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Googlie is offline Googlie
Emperor
Commanding Officer, CRYPTEIA
Apr 1999
time: 21:16
  Old Post 28-12-2004 06:09 Visit Googlie's homepage!
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quote:
Originally posted by Maniac
In fact, we'll have to invent something soon for the other transport to do.


With the extra movement points it can always go on a podpopping binge. It can escape IoD's (if popped from the seaward side) and a trannie can pick up AA's, and techs are always going to be our weakness in the middle-late game, so having a few in inventory would be extremely handy

Snoddasmannen is offline Snoddasmannen
Prince

Jul 2004
time: 06:16
  Old Post 28-12-2004 14:40
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quote:
Originally posted by Googlie
With the extra movement points it can always go on a podpopping binge. It can escape IoD's (if popped from the seaward side) and a trannie can pick up AA's, and techs are always going to be our weakness in the middle-late game, so having a few in inventory would be extremely handy


Yes, good idea

Are we really going to be suffering that badly in tech though? I'm sure we could get a tech or two from Zak, and we can also trade with Yang or Lal (regardless of whether we conquer him or not). And maybe even the other human factions will trade with us. Even if none of those roads are open to us, I'm sure we could probe-steal.

Googlie is offline Googlie
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Apr 1999
time: 21:16
  Old Post 28-12-2004 22:27 Visit Googlie's homepage!
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Got spare money?

quote:
Originally posted by Snoddasmannen
I really like the sound of that worm cash generator


It looks like that triangle of Minas Tirith - Laborers' Throng - TwoNuts Strand might be fruitful given the damage to our Hoplite on the move and that Hive synthsentinel in their base

Attachment: labthrong.jpg
This has been downloaded 36 time(s).

Maniac is offline Maniac
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Jul 1999
time: 06:16
  Old Post 30-12-2004 05:27
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quote:
Originally posted by Googlie
With the extra movement points it can always go on a podpopping binge. It can escape IoD's (if popped from the seaward side) and a trannie can pick up AA's, and techs are always going to be our weakness in the middle-late game, so having a few in inventory would be extremely handy


Sounds good.

Which transport will we use for the CP-transporting, and which for the pod-popping?

Should the CP meant for the Manifold be accompanied by a Crypteia and hoplite if possible, or should we send it on its own?

Should we send a probe team along with the transport going on a podpopping binge, to pop coastal land pods, and infiltrate if we happen to encounter another faction?

Modo44 is offline Modo44
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Jul 2004
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  Old Post 30-12-2004 05:46 Visit Modo44's homepage!
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quote:
Originally posted by Maniac
Which transport will we use for the CP-transporting, and which for the pod-popping?

Whatever allows to keep Mercury close to Arcadia. If we follow the plan to invade Morgan, we'll need the transport.

quote:
Originally posted by Maniac
Should the CP meant for the Manifold be accompanied by a Crypteia and hoplite if possible, or should we send it on its own?

I'd say at least a Hoplite. The question is, how long will it take to make/bring one?

quote:
Originally posted by Maniac
Should we send a probe team along with the transport going on a podpopping binge, to pop coastal land pods, and infiltrate if we happen to encounter another faction?

Yes. We know everyone is thrilled by our visits. Let's make sure they have reasons.

Maniac is offline Maniac
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Jul 1999
time: 06:16
  Old Post 30-12-2004 21:50
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quote:
Originally posted by Modo44
I'd say at least a Hoplite. The question is, how long will it take to make/bring one?


Now that I know you'd like to send a hoplite along with the CP, I'll see what can be done (if I find the time).

Googlie is offline Googlie
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  Old Post 30-12-2004 21:56 Visit Googlie's homepage!
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Got spare money?

We could use Minas Tirith.

This turn (2154) it'll move the speeder crawler off production into active service, and we'll put another in the Q just in case Invincible pops another completion pod. If so, then put a Crypteia into production in 2155.

If not, then change this turn to a Crypteia

(Takes 6 turns with a 3-mins base, but the speeder crawler can harvest at least 1 min per turn as it crawls its way to the eventual CDF site - unless we want the crawler to work MT's forested min special, then the mine, and build the CDF there)

Googlie is offline Googlie
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  Old Post 02-01-2005 08:36 Visit Googlie's homepage!
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Uni invasion continuance and surrender here

Last edited by Googlie on 02-01-2005 at 09:28

Googlie is offline Googlie
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  Old Post 02-01-2005 10:09 Visit Googlie's homepage!
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Build orders put in place for 2154

Attachment: 2154 builds.jpg
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Googlie is offline Googlie
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  Old Post 02-01-2005 10:19 Visit Googlie's homepage!
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and 2154's populations and garrisons

Attachment: 2154 pops & troops.jpg
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Googlie is offline Googlie
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time: 21:16
  Old Post 02-01-2005 20:00 Visit Googlie's homepage!
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Concensus Needed Remove this text

When moving the Tomcat building the road from Sparta Command to Minas Tirith, we encountered a mindworm.

Left as is, it will destroy that former at turn's end

However, if we move the Trance armored speeder crawler into its path, then in simulation runs the mindworm will attack the crawler about 50 % of teh time, the former about 25% and will do nothing 25% of the time (I guess we confuse it somewhat )

The Crawler - being Commando and Tranced, survives every time in the simulation (it's basic 2 psi defence is augmented 1.5 x 1.5 whereas the best the MW could possibly be is a 3 attack x 1.5 if it were demon, and it can't be a demon boil - prolly a larvae mass or hatchling

So when we played the bulk of the turn yesterday (Maniac, Kass and I), the concensus we had was to move that crawler out as bait to try and save the former.

Any objecting opinions?

Attachment: crawler sacrifice.jpg
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Snoddasmannen is offline Snoddasmannen
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Jul 2004
time: 06:16
  Old Post 02-01-2005 20:42
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quote:
Originally posted by Googlie
Any objecting opinions?


Argh. Well I guess it's ok, I just hope you know what you're doing. But I have no reason to believe you're not, so I won't object.

I wouldn't even have considered it myself. Kudos if it works

Googlie is offline Googlie
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  Old Post 02-01-2005 20:49 Visit Googlie's homepage!
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quote:
Originally posted by Snoddasmannen
Argh. Well I guess it's ok, I just hope you know what you're doing.


So do we, my friend - so do we !!

But it would seem to move the odds in our favor - if the worm doesn't attack, then we can withdraw the crawler to the base and move the former back towards Sparta Command.

It essentially reduces the odds of it attacking the former to about 1 in 4

Googlie is offline Googlie
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time: 21:16
  Old Post 02-01-2005 20:55 Visit Googlie's homepage!
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Got spare money?

Just some linkages from the Build screnshot above:

The Mercury being built at GH will be rushed next turn by the crawler being produced at Fort Buster

Fort Buster - at 15 mins per turn - will be set up as a crawler production line with 1 every 2 turns coming into play

OAS's crawler will be set to work that 7 mineral mine, and will become an Impact Rover factory (crawlers from Fort Buster will be sent to OAS to work its 2 other mines)

And a comment on the garrison screenshot. That colony pod you see in Tegea Harbour is a PK one, bound for Arcadia's NE corner

Maniac is offline Maniac
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  Old Post 02-01-2005 20:59
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Unless this would reduce the chance of the bait working, how about moving the supercrawler two tiles NE instead of one NE and one E? That way we're sure the crawler is safe should there be other worms hiding in the fungus.

Googlie is offline Googlie
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  Old Post 02-01-2005 21:00 Visit Googlie's homepage!
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Naval Affairs:

Next turn, coastal bases will be founded at Messena and at TwoNuts strand. Both will have Hoplite and Crytpeia protection, so it's suggested that they start on GeneralTacticus class cruisers and get rushed with crawlers from FB

This way, in about 4 turns, we'll have a navy of 4 GT cruisers, a gunfoil (Invincible), a couple of mercury class transports and a couple of Pegasus class transport foils

At some point we want to get some cruiser Navy Seals in the water, but that'd need a decent minerals producing coastal base (Vladivostok maybe, once its mines are in operation - or Arcadia University?) - but that's a little ways down the road for now

Googlie is offline Googlie
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  Old Post 02-01-2005 21:05 Visit Googlie's homepage!
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quote:
Originally posted by Maniac
Unless this would reduce the chance of the bait working, how about moving the supercrawler two tiles NE instead of one NE and one E? That way we're sure the crawler is safe should there be other worms hiding in the fungus.


LOL - that's the way I had it all the time in the scenario - I just drew the picture wrong!!

(Open it via the "scenario" and "edirt scenario" keys, then just change from editor to active and hit "end turn" - the attack will then happen)

Attachment: mindworm attack scenario.zip
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Maniac is offline Maniac
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  Old Post 02-01-2005 22:15
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quote:
Originally posted by Googlie
The Mercury being built at GH will be rushed next turn by the crawler being produced at Fort Buster


Just for the record, it's two turns travel time to GH. So the hurry could happen MY 2156.

Btw, I realized something. Now that Morgan has a laser foil in the waters, with a second one being commisionned in his western ocean in a few years, our GeneralTacticus Class cruisers may no longer be sufficient to defend against the Morganites. While the commando 1-2t-8 should be able to defend easily against his very green laser foils, Morgan still has the option of Long Range Fire. That puts ships against each other, weapon against weapon. So then their laser weapons could well defeat our *1*-2t-8 gunships.

So it might be wise to let a ship with a high armour always tagteam with a ship with high weapon. For example:
a 1-2t-8 with a 4-1-8 (4 rows) impact cruiser,
or as Googlie suggests armour our transports:
a 0-2-7 transport with a 4-1-8 impact cruiser
Other possible combinations: 4-2-8 cruiser costs 5 rows, 2-2-8 cruiser costs 3 rows.

So my question is, should we change our future naval construction plans based on this information?

As for our current naval construction, the cruiser in Arcadia University, we could still change that to for example a 2-2-8 cruiser (3 rows) if we wanted to: Retire the SCC GeneralTacticus unit design in the unit workshop, create the 2-2-8 design, and set AU production to that. No minerals will be lost in the switch. We could even further hurry the cruiser to completion. I guess that counts as legitimately changing your mind while the turn is still with you.
Don't know if this option is desirable though.

Snoddasmannen is offline Snoddasmannen
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Jul 2004
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  Old Post 02-01-2005 22:25
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quote:
Originally posted by Maniac
As for our current naval construction, the cruiser in Arcadia University, we could still change that to for example a 2-2-8 cruiser (3 rows) if we wanted to: Retire the SCC GeneralTacticus unit design in the unit workshop, create the 2-2-8 design, and set AU production to that. No minerals will be lost in the switch. We could even further hurry the cruiser to completion. I guess that counts as legitimately changing your mind while the turn is still with you.
Don't know if this option is desirable though.


It seems bulky to tag team GT's with 4-1-8. Using 2-2-8's seems much better, and also cheaper. They shouldn't be able to beat a 2-2-8 with one ship.

On the other hand, if we tag-team, we eliminate the risk of getting probed. How about teaming a GT with a 2-2-8 ? Also almost incincible for the Morgans, and 1 mineral row cheaper.

Googlie is offline Googlie
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  Old Post 02-01-2005 22:41 Visit Googlie's homepage!
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quote:
Originally posted by Maniac

So my question is, should we change our future naval construction plans based on this information?


I say yes. Theyn have surprised us with the Hunter mindcontrol ploy. Let's be prepared for every contingency in the future

quote:
As for our current naval construction, the cruiser in Arcadia University, we could still change that to for example a 2-2-8 cruiser (3 rows) if we wanted to: Retire the SCC GeneralTacticus unit design in the unit workshop, create the 2-2-8 design, and set AU production to that. No minerals will be lost in the switch. We could even further hurry the cruiser to completion. I guess that counts as legitimately changing your mind while the turn is still with you.
Don't know if this option is desirable though.


I have tested this and it can be done for 25 ec's This still gives us that first row of the colony pod's 3 rows completed next turn

I say we go for it. Better to upgrade now when we have the cash than after we have a few in service and lose 1 'cos of timidity now

Modo44 is offline Modo44
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Considering Morgans capabilities, I think we should be very careful about our ships. Yes, I mean to the level of paranoia (i.e. moving them in teams, whenever possible).

And give some protection to my trannies.

Googlie is offline Googlie
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  Old Post 03-01-2005 06:36 Visit Googlie's homepage!
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Some late additions based on our turnchat in the Command center

changes and rushes:

Arcadia University changed to a 2-2-8 Cruiser (Renamed SCC GeneralTacticus) and rushed to 100% completion (this means that next turn's colony pod will have its first row completed)

Gythium Harbour stayed with cosntructing a Mercury-class transport. Will be 32 mins short next turn, then with a crawler rush will be completed in 2156

Minas Tirith reactivated the retired GeneralTacticus class, renamed a CoastGuard Cruiser (1-2-8) and paid 17 ec's to complete its first row. Can be rushed next turn for 13 ec's (one of its scouts will rehome to TwoNuts Strand)

Vladivostok changed to a CoastGuard Cruiser, and 6 ec's paid to complete the first row. can be rushed next year for 15 ec's (Hermes will be rehomed to TwoNuts Strand)

Thus our six naval bases are producing a second cruiser transport, a 2-2-8 armored laser cruiser, two 1-2t-8 armored trance coastguard vessels and 2 crypteia

A question remains about rushing Tegea Harbour's crypteia. 24 ec's will complete the first row, leaving just 4 to be rushed again next turn (with 6 minerals we'd only be buying 4 minerals' worth, or 10 ec's) Is it worth doing now, for security's sake?

Here's the latest build commands:

MY 2154 - Base Production Screen



The latest "ready-to-go-if-Maniac-approves" turn is attached (with just that last partial rush to execute, if approved)

Attachment: acdg-3 - sparta, 2154 endturn.zip
This has been downloaded 1 time(s).

Last edited by Googlie on 03-01-2005 at 06:45

Maniac is offline Maniac
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  Old Post 03-01-2005 07:07
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Turn looks splendid to me.

Hurrying Tegea seems good to me if you want to.
Btw, how about letting MT's supercrawler harvest a mineral where it currently is? Better let those laggards do something useful while they're waiting for the worm.

Googlie is offline Googlie
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  Old Post 03-01-2005 07:16 Visit Googlie's homepage!
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OK - will do on both counts (MT's extra mineral will save us 2 or 3 ec's on next turn's rush)

Shall I put TREATY back on the negotiating table for Morgan? Just to whet their appetite and to help Kassi's negotiating position?

Last edited by Googlie on 03-01-2005 at 07:22

Googlie is offline Googlie
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  Old Post 03-01-2005 07:32 Visit Googlie's homepage!
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Got spare money?

Naw - on second thoughts - let them stew in vendetta for a turn - and if Kassi and Morgan reach an agreement, then they can put Treaty in the window next turn

Turn complete

Lost the former at MT - the mindworm didn't take the bait

Googlie is offline Googlie
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  Old Post 03-01-2005 07:40 Visit Googlie's homepage!
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quote:
Originally posted by Googlie
Turn complete


Here's the final endturn just before "Turn Complete" and the mindworm attack on the former

Attachment: acdg3 - sparta, 2154 final.zip
This has been downloaded 2 time(s).

Googlie is offline Googlie
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  Old Post 04-01-2005 13:01 Visit Googlie's homepage!
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Here's our new budget in 2154, after our acquisitions in North Arcadia, and the University signing a submissive Pact:

Attachment: 2154 budget.jpg
This has been downloaded 9 time(s).

 
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