make some crawlers and formers there.
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mart7x5
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Recently I found how to solve the problem with exchanging colors under XP, I will just use another software, so as long as I will be posting screenshots, they are going to have correct colors - according to my last check, I hope it will work ok. SMAC/X uses paletized colors, I am not much into it, but I think here lies the problem.
We explored as much as we could, within the limitations of available technologies. We have Doc: Flexibility for several turns now, so we work on it. There are also other important things we have to attend to. But this is also a good point - we need probably one or two more bases in south and east with access to the ocean.
About MCC - Spartans are much more ahead with some techs compared to us, so they already got MCC.
Virtual World is a very good SP. It gives us free hologram theatre, which is 3EC/turn bonus for not paying maintenance and also saved time and minerals for no need to build it. These are good benefits.
----------------
I think on a schedule of our population boom. One thing is for sure - we need more formers to prepare tiles for either workers or crawlers. Details soon. If you have some ideas, please write - remember though that we have Virtual World, so no need to build hologram theatres. Also we are going to get Soc Psych and Ethical Calculus, maybe even this turn - if what Spartans wrote is true. Thus we gonna have Childreen Creshes and Recreation Commons.
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mart7x5
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Ok, so here comes the following proposed schedule. Cost in rows after the name:
1. Network Node (8)- it has 2 functions now - holo thetre too, so comes first before pop boom
2. Children Creche (5)- after it is completed, pop boom starts
3. Recreation Commons (4) - it's cheap, so it comes here but may be also later. Prevents drones.
4. Energy bank (8) - because of the price, and need for more EC for hurrying other buildings.
5. Hab Complex (8) - to allow growth above 7
6. Research Hospital(12) - to further allow psych and research
This is it so far. The first base to start would be Enigma Machine. We could alredy hurry Network Node, it will just right away start to give 2 lab points in exchange for 1 EC for maintenance, I think it is worth it.
Any thoughts?
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mart7x5
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I loaded 2153, screenie soon, meanwhile there is a problem with our research goal. I was not offered IntInt, something which we were afraid of. I chose Doctrine Initiative, coz I know Spartans do have it.
I am not that knowledgable in mod 3 rule, but I guess that having all prerequisite for Int Int now, and having Doc Int we will be able to switch to Int Int next time.
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Hercules
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in Tir Na Og
Sep 2002 time: 05:17
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I suppose we move to Demo now even if it does mean one less unit supported. and it will cost 40 ecs, leaving less ecs for rushing NNs in the next few years.
But I don't think we should rush any NNs just yet.
If we look at popping the pod Maybe it would 'finish production of a NN' for us.
Meanwhile, continue to move northern probes to Heaven's Gate., and the formers near Heaven's Gate, to 21,55.
If we are agreed on change to Demo, it may be useful to report on the effects.
Last edited by Hercules on 21-12-2004 at 01:35
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