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Googlie is offline Googlie
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Apr 1999
time: 21:17
  Old Post 27-04-2005 07:07 Visit Googlie's homepage!
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MY 2169 Planning Thread Support Apolyton or Terrorists Win

Something I was going to do this turn but got pre-empted by Modo's finalizing it

Move the Crypteia from Fort Liberty to Mendelev College, en route to staff the new University base about to be built on 5:31 - a coastal base, and thus exposed to other factions' infiltration/techsteal activities

And after the fungiformer at FL rolls out, train another Crypteia there asap

Googlie is offline Googlie
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  Old Post 27-04-2005 07:38 Visit Googlie's homepage!
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quote:
Originally posted by Googlie
.....but got pre-empted by Modo's finalizing it



OOPS - I guess I owe Modo thanks - I was going from mart's 20:43 PST instead of AndiD's (correct) time of 13:54 PST

GGLIE

Thanks M D

Googlie is offline Googlie
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  Old Post 28-04-2005 19:37 Visit Googlie's homepage!
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I'd like to commission another longstrider at Iaci Base - now that Lal has degraded us to treaty we've lost that secondhand infiltration on the Angels. We need to get Lal infiltrated to rrestore it, and a probe out of Iaci is faster then detouring the Disco Volante again

Maniac is offline Maniac
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  Old Post 28-04-2005 19:44
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Tegea Harbour is connected directly by road to that Peacekeeper base near the Geothermal Shallows (though you don't see the whole road), so for an even faster infiltration we could just move the Crypteia in TH down the road and walk right in.

You gotta love the work that PK former has done.

Googlie is offline Googlie
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  Old Post 28-04-2005 20:12 Visit Googlie's homepage!
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Avatar Enlargement: We've got the solution

Aha - and that probe, assuming success, would then be returned right to GH

1st item on the 2169 turn

Maniac is offline Maniac
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  Old Post 30-04-2005 02:03
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I noticed Rolling Thunder II is worm hunting off the Río Rojo. According to Kody's research the chance for capturing worms is highest on fungal river squares outside a base radius and outside sensor array range. There's only one square around the Great Fungal Wall that still fits this description. May I therefore for maximal chance of stirring up worms suggest to let the Rolling Thunder patrol as shown on the screenshot?

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Maniac is offline Maniac
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  Old Post 30-04-2005 02:06
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The same counts for Northern Arcadia. There we also have only one suitable fungal river square outside our base radii. So we could let some units move there and back again constantly, as shown on the screenshot.

By the way, note a forest has disappeared on the ensquared tile. May I suggest sending Skanky's Sileni to check out that area?

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Maniac is offline Maniac
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  Old Post 30-04-2005 02:07
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In Central Arcadia there's also a river, with three tiles covered by fungus. The hoplite could patrol those. The spore launcher can of course move over unrivered fungal tiles as fast as rivers, but since it can't flame any worms that pop up, I guess it better stays somewhere in the neighbourhood of the hoplite.

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Modo44 is offline Modo44
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  Old Post 30-04-2005 02:11 Visit Modo44's homepage!
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One simply has to Love the Worm Hunting Experience (TM) provided to us by Maniac. Great job.

Maniac is offline Maniac
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  Old Post 30-04-2005 02:14
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A few more little suggestions and questions:

Move elite TH CDF to AU.
Move Argonite synthmetal skirmisher to Ironholm (From there on it can continue to the nearby "worm arena"). Argos now has a replacement CDF for garrison duty.

If we switch to Democratic:
Move hoplite on Liberty monolith to FS, to provide garrison for the seventh pop that would appear.
Give AU two nut surplus for popbooming, and keep Spartan Kel in AU for garrison duty.

If we don't switch to democratic:
Turn a FS crawler to mineral production. There's no point in keeping a large nutrient surplus there, since we can instantly grow to size seven anytime we want.


What will the Arcadian fungicidal formers do?
What will the GH crawler harvesting nuts do?

Maniac is offline Maniac
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  Old Post 30-04-2005 02:19
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quote:
Originally posted by Modo44
One simply has to Love the Worm Hunting Experience (TM) provided to us by Maniac. Great job.


You are its spiritual father.

wuy3 is offline wuy3
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  Old Post 30-04-2005 07:41 Visit wuy3's homepage!
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doesn't planting massive amounts of forests go faster then just plain fungal removal since forests can expand and replace fungal squares?

Modo44 is offline Modo44
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Of course it does. You connect bases by Roads, and plant a Forest under each Road right from the start. The only thing to take care of after that are Rocky, and Rolling+Rainy tiles (Flatten/Mine the first, CTRL+SHIFT+s the second ). It is kind of late to do that, though — Forest does take time to grow...

Googlie is offline Googlie
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  Old Post 03-05-2005 05:41 Visit Googlie's homepage!
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MY-2169

Suggested changes:

Switch to DEM, for commencement of Operation PopBoom – Note that we have 3 crèches currently built, so that popbooming can commence immediately, if we have the nut surplus and base facilities

Set sliders to 40:10:50 so that increased population doesn’t automatically mean drone riots

Candidates:

  • Arcadia University:- Move worker off forest onto offshore kelp nutrient – will grow to size 5 in 2170, but next pop will be a drone (1st 2 citizens are pacified by the holotheater, and 2nd 2 by the 2 base garrison units acting as police). Needs a rec commons or else 2 cdf’s instead of the current Impact Infantryman and Hoplite. Currently building a crawler. Rush it next turn (5 credits) then change production to a Rec commons.
  • Fort Liberty:- Fungiformer clears fungus on tile due west, and constructs farm (rolling, rainy, river) and solar collector (1620 meters) – 3/1/3 is better than a road and mine giving 2/2/1, for popbooming. After that it flips round the river bend to 87:15 and does the same there. These extra 6 nuts will force growth to size 6, so we need a rec commons next (that plus the cdf and hoplite covers to size 5, so either we need to switch a hoplite for a cdf, or else run with 1 talent in the base)
  • Fort Superiority:-Tree farm will give 3 extra nuts , so in 2171 will grow to size 7. It will then have a 3 nut surplus (assuming the 7th worker is put on a forested tile, but needs a Hab Complex to grow, as well as another cdf to offset drones. So, after the Tree farm, next turn, switch to a Complax, and find another cdf somewhere (then 8 workers can be maintained – 2 covered by the rec commons, 2 by the holotheater, and 4 from the 2 cdf’s – any more will need to be talents until we get a research hospital built there, which will take care of another 1)
  • Gythium Harbour:- Currently size 4, with a rec commons and 2 Hoplites doing police work. Also currently has a 2 nut surplus. Switch production to a crèche, and upgrade or swap one or both hoplites for cdf’s
  • Rio Grande:- currently size 3 with a hoplite and a cdf curbing drone activity. Needs a rec commons as well as a crèche, but can grow to size 4 with a hoplite>>> cdf switch, and further growth can be talents until Rec Commons active. Good site for nutrient development
  • Santiago Citadel:- Size 4 with a rec commons, hoplite and cdf controlling drones (they’d also control up to 5 drones) With worker reallocation could run a 2 nut surplus right now. Start a crèche in 2169, with a Tree Farm to follow.
Current size 3 bases and opportunities
  • Fort Buster::- Aerospace Center there, so crèche, Rec Commons etc would detract from Air Force building
  • Ironholm:- has 6 rainy tiles in its base radius (but 4 under fungus), so is a prime candidate for farms and condensers, even letting other bases crawl nuts from there. Fungiformer completing next turn goes 1 south and then 1 east to clear that fungus and farm that rainy tile (can be used by either Ironholm or Fort Soup) – then either continues on that loop to give Fort Soup more farm tiles – can tagteam with FL’s fungiformer for instabuilds – or head to Ironholm’s east and northeast radius tiles to defungus and farm there. Would need a crèche then a rec commons
  • Sector Craterwest:- Currently running a 2 nut surplus, but needs a crèche to take advantage of it. Drone control is an Ogre and a hoplite, so would need the hoplite to switch for a cdf, or else a Rec Commons ASAP after growing
  • Sparta Command:- A couple of 2-nut tiles in its radius, but we’ve dumped so many units onto SC1 for upkeep that we can’t readily shift workers onto nut surplus tiles. Would need some homed crawlers (to mineral crawl) before we could do that, so likely not an early candidate – which is a pity, being our HQ and likely site of any possible Spartan Super science City). Would also need a switch from its hoplite to a cdf, or else a Rec Commons, and eventually a Holotheater. A long term project
  • 2 Nuts Strand:- nutrient rich, but minerals poor. Needs a fungiformer to clear fungus and plant forests to get the minerals count up. It does have 3 rocky tiles within its radius, albeit 2 are fungus-covered, so there’s minerals potential there


Summary: Changing to Dem next turn – and after shuffling a few units around to cope with the loss of some free upkeep that Fundy provides – would result in some immediate population gains, and get our popboom started.

Modo44 is offline Modo44
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  Old Post 03-05-2005 08:17 Visit Modo44's homepage!
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Why not prepare more basic infrastructure first, with more production available? Why definately bring Yang back against us, before we are sure about his intentions? I mean, what is the problem with waiting a few turns?

And what is so wrong about Rec Tanks?

Googlie is offline Googlie
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  Old Post 03-05-2005 08:47 Visit Googlie's homepage!
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quote:
Originally posted by Modo44
And what is so wrong about Rec Tanks?


Nothing wrong with them - in most SP games they are the first thing i build - that 1-1-1 for 300 or 400 years is an awesome return on investment

but ....

most PBEMs rarely last longer than 2225, and then the equation isn't so lop-sided. Deferring creches (to fuel a pop boom) by, say, 5 turns while you build a creche in a base literally can cost a player the whole game. As vel rightly says, it's all about turn advantage, and if you can get from size 3 to size 7 (or even better, 14) in five fewer turns, that's am awesome advantage

Consider (and to keep it simple, say it's 2170, and we will, after creches, be able to popboom from size 3 to 7 in 4 turns and assume new workers work a 1/2/1 forest, and also that we build a rec tank or a creche in 4 turns)

scenario-1 2174:rec tank built, then start a creche, completed in 2178, then poopboom 1 per for 4 turns - 2179 through 2182 when population reaches 7

Cost of rec tanks 40 minerals, then 2175 through 21832(8 turns) of a 1-1-1 bonus, plus 4 turns (2179 - 2182) of a 1/2/1, three turns of 2 etc

Total nutrients: 18
total minerals: 28
total energy: 18

scenario-2 2174: creche built, and pop boom 2175 through 2178, when max of 7 is reached

Cost of rec tanks - zero (a creche is built in both scenarions, so is a wash)

total nutrients: 26
total minerals: 52
total energy: 26

Over time, of course, the addition of the 1/1/1 every turn overtakes that 4 year hiatus while the tanks were getting built, but you have to hope the game lasts long enough gfor you to get ahead in the equation, and as well, the lost opportunity is hard to quantify - what could you have been building with those extra 64 minerals (the 40 for the rec tanks plus the 24 differential per base that's booming), and what boost did the extra 8 energy (per base booming) give to your research?

So it's not that anything's wrong with rec tanks, it's just that many think that in PBEMs they are lower on the priority list than some other facilities. (Of course, if you're Morgan - or the Pirates with their 200 credit seapodpops - you can afford rec tanks 'cos then you can rush them in 1 turn, thereby restoring that vaunted "turn advantage" when you do pop-boom)

Googlie is offline Googlie
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  Old Post 03-05-2005 11:32 Visit Googlie's homepage!
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Turn's Up!!

MY – 2169

Moves to date

  • Loaded R-112 and Unity Rover from Gaian Monolith back onto the Heimdall
  • Hive Transport is blocking the Styx, so Pegasus is stalled in its journey north
  • returned the B-4 flying CAP over the fleet to Minas Tirith via the Hive troops in the fungus – still there
  • repositioned the fleet within striking distance of Vander Eudaimonics and Socialism Tunnels and Great Collective (see screenie)
  • Moved the Unity Rover trolling in the Great Fungal Wall back onto the Rio Rojo for better odds in the river fungus tiles
  • AA moves into Tegea Harbour and waits there for the opportune moment to link to the Network Node there
  • B-4 outside Gagarin Memorial lands there
  • Sortied the B-4 at Craterwest out to the fungus tiles in Buster ocean to see if anything was lurking there – nada


taking a break for the evening – will resume tom,orrow

Attachment: 2169 task force.gif
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Modo44 is offline Modo44
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  Old Post 03-05-2005 12:51 Visit Modo44's homepage!
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Nice math there, Googlie. However, we lack the friggin tile improvements to profit from Creches in the way you describe it. We can get the boost in Arcadia, but not in our homeland — not even close. Formers will take time to build things up — time when we would already be profiting from Rec Tanks.

And why is that task force not transporting a Crypteia?

Maniac is offline Maniac
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  Old Post 03-05-2005 14:27
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quote:
Originally posted by Googlie
taking a break for the evening – will resume tomorrow


I'm free from Wednesday on, so if you want I could play the turn, supposedly being "weekend".

I have a few important posts to make though referring to this turn and any possible popbooming (I played some turns ahead in the updated simulator), so could you please wait with further movements until I've been able to post those? Should be able to in a few hours, now a lesson starts soon.

I wanted to post them yesterday, but due to the downtime...

Maniac is offline Maniac
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quote:
Originally posted by Googlie
[*]returned the B-4 flying CAP over the fleet to Minas Tirith via the Hive troops in the fungus – still there


Quick question I've been wondering about : what does CAP mean?

DeathByTheSword is offline DeathByTheSword
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  Old Post 03-05-2005 17:07
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cover air patrol? something like that i think...

ah crap one of my bunnies is loose be right back

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  Old Post 03-05-2005 18:36
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quote:
Moves to date


Sounds good.

quote:
Originally posted by Googlie
[*]repositioned the fleet within striking distance of Vander Eudaimonics and Socialism Tunnels and Great Collective (see screenie)


If the Corporations finds us, they can sink our fleet with their noodles. May I therefore suggest to reposition the fleet at a location where we can provide air cover?

Some further suggestions:

  • SCC Iaci: move to (80.44) to pop the pod there. With its last MP this turn, move on (70.48). You never know we're lucky and stir up an IoD.
  • SCC Heimdall: it's probably faster to drop off its cargo at Twonuts Strand, certainly with the Hivean blockade of the Styx Straits.
  • In case Hive units are in range of the mineral forest (can't see if there are), park a B-4 over the mineral forest. Then we're sure of its mineral supply, and can safely work it.
  • Move the commando hoplite in FB a tile east en route to the Santiago monolith. Move the SC4 hoplite to FB. Move the SC2 hoplite to SC4.

Maniac is offline Maniac
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  Old Post 03-05-2005 19:01
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quote:
Originally posted by Googlie
Set sliders to 40:10:50 so that increased population doesn’t automatically mean drone riots


For what bases do we need psych? (As far as I can see, we have everything under control.(?))

quote:
Arcadia University:- Move worker off forest onto offshore kelp nutrient



As for AU's possible drone problem next turn, there's a CDF already en route to AU. Now positioned on a river forest between AG and FS (don't have the exact coordinates with me). We could then move Spartan Kel to Fort Soup to provide the garrison there.

Gotta go. See ya soon.

Googlie is offline Googlie
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  Old Post 03-05-2005 19:40 Visit Googlie's homepage!
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quote:
Originally posted by Maniac

I'm free from Wednesday on, so if you want I could play the turn, supposedly being "weekend".



OK - I'll hold off on any further moves

(Unfortunately, the fleet has exhausted its moves, so it's where it is for now hidden in that fungus patch (altho only the tactical coming on line next turn from Vulcanology has the range to reach it, and my bet was that they're patrolling fungus closer to their shores)

Last edited by Googlie on 03-05-2005 at 19:51

Googlie is offline Googlie
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  Old Post 03-05-2005 19:52 Visit Googlie's homepage!
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Here's the turnsave to date

Attachment: acdg3-sparta, 2169earlysave.zip
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Maniac is offline Maniac
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  Old Post 03-05-2005 20:58
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quote:
Originally posted by Googlie
OK - I'll hold off on any further moves


Thanks. I'm especially interested in the economic stuff btw, so if you're interested in military movements and exploration with SCV Disco Volante etc, go ahead I'd say!

Last edited by Maniac on 03-05-2005 at 21:20

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quote:
Originally posted by Googlie
[*]Gythium Harbour:- Currently size 4, with a rec commons and 2 Hoplites doing police work. Also currently has a 2 nut surplus. Switch production to a crèche, and upgrade or swap one or both hoplites for cdf’s
[*]Santiago Citadel:- Size 4 with a rec commons, hoplite and cdf controlling drones (they’d also control up to 5 drones) With worker reallocation could run a 2 nut surplus right now. Start a crèche in 2169, with a Tree Farm to follow.[/list]


According to my simulation, with our current terraformation, we can only popboom one base to size seven. May I therefore suggest to only build a creche at Santiago Citadel right now, and only build one in GH after we've constructed some more farms and condensers on the rainy foothills west of Sparta Command?
(If you're interested, I can upload the played simulation turns up to 2173 btw)

quote:
Sector Craterwest:- Currently running a 2 nut surplus, but needs a crèche to take advantage of it. Drone control is an Ogre and a hoplite, so would need the hoplite to switch for a cdf, or else a Rec Commons ASAP after growing


If we switch to democratic, due to the decreased nutrient needs to grow, SC3 would already already grow to size four by itself, without a creche.

quote:
2 Nuts Strand:- nutrient rich, but minerals poor. Needs a fungiformer to clear fungus and plant forests to get the minerals count up. It does have 3 rocky tiles within its radius, albeit 2 are fungus-covered, so there’s minerals potential there


Yep. Once we can get some formers and crawlers over there, that base will rock.

quote:
Originally posted by Modo44
Formers will take time to build things up — time when we would already be profiting from Rec Tanks.


While recycling tanks give a constant 1-1-1 right from the start, the two formers you could build instead with those 40 minerals, keep terraforming and with every added terrain improvement become more and more profitable than a recycling tanks. (I think)

Googlie is offline Googlie
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quote:
Originally posted by Maniac

I'm especially interested in the economic stuff btw, so if you're interested in military movements and exploration with SCV Disco Volante etc, go ahead I'd say!


OK - I'll go ahead and play the unit moves, but leave formers, crawlers, base builds and worker allocations alone and post a new midgame save in 1/ hour or so

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  Old Post 03-05-2005 21:36 Visit Googlie's homepage!
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Update

Disco volante popeed that pod, got a sonar, that revealed a gaian laser foil by the Ruins. Also revealed another nearby pod, so popped that, and got a fungal gin freighter at Minas Tirith

(I took a screenie, but PhotoEditor froze on me, so I can't paste it)

Maniac is offline Maniac
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quote:
Originally posted by Googlie
got a fungal gin freighter at Minas Tirith


 
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