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Hercules is offline Hercules
Emperor
in Tir Na Og
Sep 2002
time: 05:28
  Old Post 14-05-2003 08:26
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Nautilus Pirates PEACE faction. Introduction and FAQ Inflate your Upload Space

Pirates Expeditionary Armada and Chironian Explorers. PEACE


Well welcome there maties the sloop is launched. We are adventurers and rogues. We enjoy wine, persons of the oppos.. ( whatever takes your fancy) sex, sea shanties, L3wting and of course piracy. And a lot more.

We want to rule the seas and just maybe the planet.

We are also democratic in the tradition of earlier pirates.


Suggestions of things to be decided

First you need to advise us what you want to be called and perhaps what title or position on board ship and responsibilities. First mates, Medic, Signals, Cook, cabin boy/girl?

What is the name of our main ship. What names for our bases. What weapons.
laser cutlass? Fusion Albatross?

How we play the turn. How we decide game moves. Who actually plays the turn and posts it. How do we discuss things by email to all of us or simply post here.

Our overall strategy for the game.

We will all have the little pirate icon but would we also like a minature pirate skull and crossbones added to our signatures.

Role play ?

Our language in the private threads and public (oh har, me hearties) threads.

Our password for the Pirates in this game is

neptune note all lower case.

It is very important to keep this secret to ourselves. There is the suggestion that the turn, zipped, be posted in the main Turn Tracking Thread, but I think that's a little risky. It is as easy to send the turn to 2/3 of us and for one of us to post it in this forum for others to look at.

Views. Suggestions

Last edited by Hercules on 01-10-2003 at 04:37

Googlie is offline Googlie
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  Old Post 15-05-2003 07:17 Visit Googlie's homepage!
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Last edited by Googlie on 14-10-2003 at 22:33

FlameFlash is offline FlameFlash
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Dec 2001
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  Old Post 16-05-2003 06:01 Visit FlameFlash's homepage!
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subbing...

ThePlagueRat is offline ThePlagueRat
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  Old Post 26-05-2003 20:34
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Concerning the overall stategy:

When can we expect attack upon our naval bases?

ThePlagueRat is offline ThePlagueRat
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  Old Post 26-05-2003 20:50
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Another FAQ: Through which channels is diplomacy conducted?

Googlie is offline Googlie
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  Old Post 26-05-2003 20:53 Visit Googlie's homepage!
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Got spare money?

quote:
When can we expect attack upon our naval bases?


from another faction? or from sealurks?

if another faction, they have to discover doc flex first, then build a foil, then find you - I'd say prolly in 20 turns or so ...

if a sealurk, I've no idea what the in-game formula is. If it's anything like the formula for the likelihood of finding one of the multiple mindworm pops it's prolly something like ..... #Turns = 75 - (n * DIFF) where n = # sea bases in the game and DIFF = dificulty level (at Transcend it'd be 5)

G.

Googlie is offline Googlie
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  Old Post 26-05-2003 20:56 Visit Googlie's homepage!
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Of course it may have nothing to do with # sea bases, as i've had coastal baseds attacked by sealurks as well - it might even be tied to your eco damage

G.

ThePlagueRat is offline ThePlagueRat
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  Old Post 27-05-2003 21:31
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It would be a very ugly situation if another team built a large navy, after the doc.flexibilty. They could, in theory, invade all of us easily with naval vessels? (if we are not prepared for it, that is)
Well, is the sealurk such a big threat to the bases?

Hercules is offline Hercules
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  Old Post 27-05-2003 22:59
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If another team invade our base, the extra min we have disappears as I understand it. This tends to throw the base into some sort of disarray.

To really control the seas we need the MMC and the Marine detachment ability which comes with Adaptive doctrine.


Flameflash wished to be involved in Diplomacy and has yet to open a thread with a suitably apt title. But no hurry yet as we're a few turns from meeting another faction.

Last edited by Hercules on 05-06-2003 at 05:53

FlameFlash is offline FlameFlash
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  Old Post 27-05-2003 22:59 Visit FlameFlash's homepage!
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Sealurks really aren't that big of a threat... it's all based on eco damage from my awareness of it (play the Pirates a lot).

As far as the other matter, yes, we need a lot of sea bases and naval units, the problem can be fixed a little by using Doc: Air and clean fighters when we get them to sink some of the boats...

ThePlagueRat is offline ThePlagueRat
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  Old Post 27-05-2003 23:31
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That's right Flame... The air-units are of great help to sea bases.
Once I got attacked by an huge AI player (Usurper) who used loads of conventional cruise-missiles against both my sea bases and my ships. Years of missile-rain... must have been 30+ missiles alltoghether. So I lost a few bases and many ships, and learned a lesson. Few turns later I managed to achieve economic victory, but they were militaristicly stronger so I was glad it was over.

Googlie is offline Googlie
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  Old Post 28-05-2003 01:10 Visit Googlie's homepage!
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quote:
Originally posted by ThePlagueRat
It would be a very ugly situation if another team built a large navy, after the doc.flexibilty.


Well - you have the monopoly on that tech right now. You'll likely be the first to make contact, with your 4-tile moving ships, so think long and hard about what you want to trade.

You'll be cash rich with ocean podpopping, so maybe you want to guard your own techs and buy from the others?

Of course, as soon as you get Planetary Networks you can get going on foil probes before the others get their probe defenses up - there are always enough coastal bases around to let you steal a few techs

G.

Hercules is offline Hercules
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  Old Post 28-05-2003 02:05
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From the AI at first I presume otherwise there might be the small matter of an early vendetta.

Googlie is offline Googlie
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  Old Post 28-05-2003 03:44 Visit Googlie's homepage!
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You're 1/2 way to Air Power (with Doc Flex). SFF is the other half.

Your beeline for it is Ind base and Applied Physics, to give you HEC, which is 1/2 of SFF. And Biogenics which together with Social Psych and Ethical Calc gives you Gene Splicing, SFF's other 1/2

That way, by the time you get air power, your ships have missile weapons and plasma armour, which pretty much lets you bully any tech out of any faction with little fear of reprisal

Isn't that how everyone plays the Pirates?

IMO Ind Auto is much overrated for the Pirates, except as a stepping stone to Doc Init and the MCC, and for seabases the CDF is almost worthless

G.

Googlie is offline Googlie
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Hmmm - reprise on the CDF - I just did some scenario testing.

A disciplined gunfoil vs a 1-1-1 disciplined scout in a seabase

odds are 4 to 5 attack vs defense (scout gets the 25% base defence bonus)

Put in a perimeter defense, no change, it's still 4: 5

Put in a naval yard and it's 5 : 10 (base defence +25% is replaced by the naval yard's +100%)

Now put a 1-1-1 amphibuous scout in a trannie and attack

with no perim or yard, it's 1:1 (a +25% infantry attacking bonus versus a +25% base defense bonus)

Put in a naval yard. No change, same bonuses apply

Put in a perim defense, and the odds change to 5:8 (still the attacking +25% bonus, but now the +25% base defender's bonus has been replaced by the perim's +100% defense bonus)

So what does it all mean?

For seabase impregnability, get the CDF and the MCC (and the CA wouldn't be bad either for the +100% defense against air attacks)

G

ThePlagueRat is offline ThePlagueRat
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  Old Post 28-05-2003 07:25
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Nice testing, googlie... It's something to keep in mind.

FlameFlash is offline FlameFlash
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  Old Post 28-05-2003 09:36 Visit FlameFlash's homepage!
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Why do you say Ind Auto isn't as good? Not only are those foils bringing in at least a mineral, they're also scouts and also easy ways to rush a SP.

Googlie is offline Googlie
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  Old Post 28-05-2003 10:21 Visit Googlie's homepage!
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Well, you do need Ind Auto to get Doc Init, and, yes, you'll need either land or sea supply crawlers/foils to rush SP's

(But don't overlook the humble former as an SP builder if cash is no object. It costs 1/2 as much to build as a crawler, costs about 90% to upgrade to trance armor, and delivers 40% of the crawler's contribution - for trance plasma it's 100 vs 110 to upgrade and delivers 4 completed rows versus 10 for a level-1 SP - but you can build 2 formers for the price of 1 crawler which does balance the equation more.

And lack of cash is rarely a Pirate concern)

I guess I just play the Pirates more aggressively than I do the other factions, mainly stealing or bullying for techs, and relying on an instabuilt Ascent from a switched obsolete SP and oodles of cash

G.

Hercules is offline Hercules
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  Old Post 28-05-2003 17:47
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Mine ye its in Pirate's nature to steals and fights. So we best be doings whats in
nature. Pillage and plunder.

ThePlagueRat is offline ThePlagueRat
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  Old Post 28-05-2003 18:14
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quote:
Originally posted by Hercules
Mine ye its in Pirate's nature to steals and fights. So we best be doings whats in
nature. Pillage and plunder.


Ahh, that's what me likes to do in spare time between pod-hunting seasons.

Someone here talked about the supply crawlers, but where is the most profitable area to put them to work? What will be most sensible, to prioritize production, food, or energy for those?
I think it depends on how the base is developing.

Land-crawlers are cheaper than sea-crawlers and I guess they can make more profit when put on land... Am I right?

Googlie is offline Googlie
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  Old Post 28-05-2003 19:06 Visit Googlie's homepage!
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crawl land minerals and sea nutrients and energy

Put a solar on every sea energy tile, and put a trance 3-res armor trawler on it, homed to your science city

A mine (with a road to nowhere) on 55:69 should yield 7 mins. A forest is better on 55:61, or maybe a mine/farm combo if nuts are otherwise in short supply

At 44:70 and 48:68 I'd normally put a solar and a kelpfarm, and just take the mins as a bonus, 'cos I'd be putting a borehole at 46:66 and again at 43:65 (in other words, I'd only build a mining platform for a base with no land to exploit via a mine or borehole)

That's how I play the Pirates anyway

You prolly need a special thread on terraforming to get everyone's ideas on the table

G.

Flubber is offline Flubber
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  Old Post 03-06-2003 19:07
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quote:
Originally posted by Hercules
Mine ye its in Pirate's nature to steals and fights. So we best be doings whats in
nature. Pillage and plunder.


Aye mate . . . but we needs safe harbour too. Foreign ports where we can drink their rum and err . . . dance with their women.

If everyone thinks we are a scourge . . . . well, we will be hunted down and have no place to rest and relax

Flubber is offline Flubber
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  Old Post 03-06-2003 19:09
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quote:
Originally posted by Googlie
crawl land minerals and sea nutrients and energy

Put a solar on every sea energy tile, and put a trance 3-res armor trawler on it, homed to your science city

A mine (with a road to nowhere) on 55:69 should yield 7 mins. A forest is better on 55:61, or maybe a mine/farm combo if nuts are otherwise in short supply

At 44:70 and 48:68 I'd normally put a solar and a kelpfarm, and just take the mins as a bonus, 'cos I'd be putting a borehole at 46:66 and again at 43:65 (in other words, I'd only build a mining platform for a base with no land to exploit via a mine or borehole)

That's how I play the Pirates anyway

You prolly need a special thread on terraforming to get everyone's ideas on the table

G.


I also would not favor building mining platforms. Food and energy is what the pirates are all about with mines and boreholes on adjacent lands

FlameFlash is offline FlameFlash
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  Old Post 04-06-2003 05:57 Visit FlameFlash's homepage!
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* FlameFlash nods.

Though the bases that are stuck need a balance unless they're specialized in one way or another.

ThePlagueRat is offline ThePlagueRat
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  Old Post 04-06-2003 15:49
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Allright... But bases also need minerals, so then we can put
crawlers all over the planet instead of having mining. Or what?

If there is to be a war, how do we protect those crawlers?
Cloaking would be ideal, but it comes into play very late.

FlameFlash is offline FlameFlash
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* FlameFlash nods.

That's why the balancing out of mining platforms is nice for bases that aren't science heavy or production heavy IMHO.

I've never been one much for specializing one way or another, generally all my bases are structured the same way in a SP game and MP so that way if one base falls, I only lose the base, not my entire science infrastructure, etc.

ThePlagueRat is offline ThePlagueRat
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  Old Post 05-06-2003 23:37
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I usually do the same as you FF... Then, at some point I want to boost science or production in a particular base, usually a huge one, and I start to specialize that huge base somewhat. With many labs, Secret Project, etc. Then I use other bases for military purposes... thus, I only use specialization in a small scale.

Last edited by ThePlagueRat on 05-06-2003 at 23:45

Hercules is offline Hercules
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  Old Post 25-08-2003 18:19
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By now you might have had a chance to read Googlies latest posting about the hacker sending an email to Tass with the passwords or a set of pasnwords that open each faction's turn.

I don't know what you think about Tass but I am not inclined to let him have access to our forum, thank you. In my view he is a loose cannon.

Views

Last edited by Hercules on 25-08-2003 at 18:51

FlameFlash is offline FlameFlash
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  Old Post 25-08-2003 18:23 Visit FlameFlash's homepage!
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Got spare money?

Haven't read that... what thread was it on?

Googlie is offline Googlie
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  Old Post 25-08-2003 18:31 Visit Googlie's homepage!
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See:

http://www.apolyton.net/forums/show...&threadid=95428

G.

 
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