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Googlie is offline Googlie
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  Old Post 01-03-2005 11:12 Visit Googlie's homepage!
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I'll fire up the turn and call him up- at worst we can sell him Field Mod (and sell it to Zak as well) and see if he's happy enough to send us his maps

Googlie is offline Googlie
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Worked like a charm - Angel maps plus 25 ec's from Lal and Zak for Field Modulation

Attachment: heaven.jpg
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Googlie is offline Googlie
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  Old Post 01-03-2005 11:49 Visit Googlie's homepage!
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In addition to using those 5 crawlers for an instant air force (no cash needed) - we could also rush some crawlers:

VV - 34 ec's
Argos - 27 ec's
GH - 28 ec's
Ironholm - 16 ec;s

(And if we don't change FB's production to a Noodle and use the en-route crawler to proto it, we can change form a Crypteia and finish a crawler there for 6 ec's

Note, too, that at AU we can build a Noodle in 2 turns without using crawlers - but do we want a naval vessel from there? (or a crawler, to send to Fort Soup for nutrient crawling?)

Googlie is offline Googlie
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  Old Post 01-03-2005 11:52 Visit Googlie's homepage!
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And here's the Angels homeland in the broader context:

A little piece of Heaven

Googlie is offline Googlie
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  Old Post 01-03-2005 11:56 Visit Googlie's homepage!
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Looking at the detailed Angels map, I think that the Disco Volante might be better off podpopping in that uncharted area to its south and southwest

The Angels only have 4 seaports, and 2 are well protected by that chokepoint with fungus - if i were them I'd have a probeship stationed right there.

Snoddasmannen is offline Snoddasmannen
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quote:
Originally posted by Googlie
Looking at the detailed Angels map, I think that the Disco Volante might be better off podpopping in that uncharted area to its south and southwest


Agreed

What are we doing with the Aardvark now?
2Nuts is in desperate need of a former to build forest on those nut tiles, maybe we can borrow the one currently building a mine outside SC and ship it down on the Aardvark.

Kassiopeia is offline Kassiopeia
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  Old Post 01-03-2005 18:38 Visit Kassiopeia's homepage!
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Should I start preparing for the Planetary Council elections? AFAIK there will be two candidates, us and Yang. I think it should be no trouble getting us there, considering we pretty much already have infiltration on everyone. OTOH, Yang might appeal to the others as a way to not take a stand with the war between us and the Morganites - but altogether I think we'll see the Angels and Gaians just abstaining from casting votes for anyone. Can the PK and Uni votes together with ours beat Yang's and Morgan's votes? I find that unlikely.... hmm.

I probably should also approach the Angels on the IntInt matter and kindly nudge them with "we'd rather not see the Morganites get the tech before we do, now that we've extended great trust to you by providing you techs before you've even had the tech we want".

Googlie is offline Googlie
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  Old Post 01-03-2005 19:16 Visit Googlie's homepage!
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Right now the candidates would be Lal (50 votes) and Yang (89). We have 48 votes

Lal will add a pop next turn (UN Health) plus he has 3 colony pods in transit - so, say, 58 votes within 3 turns

We'll add a pop to FL next turn (drone riots) and in 2 turns at FB and Messena, so the best we can do is 51 in 3 turns time.

Googlie is offline Googlie
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  Old Post 01-03-2005 19:33 Visit Googlie's homepage!
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Re the drones at Fort Soup (and the stalled crawler) and the looming hunger problem

Here's another solution:

Use the Maniac Manoever to put a holotheater in place there - that'll allow the 2 drones to be productive workers - and it'll cost 10 ec's to complete

That'll leave us with just 3 nuts in the hopper and still a deficit of 4, but now we can move the 2 talents to work forests (now a defecit of 2) and send AU's crawler south to rehome at FS - it'll arrive the turn after.

Then we can put a borehole worker on a forest temprarily until the rehomed crawler can get to a 2-nut tile

Snoddasmannen is offline Snoddasmannen
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quote:
(but maybe - to avoid mindcontrol - we should leave that Unity Rover on board the Peg)


How about we use the Unity Rover to go mindworm fishing in Rio Rojo? That can be quite a profitable adventure. If we catch one, we can send it out to play in the great fungus wall

References: Mindworm farming, a refined solution, Planet: A Survivalist's Guide (2005) < http://apolyton.net/forums/showthre...threadid=119326 >

Googlie is offline Googlie
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  Old Post 01-03-2005 20:10 Visit Googlie's homepage!
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Or we could send the 'Peg with the rover down to the Gaian "Mysterious ring of Monoliths" for an upgrade and a frolic there (migfht even capture a mindworm)

Couple of additional not-yet-recorded moves:

  • FL's Crypteia moved into Uni base and took up defensive duties there
  • MT's various units poked their heads into the surrounding fungus, and found nothing (ie couldn't enter but didn't reveal Hive troops)
  • MT's former moved northeast and commenced the road link up to GH
  • MT's supercrawler moved onto road to Sparta Command - will crawl nuts for this turn
worker reallocations

  • Tegea Harbour: worker moved from mine to forest, to allow crawler to work mine
  • 2Nuts Strand:worker moved from river tile to nut special tile
  • Arcadia University: worker moved from the solar tile to a 2/1/1 tile, and worker moved from a forest tile to a 2/1/1 tile (supply crawler needs only 4 mins to complete next turn, do mierlads not so imperitive. Food now in balance)
  • Fort Superiority: saveturn shows workers moved off the 2 boreholes, to work forests for the nuts. But if we go the Holotheater route, then they can revert to the boreholes for 1 turn
  • Iaci Base: worker put on forest tile
  • Minas Tirith: worker pulled from ocean tile to 2/1/0 tile - could also be put on mine tile for the 3 minerals (as the supercrawler is pulling in 2 nuts this turn
  • Olympus Academy: Worker can be allocated to mine to save ec's (using the maniac manoever will produce a noodle with the mine worked)

Last edited by Googlie on 01-03-2005 at 21:02

Googlie is offline Googlie
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  Old Post 01-03-2005 20:25 Visit Googlie's homepage!
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latest save

Attachment: acdg3-sparta, 2161 middlegame.zip
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Snoddasmannen is offline Snoddasmannen
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quote:
Originally posted by Googlie

Or we could send the 'Peg with the rover down to the Gaian "Mysterious ring of Monoliths" for an upgrade and a frolic there (migfht even capture a mindworm)


Well I guess there's a good chance it's already busy with Gaian mindworms, doing some farming of their own, and besides there's a Gaian base right nearby.

Modo44 is offline Modo44
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  Old Post 01-03-2005 22:44 Visit Modo44's homepage!
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Yeah, finding a Worm in Gaian territory- that would be a really friendly gesture.

Googlie is offline Googlie
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  Old Post 01-03-2005 23:03 Visit Googlie's homepage!
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well, they might actually thank us for scaring up some wild mindworms - they can capture them quite easily, to add to their wormy army, or kill them for the planetpearls

Modo44 is offline Modo44
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They might also react in a very paranoid fashion. I would even expact that from the Gaians. Do we really need to risk it now?

Snoddasmannen is offline Snoddasmannen
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I'm still not convinced driving that rover to Gaia is such a hot idea, I'm with Modo on this one. But it is a long trip back home...

How about using the veteran unity rover in Minas Tirith to do some fishing? It could escort the probe team for a while before they 'don the ol rubber boots and go swimming. Look, I made a screenie and everything How about taking the blue trip with the rover?

Attachment: fishingtrip.jpg
This has been downloaded 28 time(s).

Modo44 is offline Modo44
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Just put one on the River, then move it back and forward. That is 6 or 9 moves, and what was the chance of finding a Worm again? Pretty good, methinks.

Googlie is offline Googlie
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That's a good idea, twinning the Rover at MT with the probe en-route to 2NS - give each other a bit of protection that way

Haven't seen maniac for a day or so in the forums - I've e-mailed him for comments on the build orders, crawler rushes, and worker allocations

Snoddasmannen is offline Snoddasmannen
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quote:
Originally posted by Modo44
Just put one on the River, then move it back and forward. That is 6 or 9 moves, and what was the chance of finding a Worm again? Pretty good, methinks.


According to the survivalists guide, the chances are 1 in 9. The rover has 2 mp so it could move 6 times, but that would mean that it could happen to encounter a mw with less than an mp left, which could be dangerous. It would be safe to move 4 times though. Statistically that gives us a 37.6% chance of finding a worm, which would give 20 ec, ie an average of 7.5 ec per turn.

Unfortunately we need to repair the rover every now and then, so that figure is probably rather generous. On the other hand, we may capture a worm, which would be very profitable.

EDIT: Actually, there is even a 1/81 chance of finding two mindworms in the same turn

Last edited by Snoddasmannen on 02-03-2005 at 11:37

Modo44 is offline Modo44
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quote:
Originally posted by Snoddasmannen
According to the survivalists guide, the chances are 1 in 9. The rover has 2 mp so it could move 6 times, but that would mean that it could happen to encounter a mw with less than an mp left, which could be dangerous. It would be safe to move 4 times though. Statistically that gives us a 37.6% chance of finding a worm, which would give 20 ec, ie an average of 7.5 ec per turn.

We should use an Elite then.

quote:
Originally posted by Snoddasmannen
Unfortunately we need to repair the rover every now and then, so that figure is probably rather generous. On the other hand, we may capture a worm, which would be very profitable.

Actually, no repairs will be needed. After the first Worm is found, the Rover can go off the Fungus. From this point on, the business sustains itself - for free. Remember, we do it for money, so every Worm stays where captured. I recommend using the cheapest Rover model we have, just in case.

Snoddasmannen is offline Snoddasmannen
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quote:
Originally posted by Modo44

We should use an Elite then.


An elite rover would have a 56.2% chance of finding a worm, generating an average of 11.2 ec per turn. Not bad, but personally I think we have better ways to use elite rovers right now.

quote:
Originally posted by Modo44

Actually, no repairs will be needed. After the first Worm is found, the Rover can go off the Fungus. From this point on, the business sustains itself - for free. Remember, we do it for money, so every Worm stays where captured.


Not a bad idea. But unless we have any other use for the rover, it might as well stay in the fungus, fishing. There's plenty of room in the great fungal wall

It would be nice to have a worm patrolling the Hive border, though we could just as well use a cheap noodle for that.

Modo44 is offline Modo44
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quote:
Originally posted by Snoddasmannen
An elite rover would have a 56.2% chance of finding a worm, generating an average of 11.2 ec per turn. Not bad, but personally I think we have better ways to use elite rovers right now.

If it is a Unity Rover, then no. It is only good for this duty until it gets upgraded. In fact, I would suggest building 2-3 more in other places, and letting them loose on Fungus. Once they get a Worm, they can be upgraded and moved to battle.

quote:
Originally posted by Snoddasmannen
Not a bad idea. But unless we have any other use for the rover, it might as well stay in the fungus, fishing. There's plenty of room in the great fungal wall

Yes, as long as it is not upgraded, that is the perfect duty for the Rover.

quote:
Originally posted by Snoddasmannen
It would be nice to have a worm patrolling the Hive border, though we could just as well use a cheap noodle for that.

As soon as one shows up, then sure. A Worm is less mobile anyway, so it could stay there and help against Yang.

Googlie is offline Googlie
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  Old Post 02-03-2005 20:55 Visit Googlie's homepage!
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Some additional moves - haven't heard from Maniac, so I trust the insta-airforce gets his approval:

  • Went ahead and executed the "Maniac Manoever" - XB-6's completed at OA and FB, and regular B-6's at RG and SC2
  • To avoid paying any ec's I moved an FB worker from a 2/1/0 tile to a 1/3/1 forest tile, the latter vacated by a Rio Grande worker (surfeit of minerals even with an XB being produced) who I moved to a 3/1/0 tile
  • Also moved an AU worker from a 2/1/1 tile to an offshore 3/0/1 tile (didn't need the extra mineral to complete the crawler there this turn)
I found a better way to solve Fort Soup's drone problem (and deal with an incipient probe problem as well):
  • For 1 turn, I have set the sliders to 60/20/20 (12 income and tech in 84 turns). That lets me put one technician back to work if the other becomes a doctor.
  • I moved the Ironholm worker off the 2/5/0 farm/mine tile to a 2/1/0 rolling farmland tile,
  • Placed the Fort Soup converted worker there. Now only a 2 nut deficit - with 7 in the hopper. Next turn that stranded crawler will have its mps, so can get to work on crawling 2 nuts. As a result, FS has 23 minerals, enough to complete a slew of things in 1 turn.
  • I opted for a longstrider (Zak is building a probe team at Climactic Research - completing in 2 years - and the last thing we want is for him to purloin Doc Air from us, thus almost guaranteeing that Morgan will have it in 2 or 3 turns)
  • So next turn we can move the "guest" Crypteia at Climactic Research to Fort Liberty, leave Fort Soup's in place for a turn or two - until FL's new one is completed - then do a shuttle run until FS's one takes up residence in Ironholm. Then we'll have all our and the Uni's Arcadian bases covered by probe defenders. We can prolly rush FL's next turn (It'd be 52 to rush this turn, prolly 20 or so next turn, with only 5 of 10 mins needing to be bought)
  • Also moved MT's Unity Rover out to the mine to join the Longstrider there, as per forum discussions

Here's the save with those moves executed:

Attachment: acdg3-sparta, 2161 nearlydone.zip
This has been downloaded 1 time(s).

Googlie is offline Googlie
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  Old Post 02-03-2005 21:37 Visit Googlie's homepage!
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So here's the suggested production and completion schedule for our Glorious Federation:

Attachment: 2161 sparta production.jpg
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Googlie is offline Googlie
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  Old Post 02-03-2005 21:59 Visit Googlie's homepage!
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and we have 254 in energy credits in reserve - do we want to rush anything - or upgrade any units?

Some examples:

Upgrades:

  • To upgrade the Invincible to missile, with syntharmor, would cost 110
  • The Njord to a GeneralTacticus missile cruiser would cost 120
  • Our ten 1-1-1 scouts to 1-1t-1 Hoplites would cost 100
  • Our 3 Impact Infantrymen to Missile infantrymen would cost 120 ec's
  • Our sole missile rover to an amphimissile speeder costs 110 ec's
  • The 2 Coastguard Cutters to GT class missile cruisers would cost 240 ec's
  • Our sole synthmetal guard (1-2-1) to a Hoplite Guardsman (1-2t-1) would cost 20 ec's
Rushes:
  • 2NS Hoplite ...24 ec's
  • V V's crawler ... 31
  • Argos' crawler ... 27
  • GH's crawler ... 28
  • Iaca's Skanky ... 18
  • Ironholm's crawler ... 27
  • Messena's Hoplite ... 8 (not worth it, as it's not needed early)


(thus it'd be 165 to execute the rushes - with the exception of the Hoplite at Messena, which we don't need early)

(and in going thru the bases I changed MT's production to a Coastal Cruiser (from a Hoplite). Still time to change next turn without penalty, as it won't have completed its first 10 minerals next turn)

Maniac is offline Maniac
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Sorry for being absent. During the week while I'm in Gent I'm rather busy and have less internet opportunity. As due to the Gaian and Morganite turnplay delay we no longer get the turn at the start of the weekend, I won't be able to comment as much during our 48 hours of turnplay.

That being said, I downloaded the first midturn yesterday, but didn't have the time to make any comments yet.
Turn looks great to me. While having a look yesterday, I just wrote down a few suggestions regarding worker placements. (I don't have the chance to look at the latest turn, so some of these suggestions may already be outdated)

May I suggest switching the Argonite worker back to the mine? That way we produce 4 mins instead of two mins and a nut (which we don't need to keep stable population).

If we don't act, Fort Liberty will riot next turn. May I therefore suggest turning the forest lumberjack into a doctor?

After founding the Manifold base, Argos and Arcadia University will each have a free support slot. To fill AU's one, how about rehoming the VV scout patrol in AU to AU?

May I suggest switching the OA 2-0-1 worker to the new mine on (64.18)?

I see the MT supercrawler still has 1,1/3 MPs left. Therefore, how about moving it a little further to the mine on (63.15)? (Unless of course that interferes with the plans for one of the new crawlers)

Messena only needs one more nutrient to fill its nut tanks, while it has a nutrient surplus of three. Unnecessary in other words. May I therefore suggest to move the RG 1-2-2 forester to the empty 3-1-0 farm? Messena can then work the forest. We produce 0.8 less labs this way, but two more nuts. (Edit: I guess this one is no longer possible or desired seeing a FB worker relocation has been done)

Skanky's Sileni in Iaci Base? Is that the planned production item? Just asking as I heard you mention building a CoastGuard cruiser there.

PS: two minor observations regarding unit naming. I see you named the laser cruiser design "SCC Minas Tirith". Shouldn't that be SCC Njord? IIRC the Minas Tirith is MT's coastguard.
Also, how about renaming the "SNC Mercury" transport design into "[Mercury ]Class Transport, as the SNC Mercury has sunk, and we've got other transport cruisers of the same type now.

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[QUOTE] Originally posted by Googlie
Upgrades:

  • To upgrade the Invincible to missile, with syntharmor, would cost 110
  • The Njord to a GeneralTacticus missile cruiser would cost 120
  • Our ten 1-1-1 scouts to 1-1t-1 Hoplites would cost 100
  • Our 3 Impact Infantrymen to Missile infantrymen would cost 120 ec's
  • Our sole missile rover to an amphimissile speeder costs 110 ec's
  • The 2 Coastguard Cutters to GT class missile cruisers would cost 240 ec's
  • Our sole synthmetal guard (1-2-1) to a Hoplite Guardsman (1-2t-1) would cost 20 ec's
Rushes:[list]

Personally I'd be opposed to all of those upgrades. I think, if we want a better unit, it's in all mentioned cases cheaper for us to build a new one than use our credits to upgrade an existing one.

Maniac is offline Maniac
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quote:
Originally posted by Googlie
[*]Arcadia University: worker moved from the solar tile to a 2/1/1 tile, and worker moved from a forest tile to a 2/1/1 tile (supply crawler needs only 4 mins to complete next turn, do mierlads not so imperitive. Food now in balance


AU urgently needs some extra nuts now, but generally speaking I'd suggest that it's actually better to maximize instead of reduce mineral production for the last turn before a production item gets finished. That way you get a few extra free energy credits from the stockpile energy bug.

Modo44 is offline Modo44
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I agree we do not need to upgrade things quickly. But we should upgrade units anyway. At the moment that is too expensive, that is why I am talking about farming Worms for cash - it could provide just the resources to upgrade things.

 
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