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Googlie is offline Googlie
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Apr 1999
time: 21:35
  Old Post 07-03-2005 08:38 Visit Googlie's homepage!
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Morgan now has the turn so we can expect it within 48 hours

Unit moves

  • Hermes moves into 2NS southern bay and picks up the Crypteia from there and then proceeds east towards Iaca Base
  • Rolling Thunder II and the shadowing longstrider move into the fungus at the Rio Roja western source, the longstrider movign downriver to2NS to take up probe defense there and the RT2 going to trawl the fungus for mindworms
  • SC2's B-6 heads south to the fungus south of MT looking for Hive units that may be hiding there - finisg=h turn at MT
  • RG's B-6 to sweep west into Buster Ocean, returning to craterwest at the end of its turn
  • Elite Missile Rover at the monolith north of Sparta Command to head south to MT to be part of the Yang invasion squad
  • FS's Longstrider will go to Fort Liberty
  • Craterwest's Crypteia will assume defensive duties there
  • AU's crawler will work the mine southwest of the base
  • Vladivostok's crawler will work the mine to its northeast, freeing up the worker there for farming/mineral work on the adjacent tile
  • The Disco Volante will veer southwest and look for pods to pop - with a supercrawler in the build at Iaca just in case
  • Pegasus will round that small promontory NW, N and then NE to rendezvous with the Heimdall which meantime will close the gap as much as possible by heading S, then SW as much as it can thru the fungus
  • The Unity Rover will run upriver to cut the corner to the Heimdall unless it encounters Gaian border stakes
  • Iaci Base Coastguard Cutter will head south to rendezvous with the Invincible for Arcadia ocean patrolling
  • Invincible will spend the turn healing at UN Great Refuge
  • The GeneralTacticus will limp 5 squares west towards AU for a refit and repair at the naval yards there
  • Njord and Vladimorei will team up and head for 23:5 and , respectively, shell the forests at 24:8 (1/2/3 to Argi Narnia) and at 22:8 (1/4/3 for Whohabitat)
  • Aarvak moves to the Straits of Thebes (east of the V V mine) - it can be a ferry between the 2 continents
  • Tomcat SCW-1 moves on to a crater rim tile and commences a forest there

Googlie is offline Googlie
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2162 rushes:

  • The Aerospace Complex at OA (will be 13 minerals short - around 41 or 42 ec's)
  • Possibly the crawlers at GH (10 ec's) and Ironholm (25 ec's)
  • Possibly the Holotheater at Fort Soup (using the crawler-prototype-retire manoever
2162 Production
  • Impact Needlejets at Fort Buster, Rio Grande, Santiago Citadel and Vladivostok
  • Holotheater at Fort Soup
  • Hoplite at Iaci Base
  • Another Crypteia at Sector CraterWest (for CraterSouth)
  • Another crawler at Arcadia University (to use for shipbuilding, or Treefarms)
  • That leaves 2 Nuts Strand - what to build there? A Former?

Maniac is offline Maniac
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  Old Post 07-03-2005 16:43
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Great list.

quote:
Originally posted by Googlie
[*]Another Crypteia at Sector CraterWest (for CraterSouth)


Why do we need a Crypteia at SC4?

Q: will we only build B-4s or also a couple more B-6s?

Googlie is offline Googlie
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quote:
Originally posted by Maniac
Why do we need a Crypteia at SC4?


Good question - is that more vulnerable to probe action than any other of our bases without probe defenders? (and what should we do about them?):

I've * the ones where I think we might be most vulnerable to enemy probe action

Sparta Command
Fort Buster*
Fort Liberty (building 1, but getting Fort Soup's next turn)
Fort Superiority*
Iaci (getting 1 from 2NS)
Ironholm*
Olympus Academy
Santiago Citadel
Sector Cratersouth*
Sector Craterwest* (completing this year)

quote:
Q: will we only build B-4s or also a couple more B-6s?


If it's not too expensive to rush, I'd go for B-6's in the bigger minerals bases, but isn't it quantity we're after right now, for interdiction duties, then quality later, for base attacks?

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  Old Post 07-03-2005 20:27
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quote:
Originally posted by Googlie
Good question - is that more vulnerable to probe action than any other of our bases without probe defenders? (and what should we do about them?):


I'd say except for Iaci and Fort Soup, none of the bases you mention are vulnerable to probes. After all, they're all 2 or more tiles inland, so the only way they could be reached without us noticing is with elite probe teams. But the Corporation doesn't have those.

Besides, personally I'm more a fan of a proactive instead of reactive probe defence. This means not stationing lots of Crypteia in every base, but patrolling certain chokepoints with B-4s, coastguards and laser cruisers. Eg to defend against the Corporate Gators coming from the west, patrol the Laconian Gulf and the straits NW of Messena. I drew a picture of it a while ago - can't find it though. In the end I think such a defense would cost us less in minerals than buildings lots of Crypteia - and those units (noodles and ships) have other uses besides simply defending against probes.

quote:
If it's not too expensive to rush, I'd go for B-6's in the bigger minerals bases, but isn't it quantity we're after right now, for interdiction duties, then quality later, for base attacks?


Ah, so we'll build a couple B-6s later before an invasion? What will our B-4s do in the meantime btw? (haven't read that discussion very closely) After all, there aren't that many easy pickings (crawlers, formers...) in range, and I assume it would be risky to attack plasma sentinels in bases covered by sensor arrays, certainly for B-4s that haven't been built in Aerospace Complexes and thus only have hardened morale.

quote:
If it's not too expensive to rush


Well we just need to build a crawler in another base and then cash it in at the Aerospace Complex base.

Snoddasmannen is offline Snoddasmannen
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  Old Post 08-03-2005 12:14
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quote:
Originally posted by Googlie
[*]The GeneralTacticus will limp 5 squares west towards AU for a refit and repair at the naval yards there


Why not repair it at the university Climactic Research right south to it? It's much closer to where it is now and where it will be operating in the future. It can get there in two turns rather than four for AU.

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  Old Post 08-03-2005 18:43
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Some worker relocation suggestions:

Put the RG and MS(N) (Messena) workers back to where they were, as MSN's nutrient tanks are filled now.

IIRC FB's nut tanks are filled as well.(?) Means we'll have to turn a worker into a doctor I guess. (Unless we shuffle with the ogre).

More to the east, it would be a waste to let that 2NS supercrawler harvest only one mineral. Therefore, how about some worker relocations such as these?

SC2 worker moves from the 3-1-0 farm tile to the new forest near the crater that should be planted next year IIRC.
The OA mine-without-road worker relocates to the now empty farm.
The 2NS supercrawler can now move to the empty mine.

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  Old Post 08-03-2005 23:36
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I opened the turn. Things look pretty much sane, but the Morgans have gobbled up even more tech. Now all we can give them is Doc:Init and Doc:Air.

Most disturbingly - they have allied with the Gaians! I would accuse those teams of not role-playing very well, but they probably wouldn't listen

Other bad news, the PK:s will get Doc:Air in just 5 years, and Yang will get it in 6!

EDIT: Errr.... This is bad. They've also pacted with Zak!!!

Last edited by Snoddasmannen on 08-03-2005 at 23:59

Googlie is offline Googlie
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We can aleays coerce Zak to declare vendetta on Morgan - at least that'll deprive them of commerce income, even although it might be too late to avoid them getting our maps thru Zak 9assuming they didn't get them from teh Angels)

Now we can get some more Gaian data thru our Morgan infiltration (#, names and sizes of bases, techs, current research and current energy reserves

What would Lal ask for if we asked him to declare Vendetta on Morgan?

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2162 moves

  • Messena worker put back to 3/1/0 tile
  • RG worker re-assigned to the vacated 1/2/2 forested river tile
  • Hermes moves into 2NS southern bay and picks up the Crypteia from there and then proceeds east towards Iaca Base
  • RT2 attempts to enter 62:30 encounters a mindworm – kills it. Tries to enter again, another mindworm – kills it too – gets a morale upgrade - all mps now used
  • Longstrider moves on to the Rio Rojo
  • SC2’s B-6 moves past MT and takes out the Arty unit on the coast, revealing another Hive regular impact rover in the fungus just inland
  • RG’s B-6 takes up position outside Vander Eudaimonics ready to kamikaze next turn if called upon
  • Njord moved into position to shell the forest/mine between Whohabitat and Chaunk Curry – shelling failed
  • GeneralTacticus moved north to join the Njord and the Vladimorei, and after one move encountered a unity seedpod. Changed production at Fort Liberty to a supercrawler, popped the pod, and got a completion goodie!!

  • Saw another pod, so popped it as well (the Vlademorei could take care of any IoD) – popped 75 ec’s
  • Vlademorei, moving to join them, saw a third pod, popped it, got a mindworm which it killed and got upgraded to Elite

(energy reserves now stand at 302)

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2162 cont …..

  • SC2 worker moves from the 3-1-0 farm tile to the new forest near the crater that should be planted next year IIRC.
  • The OA mine-without-road worker relocates to the now empty farm.
  • Vlad’s worker reassigned to the farm adjacent to the mine, and the crawler now works the mine
  • Fort Soup partially prototypes a res3 noodle, with the help of a cashed in crawler, then retires design, changes to a Holotheater, and is rushed with 14 ec’s
  • Au’s crawler assigned to the mine
  • FS’s longstrider goes to Fort Liberty and takes up duties there
  • Argos crawler rushed for 2 ec’s
  • Aarvak heads up our east coast and into the Straits of thebes to pick up the new supercrawler from AU (when the latter reaches there)
  • Disco Volante found a pod, popped it (with 2NS production set to a supercrawler) but popped an IoD, so vamoosed southwest, away from the land
  • Invincible stayed in UN Great Refuge to heal
  • R-112 headed upriver, but encountered a gaian Colony pod, so retreated doe=wn the peninsula
  • Pegasus closed the gap somewhat with the Heimdall
  • The Heimdall entered the channel into the fungus, encountered a Gaian transport there {If the trannie won't move we can always sail the Peg alongside the corner of land and move the units onto land then onto the Heimdall (but note that this would be a golden opportunity for the Gaians to board their trannie with their probe then probe the Heimdall away from us - at least, I think you can do that from a vessel. I'll run the sim to see after I save a midturn)}

(Screenie of that theater attached – Gaian Colony Pod and their transport

Attachment: 2162-gaian task force.gif
This has been downloaded 24 time(s).

Last edited by Googlie on 09-03-2005 at 09:05

Googlie is offline Googlie
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2162 cont …..

  • RT2 moved south to MT’s outskirts
  • MT’s Coastguard cutter moved out southwest along the coast and revealed 3 more Hive Impact Speeders en route to MT (screenie attached)
  • SCC Iaca moves out of harbour and heads south to rendezvous with the Invincible
  • Tomcat-SCW moves onto crater rim shared by 3 bases and commences foretry operations
  • rushed the aerospace complex at OA for 30 ec’s
  • rushed the crawler at GH for 10 ec’s
  • rushed the crawler at Ironholm for 18 ec’s
  • Rushed an Impact noodle at AU for 18 ec’s (instead of the planned crawler)
  • Rushed an Impact Noodle at MT for 11 ec’s
  • Moved 2NS’ supercrawler onto the roadless mine
  • put a former in production at 2NS
  • swapped back the crawlers for Rio Grande and Fort Buster (FB, now having the aerospace complex gets to work the 7 mineral mine to produce B-6’s faster)
I think that’s all the moves made.

Diplomacy:
  • Called up Zak, and he now is in Vendetta with Morgan – not much loss of income to M, but every little helps

Last edited by Googlie on 10-03-2005 at 07:23

Googlie is offline Googlie
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I forgot the screenie of the action around Minas Tirith:

Attachment: 2162 - mt action.gif
This has been downloaded 25 time(s).

Googlie is offline Googlie
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quote:
Originally posted by Googlie
(but note that this would be a golden opportunity for the Gaians to board their trannie with their probe then probe the Heimdall away from us - at least, I think you can do that from a vessel. I'll run the sim to see after I save a midturn)


Indeed they can - it'd cost them 88 ec's to do so.

Maybe we should call them up (ie, Kassi sends a PM to Chaos Theory) to say that the trannie is non-threatening but is just picking up stranded units as Yang - and the Gaians - have closed the bottleneck way back

And if they do mindcontrol the Heimdall, to get their hands on the cruiser hull, then of course we have a Unity Rover, an Ogre and the CRV-112 (now amphibous gatling) in their vicinity

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  Old Post 09-03-2005 11:01
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Turn looks great!

How about rushing a couple of minerals in S Citadel and S Craterwest so that we can get a cheaper rush next turn (having filled the first row).

quote:

Maybe we should call them up (ie, Kassi sends a PM to Chaos Theory) to say that the trannie is non-threatening but is just picking up stranded units as Yang - and the Gaians - have closed the bottleneck way back

And if they do mindcontrol the Heimdall, to get their hands on the cruiser hull, then of course we have a Unity Rover, an Ogre and the CRV-112 (now amphibous gatling) in their vicinity


Well they couldn't mind control it this turn since a unit loses all its mps when it boards a transport. If they board the probe team next turn, we can begin to worry.

I still think we could kindly ask them to move their transport though.

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  Old Post 09-03-2005 11:22
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quote:
Originally posted by Googlie

What would Lal ask for if we asked him to declare Vendetta on Morgan?


He gets a bit upset about us not wanting to give him Doc:Air of course, but he doesn't break the pact. To declare vendetta on Morgan he wants 225, and we don't have that much

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quote:
Originally posted by Snoddasmannen
How about rushing a couple of minerals in S Citadel and S Craterwest so that we can get a cheaper rush next turn (having filled the first row).


Done and done (for 6 ec's at each base)

Also changed 2NS build from a Crypteia to a former

And I took the FB worker off the farm to alleviate drone problems next turn when the pop grows to 3

I think the turn is pretty final now - new save attached
Edit: endturn save posted below

quote:

Well they couldn't mind control it this turn since a unit loses all its mps when it boards a transport. If they board the probe team next turn, we can begin to worry.


good point

quote:
I still think we could kindly ask them to move their transport though.


No harm in asking - at least it will shed further light on how they see relations with us

Last edited by Googlie on 10-03-2005 at 07:23

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  Old Post 09-03-2005 20:43
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Once again checking in too late.

quote:
Originally posted by Googlie
I think the turn is pretty final now - new save attached


I've got some suggestions and questions. I'll check the latest turn and get back here asap.

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  Old Post 09-03-2005 21:58
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That was a race to the clock before my faculty's network node closes.

Why don't we switch back the energy sliders to 50-0-50? With FS finishing a holo theatre, there's no reason anymore to produce psych. In fact we could put that doctor back to the fields without a problem. May I therefore suggest:
Relocate the Argonite worker from the river forest to a normal 1-2-1 forest.
Put the FS doctor to the now empty river forest.
Reason is because the extra energy from the river is lost due to inefficiency at Argos, while it creates an extra lab at FS.

Why don't we pop that pod at (80.44)?

Why are we building a hoplite at Iaci Base?

What will be the purpose of that transport cruiser under construction in Tegea Harbour? If it's meant for an invasion of Morgan's west coast, why don't we build a transport cruiser at AU instead when the time is ripe? I'd suggest we switch Tegea Harbour to crawler production. If we'd want a trannie after all, we could always cash in that crawler anyway.

Fort Liberty will starve back to size 2 if we don't act. May I therefore suggest we use that Tegean crawler nearby to convoy a nutrient to Fort Liberty? Next year we could create a more permanent solution by hurrying a rec commons with that crawler.

If the above is done, may I suggest switching a Tegean worker from a forest to the now empty mine? By producing a new crawler in Tegea Harbour we could restore the old situation quickly.

Please throw that B-6 out of Olympus Academy's build queue. We're not getting the free "stockpile energy" credits otheriwse.

Since the crater squares (52.18) and (53.17) are now temporarily free, may I suggest putting the SC3 and SC4 forest workers there for an extra nutrient?

May I suggest building a B-4 at Fort Buster instead? If we want to build a B-6, it's better to build a crawler at another base and then use that one to crawler-hurry a B-6 at an aerospace complex base.
By using this method (B-4s directly at the aerospace bases, and crawlers in the other bases, to be cashed in at the aerospace bases) we can get higher morale aircraft than the current method (B-6s directly at the aerospace bases, and low-morale B-4s at all other bases).

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  Old Post 09-03-2005 22:19
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Regarding the Gaians, I'd like to take a "hawk" position.
a) They have signed a pact with our enemies the Corporation.
b) Relations have always been uncooperative at best.
It seems very likely IMHO that we won't have to expect any cooperation with the Gaians for the rest of the game, and that they have clearly chosen sides in our little Sparta<->Morgan Great Power conflict. For that reason I think there's no advantage at all in keeping at peace with the Gaians.

I think we should declare war next turn and attack their worms at that chokepoint with our amphibious R-112. And with the unity rover perhaps head back on the river and destroy that new base if possible.

We will damage our enemies this way while it won't cost us anything. Also it might coerce the Gaians in immediate military production. On the longterm I think it's better for us if the Gaians are forced to produce military material now instead of us leaving them alone, allowing them to stick to the builder tactics and in a while start popbooming. A popboom (very easily done with Gaia) would exponentially increase their power, so the longer we can delay that, the better.

Another advantage, if we attack the Gaians the turn after they sign a pact with our enemies, could be that it will make the Angels think twice before they cross us (eg with the CDF). They'll see we can react quickly and effectively damage them if we want.

Oh yeah, and release the article of poor Debbie being murdered!

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  Old Post 09-03-2005 22:23
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quote:
Originally posted by Maniac
Ah, so we'll build a couple B-6s later before an invasion? What will our B-4s do in the meantime btw? (haven't read that discussion very closely) After all, there aren't that many easy pickings (crawlers, formers...) in range, and I assume it would be risky to attack plasma sentinels in bases covered by sensor arrays, certainly for B-4s that haven't been built in Aerospace Complexes and thus only have hardened morale.


A question I asked before. Though of course the number of easy targets may increase exponentially now they're building lotsa crawlers - though if I were Morgan I'd immediately send them to the corelands after noticing Sparta has an airforce.

Anyway, great looking turn.

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  Old Post 09-03-2005 22:28
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quote:
Originally posted by Snoddasmannen
He gets a bit upset about us not wanting to give him Doc:Air of course, but he doesn't break the pact. To declare vendetta on Morgan he wants 225, and we don't have that much


Since both the Hive and Lal are researching DAP now, a possible tactic could be to gift Lal DAP some two years before they get it themselves or so. That way they'll hopefully change to a more useful tech.

There are two clear disadvantages to such a tactic of course:

1> Lal could switch to Doctrine: Initiative.
2> As Lal now has widespread contact with the rest of Planet, we'd be giving everyone else an extra tech too, along with ourselves.

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It's always good to have a second (and third) pair of eyes scanning the maps and bases

quote:
Originally posted by Maniac
Why don't we switch back the energy sliders to 50-0-50? With FS finishing a holo theatre, there's no reason anymore to produce psych.


Done - I keep forgetting that the game engine completes facilties first in order of processing the turn - I for years thought that drones prevented the minerals being used in that base

quote:
In fact we could put that doctor back to the fields without a problem. May I therefore suggest:
Relocate the Argonite worker from the river forest to a normal 1-2-1 forest.

Put the FS doctor to the now empty river forest.
Reason is because the extra energy from the river is lost due to inefficiency at Argos, while it creates an extra lab at FS.


Done

quote:
Why don't we pop that pod at (80.44)?


Can do next turn (the SCC Iaci has already moved this turn)

quote:
Why are we building a hoplite at Iaci Base?


Just to put something in teh Queue. What do we need there - a former? A crawler?

quote:
What will be the purpose of that transport cruiser under construction in Tegea Harbour? If it's meant for an invasion of Morgan's west coast, why don't we build a transport cruiser at AU instead when the time is ripe? I'd suggest we switch Tegea Harbour to crawler production. If we'd want a trannie after all, we could always cash in that crawler anyway.


Done

quote:
Fort Liberty will starve back to size 2 if we don't act. May I therefore suggest we use that Tegean crawler nearby to convoy a nutrient to Fort Liberty? Next year we could create a more permanent solution by hurrying a rec commons with that crawler.


Done - in my wrap-up I'd overlooked that we were starving at FL

quote:
If the above is done, may I suggest switching a Tegean worker from a forest to the now empty mine? By producing a new crawler in Tegea Harbour we could restore the old situation quickly.


Done

quote:
Please throw that B-6 out of Olympus Academy's build queue. We're not getting the free "stockpile energy" credits otherwise.


Have done, but I was always under the impression (still am) that there is no bug applying to facilities' - or SP's completion - only to units' But there's no advantage anyway in putting anything in build, as there are no carry-forward minerals anyway (all 15 are being used)

quote:
Since the crater squares (52.18) and (53.17) are now temporarily free, may I suggest putting the SC3 and SC4 forest workers there for an extra nutrient?


Done - good observation

quote:
May I suggest building a B-4 at Fort Buster instead? If we want to build a B-6, it's better to build a crawler at another base and then use that one to crawler-hurry a B-6 at an aerospace complex base.
By using this method (B-4s directly at the aerospace bases, and crawlers in the other bases, to be cashed in at the aerospace bases) we can get higher morale aircraft than the current method (B-6s directly at the aerospace bases, and low-morale B-4s at all other bases).


Done (we can always upgrade from Impact to Missile after completion)

And why don't we take the FB worker off the 1-3-1 tile and put him on a 2/0/0 tile - it's the same effect, as the new worker would then be put on the 1/3/1 tile (instead of the 2/0/0) and the B-4 will still complete in 2 turns, but we'd save a nut in the box - or would the box empty anyway and we'd start the next one with zero nuts in either case?

Do you suggest then putting crawlers in production at those lesser bases where I have B-4's? ie at Craterwest (to be sent to FB for conversion to a B-6), Vladivostok (for sending to OA for conversion), and Santiago Citadel (same as V V)

And in retrospect, I wish I'd put the B-4 over MT's forested mineral special tile and attacked the regular Hive Impact Speeder - we risk that speeder moving onto the worked tile and denying us the minerals to complete the B-4 next turn. I was more afraid of their arty unit doing damage to all our units in MT, which is why I selected that one as the target (the SCC Minas Tirith would have lost an arty duel with the Hive Impact unit

In 2 years (unless rushed) the Hive produces a missile foil at Great Collective. What say you to the idea that we upgrade the SCC Minas Tirith to GT class next turn, then hit the Hive boat when it sallies forth from Great Collective (as it will be sure to do, as the 3 Hive rovers will have reported its presence)

Any interest in selling Zak's commlink to the Angels before they get it from Morgan?

Last edited by Googlie on 10-03-2005 at 07:22

Googlie is offline Googlie
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  Old Post 09-03-2005 23:37 Visit Googlie's homepage!
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quote:
Originally posted by Maniac
Regarding the Gaians, I'd like to take a "hawk" position.
a) They have signed a pact with our enemies the Corporation.
b) Relations have always been uncooperative at best.
It seems very likely IMHO that we won't have to expect any cooperation with the Gaians for the rest of the game, and that they have clearly chosen sides in our little Sparta<->Morgan Great Power conflict. For that reason I think there's no advantage at all in keeping at peace with the Gaians.

I think we should declare war next turn and attack their worms at that chokepoint with our amphibious R-112.


WOW - a 3-front war!! (or at least, just skirmishing action in the southlands)

It'd certainly make a statement - but I still think we should send the 3rd Ogre back to homeland for its double police capability (mind you, a rampaging missile rover teamed with an Ogre's res-6 armour would be a potent combo)

Do we take out all 3 mindworms with 1 attack (as is the case with wild MW's) - or do we need to pick them off 1 x 1?

quote:
And with the unity rover perhaps head back on the river and destroy that new base if possible.


It'll prolly use its mp re-entering that fungus tile on the river

quote:
We will damage our enemies this way while it won't cost us anything. Also it might coerce the Gaians in immediate military production. On the longterm I think it's better for us if the Gaians are forced to produce military material now instead of us leaving them alone, allowing them to stick to the builder tactics and in a while start popbooming. A popboom (very easily done with Gaia) would exponentially increase their power, so the longer we can delay that, the better.


I agree (they have been the least friendly faction since day 1)

quote:
Another advantage, if we attack the Gaians the turn after they sign a pact with our enemies, could be that it will make the Angels think twice before they cross us (eg with the CDF). They'll see we can react quickly and effectively damage them if we want.




quote:
Oh yeah, and release the article of poor Debbie being murdered!




Here's what we know about the Gaians:

Attachment: 2162 gaian info.gif
This has been downloaded 17 time(s).

Googlie is offline Googlie
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  Old Post 10-03-2005 00:11 Visit Googlie's homepage!
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Inflate your Upload Space

quote:
Originally posted by Googlie
Do we take out all 3 mindworms with 1 attack (as is the case with wild MW's) - or do we need to pick them off 1 x 1?


Ran the sim. The first shot destroys the spore launcher, and collaterally damages the 3 mindworms and the probe. It's second shot destroys all 3 Mindworms and the probe, leaving the way clear for the Hive to run south into Gaialand

(action at last for the CRV-112!!!)

Oh - and got upgraded to Elite into the bargain

Modo44 is offline Modo44
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  Old Post 10-03-2005 00:44 Visit Modo44's homepage!
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Are we safe against Gaian probes coming in from the south? If yes, let us give them hell!

Googlie is offline Googlie
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  Old Post 10-03-2005 04:09 Visit Googlie's homepage!
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quote:
Originally posted by Googlie
And why don't we take the FB worker off the 1-3-1 tile and put him on a 2/0/0 tile


I guess leaving it as is (working the minerals tile) does give us 4 minerals carried forward after completing, versus just 1, so I'll leave it as is

quote:
Do you suggest then putting crawlers in production at those lesser bases where I have B-4's? ie at Craterwest (to be sent to FB for conversion to a B-6), Vladivostok (for sending to OA for conversion), and Santiago Citadel (same as V V)


As none of these 3 bases will have exceeded the ten minerals limit, there's no downside to changing to crawlers next year, if the concensus is that they'd be better, so the turn is now finalized as is, and will be sent imminently

Well - with one last thought - what would it take (and does it have enough movement points) for the Minas Tirith probe to mind-control that Hive Impact Speeder at its doors (thus securing the forest minerals for the B-4 build in 2163)

Last edited by Googlie on 10-03-2005 at 04:22

Googlie is offline Googlie
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  Old Post 10-03-2005 05:52 Visit Googlie's homepage!
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Got spare money?

quote:
Originally posted by Googlie
Well - with one last thought - what would it take (and does it have enough movement points) for the Minas Tirith probe to mind-control that Hive Impact Speeder at its doors (thus securing the forest minerals for the B-4 build in 2163)


Just tested with the sim - it doesn't

So, turn complete, unless any last minute objections

Googlie is offline Googlie
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Turn completed and sent to Gaians

Attachment: acdg3-sparta, 2162 complete.zip
This has been downloaded 1 time(s).

Googlie is offline Googlie
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Oh - and at turn's end the IoD that the Disco Volante scared up headed for PK land and deposited 2 mindworms onshore there

 
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