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Hercules
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in Tir Na Og
Sep 2002 time: 05:28
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Hiya Pirates,First turn received.
Position 52, 64
looks like landfall to the west
3 colony pods 4 movements each and a gunsloop.
1 mineral resource immediately south of colony pods.
So where to build first base and directions for other pods.
we have 24 hrs and we can take each move 1 at a time.
First base name
Also what shall I call myself Captain Hercules? (the Greek)
Last edited by Hercules on 16-05-2003 at 05:04
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johndmuller
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Capitol Hill, Colony of DC
Feb 2001 time: 00:28
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Cuspidore Brownbeard here.
(sorry for this long post - maybe I should be Cuspidore Blowhard instead ; there is a concrete proposition or two in here, so at least skimming through to the end is requested)
Based on the depths and shading in our little window, and the gossip of the mermaids, it is possible that there is some land just beyond our view to the SouthEast.
Methinks it's a tad unsavory to look at the gridlines to tell where the land is, but we are an unsavory lot, we Pirates, so based on our "inherent seafaring nose for land", it would seem that there are some major geological features a few days sail to the East (a definite large landmass) and a less dramatic skyline to the West, but still definite indications of elevation, also about 2 day's sail away. To the North and South, there are small ripples here and there which would suggest occasional small islands (although a large flat low-lying area could be anywhere).
My suggestion would be to cruise around the min special counterclockwise with the gunship - (51,65), (51,67), (53,67) to check out the immediate area and see whether or not there is any land to the SE. Secondly, I would take one of the SCP's and go due West with it for its full move unless land pops up or as is otherwise possible given fungus conditions. Third, move a second SCP simililarly to the east (perhaps waiting and/or deviating a little to help explore the SE in behalf of the 3rd Pod). Lastly, move the 3rd SCP to (53,65). If there is land in sight, build a base (this turn if comfortable enough with the geogrphy) in the nicest looking spot adjacent to the land, while keeping the MinSpecial within the production limits. This 3rd CP would be founding the HQ base in the general area we are in at the beginning. I imagine that Googlie salted this vicinity with good stuff he thinks the Pirates would appreciate, like monoliths (it would be great if he gave us a sea monolith), bonus tiles, rivers, rum and whatnot. (In another game he designed, he put the Borehole Complex in Pirate territory.)
There is always a trade off between cruising around scoping out the terrain to pick the best spot and getting started a few turns earlier, so I would propose adding this Law into the [u]Compleat Buccaneer's Book of Etiquette[u]: [i]No Captain Shall be made to Walk the Plank after on account of their base site selection by second-guessing in light of later terrain info. Bad decisions in the face of adequate knowledge is another matter - subject to punishments not to exceed Keel-Hauling .
If we want to divide up the turn play, I would suggest one person to move the ships (that could lso be broken down into Explore(with the gunship) and Colonize (with the SCP's) for 2 people to do) and another to operate bases. Other roles at this point could be Research director and Terraforming Crew Boss. Basically, once the 3 colonies get planted and the base productions set, there won't be much to do for the next 5 or 10 turns, unless we get some pod windfalls.
Speaking of Pods, I would suggest that we refrain from popping pods which are likely to be within a future base until that base is built, giving us the good-pop effect for those pods (although earthquakes can happen, which are fatal for ships that are too close).
As a offer to get us moving, I'm willing to move our ships this turn (according to the plan above or whatever other general plan might be recommended by a Captains' Consensus) and turn over the rest of the turn to the Base Operations Captain (assuming I founded a base, taking my chance on being keelhauled) who could then do their thing with the base's name, production, etc. I'm willing to do this role for 10 years (or thru 2110 to get/keep our shifts on even dates). After a few years, the Sea Operations Captain would essentially become the Exploration Captain (and the role would be to just pilot the gunship) while the Base Operations Captain would have most of the work. After 10 years, we could rotate jobs and have a Terraforming Captain and/or a Land Forces Captain to also join in the actual play of the turns.
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johndmuller
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Capitol Hill, Colony of DC
Feb 2001 time: 00:28
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Well Maties, it turned out that there was indeed some land to the SE; in fact there is lots of land all around and quite a lot of "stuff" to look at in our neighborhood. So after stumbling into one special after another, it seemed better to use up all the movement looking around instead of founding a base too quickly and regretting the exact placement later. In fact, my initial thoughts were to put the base at (51,67), looking at a Monolith, Min and Nut specials, and an adjacent (good) pod in the base area, which is not a bad place, but the Min special I could see at that point at (52,66) has fungus (an unfungused one later turned up at (48,68), somewhat reviving the fortunes of the original site idea), and the grass started to looking very green further east. Having seen all the good stuff Googlie seeded our area with on the east, I am now favoring establishing not 1, but 2 bases in this general area instead of immediately barging in on our neighbors to the farther east, to make more with what the Googs is offering right here anad now. Ye olde parrot in the hook, versus the parakeets in the rigging.
I am currently thinking that we can use SCP #!, at (49,69), to place a base at (53,69) - on the Nut special itself to give us good nut production right off the bat - with just one worker, at the monolith, I think that it would produce 7 nuts (5 in the base tile) which should help jump start our population growth; the 2 pods within the base perimeter should give us some good stuff, perhaps another monolith, a lot of money, an extra gunboat, whatever, hopefully at least 1 enduring good thing and no earthquakes or sonar scans. There are still 5 unknown tiles in that base area too, which likely will contain a pleasant surprise or two
The potential base site at (57,63) looks just too good to pass up, with 2 Mins a Nut and an Energy special (and 4 tiles still to be revealed) and a location that also bridges the gap between two pieces of our archipelago; I am suggesting that we use SCP #3, at (58,64), to plant a base there next turn, maybe with a little more exploration while on the way to reveal those 4 unknown tiles.
SCP #2 at (49,61) is still headed west, if it can find a way out of this maze (preferably without going through fungus); there looks to be an opening through (48,60), but there will likely be more islets and temptations in that direction too. The gunship is slated to pop the pod at (50,68) sometime after the base at (53,69) is established, then to take a counterclockwise cruise around our current area and llink up with SCP #2 in the northwest somewhere unless other adventures beckon more strongly.
So, I'm proposing that we plant 2 bases next turn, at (53,69) and (57,63), and continue exploring west with the remaining SCP and in other directions with the gunship.
Meanwhile, we need to think about what items we will produce at these bases; I figured we might need to think about that a little bit too.
I'm sure that there are plenty of considerations I've overlooked in the analysis above; please explore other options and float other propositions.
Since we don't have any bases, I just finished off the turn and am posting the pre-exit-save here and the post-exit save in the turn tracking thread here.
Well blow me down, it looks like you can't attach files to posts in here; I guess I'll have to email the pre-exit saves to you'alls. Herc, please lobby whomever to allow attachments in here if possible.
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johndmuller
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Capitol Hill, Colony of DC
Feb 2001 time: 00:28
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Nice graphic Maki, it pretty much illustrated my future intentions. How exactly did you get that in there - did you use the "IMG" button? If so, is it accessing your original art on your home page or whatever that is? Or does the Poly server copy it off for you so that the source wouldn't have to be on-line all the time? I suppose it would accept a file from that Poly "Upload" area, if those things are properly addressable.
Does anyone know how that upload thing works; I've never tried it, but I thought about using it to deposit the pre-exit save file, but I didn't want to pay the learning curve just then. Not that it would matter much since the game file has a password, but I wondered if ones upload area is available for browsing by anyone who cares to or if there is some security. It sounds like someone who knew what the file was called could construct a link to it unless it goes thru the trouble to only let the owner post the links.
Regarding the 3rd base, my original idea envisioned building 1 base on turn 1 and the other 2 on turn 3; it looks like we are building none on turn 1 and 2 on turn 2, which is sort of the average for those 2, so we won't have lost any time there. With infantry CP's, I always feel real guilty if I wander around with them too much, you can waste so much precious time exploring with them, especially if you pick a bad direction to go in. With these foil CP's, you can cover a decent amount of territory and having to backtrack isn't such a disaster, so the tradeoff's a little different. Still, running into a fungus patch would slow us right down. Anyway, my initial idea was to check out those 3 1000m+ minimounts you can see to the west in the gridline pattern, being open to the possibility that the Jungle might be there in all the low lying terrain and that we might be able to get a foot in someone's door there, if they happen to be starting out on the other side. That is no doubt a long-shot hope, so I would certainly be amenable to planting that base sooner if another irresistable site presents itself and/or the going gets too tough with fungus or barrier islands or if the Cap'n's Consensus prefers building the base sooner.
Regarding pod popping before or after base planting, I'm a believer in the theory that you don't get bad stuff particularly you don't get Native Life, if you pop a pod within the base perimeter. If you are on land, you can get earthquakes, which can make you wish you hadn't popped it sometimes and will kill off any boats in range, but I don't think that you get earthquakes at sea and the only other dubious things are the interdimensional gate, which would probably be fine at this point and the sonor view, which is generally just disappointing as a wast of what it could have been. If I have time later, I might start a discussion of pod popping in the Chartroom to see what everyone else thinks about them and how we should approach their popping or not popping.
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:28
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Last edited by Googlie on 14-10-2003 at 20:01
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:28
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Last edited by Googlie on 14-10-2003 at 20:02
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:28
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Last edited by Googlie on 14-10-2003 at 20:03
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:28
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Last edited by Googlie on 14-10-2003 at 20:04
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:28
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Last edited by Googlie on 14-10-2003 at 20:05
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johndmuller
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Capitol Hill, Colony of DC
Feb 2001 time: 00:28
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Fleet movements were accomplished pretty much according to the plans as discussed in Cap'n Council. We now have the two bases at (53,69) and (57,63). The pod at (5,68) was popped, yielding 75 ec , making us the wealthiest faction at the moment; not bad, but only worth a single issue of rum to the crew, in the opinion of Cap'n BB, as the forward watch had reported a red tide in the distance off the port beam.
Our Gunfoil (perhaps it needs a more colorful name) continued West beyond the Min Special at (48,68) to an anchorage at (46,68), from which viewpoint, all of Treasure Islet can be viewed from aloft (Cap'n BB, in distancing himself from this unimaginative name, would like to point out that the Island was actually named by the Ships' Children on the Nursery Deck). It appears that a reasonable site for a near future (land-based) settlement is at chart location (47,65).
Our remaining SCP skirted the island indicated in the previous survey to the port side and sailed NE thru a narrow strait, with an uninspiring and very small island aport. We sailed north as the winds died down to further check out the larger island, but nothing of interest revealed itself ashore, and a swath of fungus will hinder further exploration of that island. BrownBeard considers these two islands to be of inferior quality, given the information we currently have, and so recommends that the ColonyShip resume the original plan to settle near the mini-mounts, the nearest of which is now a day's sail to the Southwest, according to the view from the crow's nest.
On the next turn, Cap'n BB suggests that the SCP move SW until contact with the minimount landmass is made and then see if a suitable base location presents itself. The Gun Foil should explore further West a few tiles to supplement the SCP's survey from the Eastern side and if no longer needed on survey duty in this vicinity, proceed South and East, circling under and around our 2 initial bases to scope out the Southern and Eastern Reaches.
We established initial production of a Scout and a Transport in the two bases, but we are passing the Hook of Command to Base Operations Cap'n Maki to make the final decisions on Base dispositions.
The research target is not yet established, unless Cap'n Maki chooses to do so in the second part of this turn, but assuming it remains unspecified, it will be necessary to have one in mind for the beginning of the next turn, as it will no doubt insist that we start off 2104 with that selection.
Turn sent to Cap'n Maki and posted
here.
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:28
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Last edited by Googlie on 14-10-2003 at 20:06
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:28
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Last edited by Googlie on 14-10-2003 at 20:08
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