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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:35
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MY-2174 moves
Naval Manoeuvers- Invincible trolled in the seafungus and disturbed an IoD – exterminated it
- Saw that the Angel probefoil had left UN Aid Station, and figured it might be heading for UN High Commission to the north, so sent the Njord up to investigate – sure enough, it’s heading there, but the Njord disturbed an IoD adjacent to the foil, so retreated to let the IoD destroy that probefoil.
- Brought the Njord back to Aid Station bay
- Sent the Tacticus up past the mindworm and thru the inside passage towards High Commission – it’ll beat the Angels probefoil to block that bay too (if the probefoil somehow escapes the IoD)
- Disco Volante continued east, and anchored beside a Unity Pod that we can pop in 2175
- Left the trannie with the R-112 and the Unity rover anchored outside Planning Authority awaiting reinforcements – we should upgrade that rover to a R-112 class amphirover soon
- Sailed the Iaci back and forth thru its seafungus field, but nothing stirred in the deeps
- Brought the Vladimorei down thru the fungus between our continents, but again, nothing stirred
- Moved the Minas Tirith and the Heimdall down and out of the Styx
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:35
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MY – 2174 moves cont ………
Unit Moves- Returned the B-4 flying CAP on the taskforce to Minas Tirith
- Ran the Unity Rover thru the Rio Rojo – again nothing
- shuffled the 2 Hoplites around in the Arcadian fungus, nothing except a University Ogre doing the same
- moved the Hoplite in the Mt Taygetus fungus deeper, but nothing uncovered
- Moved the Skanky on to our road system ready for a roll down to Argos and boarding the trannie there
- Arcadia’s new crawler moved south x 1 and se x 1 and commenced harvesting 2 nuts
- Moved an Arcadia University worker off the 2/1/1 tile to the ocean 3/0/1 tile – will result in an extra pop next turn – he’ll be a drone, but we can turn him into a specialist. Put a Rec Commons in the Q at AU
- ran the spore launcher up and down the fungus north of Iaci, nothing happening there
- scared up a mindworm northeast of Iaci with the roving Hoplite, but had only 1/3rd mp left so backed off
- sent the Disciplined B-4 from Iaci to destroy the MW – killed the worm for the 20 ec’s, but didn’t get a morale boost
- sent the B-4 flying CAP on MT’s forest mineral tile home the long way – Yang does seem to have withdrawn his troops significantly
- sent OA’s new B-6 to Argos, en route to the PK theater
- Upgraded a FL Hoplite to a CDF, and then moved a worker off the river forest to the farm
(edited to remove the out-of-date save as later version posted below)
Last edited by Googlie on 08-06-2005 at 02:52
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:35
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Called Lal - he wants PE but won't trade NG to us.
I didn't get a chance to ask if we could buy it as he hung up.
We do have 440 credits in the warchest, but I'd be reluctant to use any of it to buy from him when we can always provoke vendetta by stealing it in a few turns or so. (The Disco Volante is 4 turns away from either UN Great Refuge or UN Aid Station)
Further moves- Moved the Transport Foil from the Straits of Laconia into the Styx, and sent a B-4 from Cratersouth to fly CAP on it
- Sent FB's new B-6 into transit to Argos, for ongoing to Iaci Base
edited to remove outdated save - later version posted below
Last edited by Googlie on 08-06-2005 at 06:54
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:35
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quote: Originally posted by Snoddasmannen
Then we chase them, and on uncovering an IoD we run away, spoiling for them rather than destroying it and profiteering for ourselves.... Very cool  |
And the neat thing is, while they'll undoubtedly suspect our hand in this, thet won't be able to prove anything, as we're not in their sight (I'm not even sure if the wildlife moves happen at the end of our turn before the year switches to the Gaians 2175, in which case they'll just get the message "Your probe foil destroyed by an IoD"
quote: Btw, we can try to capture it next turn after it has slaughtered the probe foil. And also, be advised, it is possible to capture mindworms through a direct naval attack from a foil, I bet it's possible to capture spore launchers as well. We can take a stab at the one right next to the cruisers next turn. |
I never knew that (in 7 years of playing) Will definitely try it next turn. Not sure with the launcher, though, if we don't just engage in an arty duel.
Talking of which, I wonder what it'd cost to upgrade all our cruiser hulls to missile weapons? - and whether it's worrth the expense. Might be better to upgrade them after Neural grafting to empath & marine, for joint IoD capture and for boarding trespassers
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:35
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Further moves- Moved FS Spartan Kel to Argos where he boarded the Heimdall
- Also boarded the Longstrider there and a Crypteia (it’ll pick up its 4th at Iaci base, which currently has 2 Crypteia)
- Rushed Ironholm’s Crypteia for 3 credits
- Rushed GH’s crawler for 20 credits – it can be used for nut crawling next turn, or MM’ing a crèche
- set 1 of the 2 Tomcats sw of Tegea to roadbuilding preparatory to foresting with the second Tomcat starting planting
- Upgraded the Hoplite in VV to a CDF
- Started a “retire this” in VV, and added the crawler to hurry the prototype, then retired the design. Instabuilt a Crèche
- ditto in AU for a rec commons (will grow to size 7 next turn) using the crawler that was just ferrying 1 nut (as the forest had expanded over the rainy tile it was on)
- Ditto in Messena for a Rec Commons (using the RG crawler on the mine to the south)
- moved a RG worker off the farm to a forest to save rushing its crawler completion – can return to the farm next turn (and the crawler can go to the mine its predecessor vacated)
- Gangfarmed 59:21 (5 tomcats) – can be utilized by SC, SC2 and GH – 2 turns
- gangmined 53:9 (4 tomcats) – 3 turns.. Rio Grande’s upcoming crawler can be used to MM a Rec Commons for Messena, then next one can work the new mine
- Put two tomcats west of FL building a condenser on the newly farmed river tile
- sent a B-4 from MT to CAP the invasion force south of Labourers Throng
- Sent the F-6 from 2NS en-route to Iaci – Lal has 1 penetrator active, and we don’t want our fleet picked off by a lone rogue pilot
- sent the 2 B-4’s and the lone B-6 from Iaci on sorties over the adjacent fungus to see if their engine noise or shadows would scare up any mindworms (didn’t)
Build Orders Needed- Santiago Citadel needs a Complex and a Rec Commons (currently size 7 with a specialist). It has an unused fresh crawler, so can MM a Rec Commons for 2175. or the crawler can MM a facility in OA, SC, GH or Cratersouth.suggestions?
- Fort Soup (size 7, can support size 8 with the Hoplite upgraded to a CDF) needs a Research Hospital then a couple of Wombats to get rid of that pervasive fungus around it. Put a crawler (1 turn) into production for this turn, can be used for nut crawling, MM’ing or minerals crawling as needed
edited to remove obsolete .sav - see post below for latest
Last edited by Googlie on 08-06-2005 at 20:19
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vishniac
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Lausanne, Switzerland
Feb 2002 time: 06:35
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quote: Build Orders Needed- Santiago Citadel needs a Complex and a Rec Commons (currently size 7 with a specialist). It has an unused fresh crawler, so can MM a Rec Commons for 2175. or the crawler can MM a facility in OA, SC, GH or Cratersouth.suggestions?
- Fort Soup (size 7, can support size 8 with the Hoplite upgraded to a CDF) needs a Research Hospital then a couple of Wombats to get rid of that pervasive fungus around it. Put a crawler (1 turn) into production for this turn, can be used for nut crawling, MM’ing or minerals crawling as needed
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-- Hem! It seems Santiago Citadel already has Rec Commons. Since it has a specialist, why not a Tree Farm, thus using the +50 psych and giving the nut base necessary after it gets a Hab Complex?
-- Same with Fort Sup. A Hospital would give +50 psych. I repeat that an Hybrid Forest, while seeming expensive at first, would give the same + more raw energy + the end of any food problem + bonus economy +free a crawler currently harvesting 2 nuts.
-- About future facilities in OA, SC, GH or Cratersouth: I'd say nothing in OA. GH and SC would profit from a Tree Farm (giving food base before a creche effectively popbooms).
Otherwise:
-- I propose the seaformer at AU build a tidal harness.
-- I think it would be better to plant forests (1-2-1) then MM a Tree Farm than planting farms (3-1-0) then building creches then replanting forests later to get more minerals. It could spare a lot of time. I say that for Messena and the rest of Laconia.
--Developement strategy: why not concentrating the MM to 2 cities by continent until they are powerful enough to join the effort of developing others, instead of building facilities left and right to upgrade the general level of the entire continent?
--Question: I feel a reluctance to build tree farms, is it real? In my view, better first create the conditions (forests--->food, + tree farm) and then popboom than popbooming (creche) and stopping and rushing to plant farms with 1 mineral.
The current motto: "Invest massively NOW to reap more LATER!" We should take profit of building massive multi-benefit facilities.
That was a transmission from the Ministry of Infrastructure (otherwise pleased with the instabuild in VV, AU and Messena ).
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:35
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quote: Originally posted by vishniac
-- Hem! It seems Santiago Citadel already has Rec Commons. Since it has a specialist, why not a Tree Farm, thus using the +50 psych and giving the nut base necessary after it gets a Hab Complex? |
Yeah - don't know what I was thinking when I wrote that (it was the psych window that threw me - I saw that we had 2 drones quelled by facilities, and I guess I thought that was the creche or summat - I dunno, really. Anyways, yes, a tree farm would make more sense as we have lots of forest around that region
quote: -- Same with Fort Sup. A Hospital would give +50 psych. I repeat that an Hybrid Forest, while seeming expensive at first, would give the same + more raw energy + the end of any food problem + bonus economy +free a crawler currently harvesting 2 nuts. |
I agree, given that it already has a tree farm. But it costs 24 rows, so it'll take either 11 turns to complete, or six crawlers plus 32 credits, using the MM (and at 1 crawler per turn that's six turns, so it's a faster way)
quote: -- I propose the seaformer at AU build a tidal harness.
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Agreed - orders given to that effect
quote: - I think it would be better to plant forests (1-2-1) then MM a Tree Farm than planting farms (3-1-0) then building creches then replanting forests later to get more minerals. It could spare a lot of time. I say that for Messena and the rest of Laconia. |
Well, Messena already has a creche, so buyilding farms capitalizes on that pop-boom opportunity to get it to size 7 quickly. (And crawled farms+condensors produce an awful lot of nuts for a base - but obviously not the minerals that a Tree Farm+Hybrid Forest produces)
quote: --Development strategy: why not concentrating the MM to 2 cities by continent until they are powerful enough to join the effort of developing others, instead of building facilities left and right to upgrade the general level of the entire continent? |
We've done that minerals wise, with five key bases. Vladivostok (17 mins), Fort Buster (14) and Santiago Citadel (14) on the mainland and Fort Soup (22) and Arcadia University (14) on Arcadia. These should be the ones that we build to size 14 so that they can indeed support the others' growth
quote: --Question: I feel a reluctance to build tree farms, is it real? In my view, better first create the conditions (forests--->food, + tree farm) and then popboom than popbooming (creche) and stopping and rushing to plant farms with 1 mineral.
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I don't think there's a reluctance other than the cost. Tree farms cost 12 rows of production and just give 1 extra nutrient per worked tile. Anbd they cost the same to maintain as a Holotheater (3 per turn)
For 110 cost we can get a creche plus a Holotheater, which gives better drone control while we popboom to Hab Complexes.
i agree that to maintain growth from 7 to 14 we need Tree Farms and Hybrid Forests - plus, prolly, a slew of Hydroponic satellites, but that's more a late game strategy than this early-mid game situation.
Isn't it better to have ten size-7 bases than five size-14?
Some additional moves- Put the seaforemr at AU on building a tidal energy harness on the improved nut tile
- Moved iaci's ginfreighter to the forest tile south of Fort Liberty, to be closer to any Uni basre that starts the AV (hopefully Climactic Research, next turn)
- Moved one of the MT formers onto the rocky tile to roadbuild - the other had no mp's left
- put a B-4 on CAP over the more exposed one (on the rocky tile - it skirts Yang's border)
- Sortied craterwest's F-6 over the coastal fungus to check if any Morgan naughties are hiding - none
Unit orders needed for Santiago Citadel's crawler:- Instabuild something in SC (recycling tanks?), SC2 (Hab Complex?), OA (Rec Commons or Creche?) or SC4 (Rec Tanks or a Rec Commons?)
- crawl 2 more minerals from the forest tile to the northeast
- rehome to GH and crawl 2 nuts from the suburbs there
That crawler is the only unit remaining to be moved
new save attached
Attachment: acdg-3 - sparta, 2174-penultimate.zip
This has been downloaded 4 time(s).
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