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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:36
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Build orders are needed in 2164 for the following bases (minerals)- Santiago Citadel (8)
- Fort Superiority (27)
- Gythium Harbour (6)
- Sector Craterwest (9)
- Argos (3)
- Tegea Harbour (9, with the new crawler working the mine there)
- Fort Buster (8)
- Rio Grande (11)
A B-4 costs 20 minerals, and a B-6 is 40. An unarmored Impact rover is 30, a Gatling is 40 and a missile rover is 50, and add 10 to these to give amphibious capability. A Crypteia would be 20 minerals while a longstrider is 30
Currently we have 1 Missile Penetrator and 2 Impact pens. In 2164 we'll add another Missile Pen and 4 Impacts, then a fifth Impact Penetrator in 2165 at Olympus Academy (a 15-minerals base). Thus our 2165 airforce will comprise 2 Missile Penetrators and 7 Impact Pens.
We obviously need more aircraft, but also need to create our Morgan invasion force.
Plus, at some time in the next five years we need to think of producing some F-4's (30 minerals for an Impact Interceptor) or F-5's (40 minerals)
So what to produce - and rush maybe - at those bases next turn?
I'm assuming we don't have the luxury of time to throw up rec tanks in any of the better minerals bases (but maybe in the lesser ones, to boost minerals and food production there)
Last edited by Googlie on 23-03-2005 at 20:21
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Maniac
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Gent, Belgium
Jul 1999 time: 06:36
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quote: Originally posted by Googlie
Any thoughts on arty units? (maybe in bases like MT and 2Nuts with adjacent fungus, where spore launchers - or enemy units - could lurk)
Fairly cheap at 20 mins |
Sounds great. I didn't know they cost as much as normal missile infantry.
Correction of an earlier statement: the B-4 built in Santiago Citadel can't reach Terrapeso next turn. So I guess the choice with which B-4 to sink the Morganic ship is easily made. 
quote: Originally posted by Modo44
If we are still going to invade (I am in favor, as you know), then best defenders and after that - the most expensive units. Basically preparing to invade. If the invasion is to be called off, take out the most expensive targets and crawlers. |
Problem is our hardened B-4s are too weak to handle Morgan's best defences. In Vander Eudaimonics they have a plasma sentinel (3 armour) of veteran morale (+25%) in a base (+25%) covered by a sensor array (+25%), which for the record is just out of range of our aircraft - we can't destroy it. Attacking that unit - or other disclipined plasma units in bases - would most likely be suicide for our hardened B-4s. Even for our hardened B-6 taking on that veteran plasma sentinels would be fifty-fifty. So I'd like to stress it's important to build as many air units as possible in our aerospace bases (instead of normal bases), to get that much needed morale bonus!
quote: Originally posted by Googlie
It's [SC1] a no-minerals base, so we're not detracting from any other builds there (the 2 accumulated minerals will convert to energy credits, if I understand Maniac's other posts re: stockpiling energy) |
Ah no. The credits received by the stockpile energy bug are determined by the mineral production at the turn when you build the production item, not by how many minerals are forwarded. I used to think this mistake too a few years back, but I thought it was you who corrected me. 
So in any case, we wouldn't get any free credits from building the CDF at Sparta Command (or one, if next turn we'd switch a SC1 forest worker to a mine, becoming empty after the supercrawler is cashed in).
So those 2 minerals currently in store in SC2 would be lost, as we'd have 302 in store after cashing in the crawlers, while we only need 300. And overhurried minerals are lost, as I too learnt from you in ACDG2. 
For the record, two other bases where we could build the CDF are Santiago Citadel and Gythium Harbour. By building it in SC2 we'd lose one mineral to overhurrying, and we'd get more free credits from the stockpile energy bug compared to SC1. By building it in GH we'd lose nothing to overhurrying, but of course that base is more vulnerable for someone wanting to repeat what we did to Morgan Industries, if we're afraid of that.
But all in all, I'd say I've written a lot of text with the general conclusion it doesn't matter that much where we build it. 
quote: Originally posted by Modo44
[*]Fort Superiority (27)
Longstrider or Impact Rover for active defense (of us, Zak and Lal) or to join a second wave against Morgan. Or leave it at 2-turns Amphib Missile Rover production without rushes. |
What would you think of an Aerospace Complex there? Then we could build commando aircraft in Arcadia as well. We could hurry AerComplex production '65 with a crawler to speed things up.
quote: Except if there is growth, we should try to stabilize some bases at optimal values of minerals, so they can keep building without rushes without losing too many minerals (preferably none). |
Due to the mineral carry-forward (does Civ3 have that btw? - I can't remember) losing minerals doesn't form a problem yet at the moment.
Regarding recycling tanks, while they are a good investment, I can think of a better one: a supply crawler!
Consider:
For 40 minerals you get one nut, one mine and one energy (which in our case is often lost due to inefficiency)
For 30 mins and some 12 terraforming turns (mine + road on rocky) you can get 4 minerals.
Which one do you prefer?
Even when the crawler is only harvesting a forest (2 mins) I'd personally still opt for it, as the crawler has some additional advantages over a recycling tanks:
a) It's a unit: in other words it's mobile & flexible, and it can move to wherever it's most needed at a certain time.
b) It's a walking mineral reserve. Unlike a rec tanks, we can cash it in for some project at its full mineral value whenever and wherever we deem fit.
I know I'm heavily in the minority though regarding recycling tanks. 
Edit: Oh yeah, some other stuff.
Steppenwolfs (6~-2-2) : since we're moving itt to Minas Tirith, what will Hermes do? IIRC previous suggestion was to let Hermes pick up the Steppenwolfs, and let them attack Laborer's Throng.
We could use the new GH Mercury transport to ferry the missile infantry to MT. I guess that would give us enough units in place to garrison the base and hold off any Hive units in the next couple years. Therefore, how about making use of this opportunity to send the commando missile and impact infantry in MT to the nearest monolith for an upgrade to elite?
(In fact, after upgrading our scout patrols to police units, we'd have an overabundance of garrison units allowing us to move them freely around, and we could give many commando hoplites an upgrade to elite.)
Last edited by Maniac on 24-03-2005 at 21:37
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Modo44
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in western Poland
Jul 2004 time: 06:36
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quote: Originally posted by Maniac
So I'd like to stress it's important to build as many air units as possible in our aerospace bases (instead of normal bases), to get that much needed morale bonus! |
That I did not think of. We are making air units in those bases at the moment, right?
quote: Originally posted by Maniac
What would you think of an Aerospace Complex there? Then we could build commando aircraft in Arcadia as well. We could hurry AerComplex production '65 with a crawler to speed things up. |
Definately worth it. With 3 bases concentrated on air units, we could start making other things elsewhere sooner.
quote: Originally posted by Maniac
Due to the mineral carry-forward (does Civ3 have that btw? - I can't remember) losing minerals doesn't form a problem yet at the moment. |
Production does not carry over in Civ3. Sorry about that. You can disregard my Civ3 concepts. 
quote: Originally posted by Maniac
Regarding recycling tanks, while they are a good investment, I can think of a better one: a supply crawler!
Consider:
For 40 minerals you get one nut, one mine and one energy (which in our case is often lost due to inefficiency)
For 30 mins and some 12 terraforming turns (mine + road on rocky) you can get 4 minerals.
Which one do you prefer? |
Being a builder, I would personally take the balanced choice, evan if it is a bit static - Rec. Tanks. However, we are not exactly a builder faction, in which case Crawlers seem better for Sparta.
quote: Originally posted by Maniac
I know I'm heavily in the minority though regarding recycling tanks.  |
That is a growing "minority". 
quote: Originally posted by Maniac
(In fact, after upgrading our scout patrols to police units, we'd have an overabundance of garrison units allowing us to move them freely around, and we could give many commando hoplites an upgrade to elite.) |
Or, you can consider them cheap "filler" troops to go for Morgan. Could some of those not be used as "hulls", to be upgraded underway or even on (soon-to-be-former) Morgan soil?
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Snoddasmannen
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I've opened the turn, and nothing dramatic has really happened that I can see. Some observations:
- Gaia is still blocking us.
- The B-4 was 50% damaged in the mindworm-attack, so that'll not be of great use to us right now.
- The Morgans have switched taxes to 70% credits and 30% labs. So they have no research but an income of 255!
- I can see two Hive impact speeders approaching MT
- Morgan has founded a new base "Morgan Construction" well inside the former Hive/Morgan neutral zone. There is a Hive rover in the vicinity, if we could entice them to declare war ...
With regards to Gaia, I suggest we attack them this turn. Their units are still stacked on the choke-point, so we may be able to take them all out. Also, our scout rover should follow the river and see if Gaia have a defender in their new base (and if we so if we can destroy it).
As a precursor to this, I suggest we should post the Debbie article in the general forum, along with an announcement that Major Snoddasmannen has been made the official ambassadeur to Gaia, or something like that They'll be terrified.
Oh, and we did get IntInt from the Angels (boy is my face red ) and Morgan doesn't have it.
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Snoddasmannen
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I guess we need to reach consensus on how to deal with the Gaians. Anybody object to an attack?
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Maniac
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Gent, Belgium
Jul 1999 time: 06:36
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Midturn MY 2164 Battle Report
Diplomacy
- The Angels have given us Intellectual Integrity.
Combat Operations
- War declared on the Gaian Union! R-112 killed a worm and a spore launcher. The other two worms survived with 90% collateral damage though, along with the probe team which is also still alive.
Ah well, easy killings next year, if the Hive won't deal with them that is. R-112 is 40% damaged, still commando.
- The new Gaian base Razorbeak Wood was still undefended! Our unity rover destroyed it, and we gained no less than one energy credit! How to proceed? Retreat north or southwest, disband the sensor array, follow the road south?...
- The Hivean 6-3-4 flagship has been sunk by our B-6 (which wasn't anywhere within range of Morganic territory).
- Two B-4s flying above Terrapeso, awaiting last confirmation what target to attack. Unfortunately there aren't any juicy targets in sight. The RG B-4 can only attack formers (despite there being a crawler on the same square). The SC3 B-4 has the choice between a former next to or a scout patrol in Morgan Vulcanology - the synthprobe in the base isn't chosen as first defender!
- The Morganic ship has moved southward according to the "Choke On This" support screen information. So it's possible our SC2 B-4 couldn't reach it. Still try and find it (with the risk of ending the turn in the middle of the ocean having accomplished nothing), or simply fly to SC3 for an assured target next year?
- The FB B-4 has a similar problem: lack of targets. Vander Eudaimonics is within range, but as mentioned earlier: that one has a veteran plasma defender.
It could perhaps go hunting after the Morganic ship instead?
Economy & Production
- Energy sliders reset to 50-0-50.
- Fort Superiority set to train a trance Res-3 Garrison, with the intention of cashing in a crawler next year and then switch to the real intended production: an Aerospace Complex.
- Fort Buster set to construct a B-4.
- All other bases set to crawler production for now.
- Minas Tirithic production switched to missile artillery. We can still change next year though.
Crawlers
- Fungal Gin Freight (renamed the trancesynthmetalsupplyrover
) boards the Aarvak at Arcadia University. Question: how about rehoming the Aarvak to AU to give 2NS a much needed extra mineral?
- Now follows a boring list of other crawler movements - you've been warned:
- TH crawler on mine.
- FL crawler positioned closer to FS and starts harvesting minerals - you never know we want to cash it in one day.
- IH crawler goes harvesting forest a tile SW, making place for the new FS crawler which harvests nutrients - FS nutrient shortage finally solved!
- RG crawler moves a tile SE to mine.
- FB crawler moves back to the mineral mine.
Crypteia
- Crypteia operatives in Monitoring Station discover foreign presence.
- Crypteia department set up in Iaci Base.
- Where to move Disco Volante?
Army (skip this part - just a boring list of hoplite movements )
- All ten scout patrols upgraded to police forces - called them "Citizen Defence Force" for now.

- Rolling Thunder II settles in Minas Tirith for repairs.
- Steppenwolfs proceed further west.
- AU Citizen Defence Force switched place with Raouls Rangers (Spartan Kel).
- Fort Liberal hoplite visits monolith. Skanky's Sileni, which aren't needed in Tegea Harbour anymore, garrison FL in the meantime.
- Commando MSN hoplite moves south for an upgrade. The remaining police can garrison MSN on its own.
- Commando RG hoplite leaves for the same purpose, rehomes to FB en route.
- Commando FB hoplite departs for the standard field trip, and rehomes to SC4 en route.
- Commando SC4 hoplite - How do you mean, you know what I'm gonna say?

- The hardened hoplite in SC1 switches places with the commando hoplite in GH, so that next year...
- Commando hoplite in SC4 switches place with hardened hoplite in SC2.
- Hoplite in OA moves to VV to relieve the commando hoplite there for a holiday to the monolith.
Navy
- SCC Invincible sails further towards the Gaian-Hive narrows.
- SCC Iaci joins the SCC Heimdall in its fungal hideaway.
- How about moving our GeneralTacticus-Vladimorei-Njord flotilla gradually south to repair and so we can check for any incoming probes while at the same time harassing Morgan coast?
Air Force
- Argonite B-6 flies to Gagarin Memorial.
- MT B-4 explores the fungus a bit before landing on the Minas Tirith airstrip. We can expect a steady flow of Hivean units for breakfast in the coming years.
- Damaged B-4 in East Arcadia: I wanted to fly to (9.25) to see if there were any probes in sight on that eastern tip, and then land in Mendelev College with the two last remaining movement points. But a Fungal Tower prevented this.
So the question now is: use the last two MPs to land, or to explore that tile anyway, but end the turn in mid-air?
Engineering Corps
- Forest expands near Fort Liberty.
- Tomcat-SC2 completes road near Sparta Command.
- Tomcat-OA1 completes road near Olympus Academy.
- Tomcat-SC1 helps build Tomcat-SCW3 a forest near Gythium Harbour.
Attachment: acdg3-sparta-2164mid2.zip
This has been downloaded 6 time(s).
Last edited by Maniac on 26-03-2005 at 05:43
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