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Rokossovky
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Marshal of the Revolutionary Army of the Socialist People of the Human Hive
May 2003 time: 22:28
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And good stuff on the making sure every city is building colony pods, that is exactly what we need.
- Rokossovky
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Rokossovky
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Marshal of the Revolutionary Army of the Socialist People of the Human Hive
May 2003 time: 22:28
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I opened the turn, and Whoa, lots of ****. In the negotiations screen we've offered Information Networks and a PACT, they've accepted this... do we? Also, we now know where their scout is heading, 5,23, quickest way out.
- Rokossovky
Last edited by Rokossovky on 26-07-2003 at 02:38
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Kody
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If life's standing still and your soul's confused
Jun 2003 time: 14:28
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They didn't give us techs.
Kody
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Kody
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If life's standing still and your soul's confused
Jun 2003 time: 14:28
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Next turn.
F1- moves north and builds road.
B1 - Former finishes sensor array and goes to forest the nutrient. Colony pod builds city there, HongHu what's the new city name that you wanted?
M1- Road then mine. We need to prepare for the SP and the mines that we will crawler.
T1 - Drone transport I think.....
Large red dot - Drone Scout.
__________________________________________________
_
Change the worker to the minerals instead of the nutrient.
Rush buy the colony pod for 10ECs.
In the following turn change the worker back to nutrient.
The reason for this is so we can rush buy the former and still have 80 EC for switching to planned and wealth in 2 turns. Being able to switch to planned and wealth straight away means more energy and faster growth and production at the start of our turn.
Some of the other plans are found here.
http://apolyton.net/forums/showthre...088#post2185088
Kody
Last edited by Kody on 28-07-2003 at 05:54
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Kody
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If life's standing still and your soul's confused
Jun 2003 time: 14:28
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We're waiting for a unit to become available for exploration.
Kody
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Kody
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If life's standing still and your soul's confused
Jun 2003 time: 14:28
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Turn plan for 2125
IC stuff
- Name correction "Feckin' Cheeky Tower"
- Landmark Naming
Non-Military UnitsF1
- finishes sensor
- moves north
- builds a road - connecting city B2 to "The hive"
- moves to nutrient builds forest.
F2
- finishes sensor
- goes south
- builds farm
- builds road?
- heads to nearby base site to build sensor
F3
- finishes road
- builds forest?
- moves north
- builds road?
- explores area?
- finds next base site and builds sensor
F4
- finishes forest
- explores north and assists F3 with next base site?
- or heads south and forests area around voltairograd?
F5
- finishes road
- moves to B1 using 2/3 moves and terraform save up
- Builds sensor at B1
- Heads back to Feckin' Tower's nutrient to build farm.
F6
- finishes road
- builds mine
- moves north-west
- builds mine
F7
- completed at HongHu KongHu
- moves north-east, and assist with building forest?
- moves south, and roads?
- moves south twice, and assists F6?
Military UnitsR1
- continue exploring with the rover?
- use it for guard duty on the drone scout DS1?
S1
- use it to explore the north
R2
- finish exploring the southern area.
Base production
The Hive
- finish colony pod that will go to B2
- Build crawlers to assist with WP in Voltariograd
Voltariograd
- finish colony pod that will go to B1
- Start building weather paradigm
- formers need to forest 2 surrounding squares
- needs more police in the future
Kommunizma City
- finish building colony pod that will go to B3
- build crawlers to assist voltariograd
Jamski Clove
- finish scout
- build colony pod
Feckin' Cheeky Tower
- switch to former (Let the city grow a little)
- When city grows switch worker to minerals
- build colony pod
- build colony pod
- Start a special project
HongHu KongHu
- Finish former
- Change worker from mineral to nutrient
- build scout
- build colony pod
- build crawler to assist with special projects.
B1
- Former, rush brought
- scout
- colony pod
- colony pod
B2
- Former, rush brought
- scout
B3
- Former, rush brought
- scout
- colony pod
Tech research
- Drones will give us planetary networks
- We switch to IA
- After IA what will be our next research goal?
- We give IA to the drones.
The question marks are issues I'm not quite certain on.
Kody
Last edited by Kody on 29-07-2003 at 11:16
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Kody
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If life's standing still and your soul's confused
Jun 2003 time: 14:28
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Rokossovky was asking about prototyping lasers and after some research it was found that we can prototype lasers, +2 armor, rover, and foil for the same cost as prototyping lasers on a infantry unit. This will cost the same amount as a colony pod.
Obviously this requires flexibility, so it may be a good idea to propose leapfrogging with the drones for flexibility. It is estimated that it will take 10 years to achieve flexibility.
Kody
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Kody
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If life's standing still and your soul's confused
Jun 2003 time: 14:28
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Instead of the directly building the SP, lets build crawlers.
Kody
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Kody
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If life's standing still and your soul's confused
Jun 2003 time: 14:28
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It's more because making crawlers is like putting money in the bank. We get interest out of it, by crawling more minerals. The instant build is only a secondary issue.
Kody
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Kody
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If life's standing still and your soul's confused
Jun 2003 time: 14:28
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Umm you build crawlers in the SP base, because you can use those minerals to crawler more minerals.
When you've got enough minerals you send all the crawlers back to the city and build the SP. Otherwise those minerals sit in the build doing nothing.
Kody
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Snowflake
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falling, once again
Apr 2003 time: 23:28
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Yes, that is all agreed. The question is though, should we build a couple crawlers before we start the SP in the same base.
I don't have the exact cost figures but here is the idea:
Suppose a SP costs 210 and a crawler costs 25 and the base mineral is 8 per turn. If the base starts from the beginning to build the SP, without the help of the crawlers it will be about 25 years with rush buy for the last 2 years. Now if you build two crawlers first, with rush building it's 2 turns per crawler, and you get stock pile energy twice as an added bonus. In the end of the 4th turn the base mineral is 12 per turn. And it will take it 17 turns with rush build for the last year to finish the SP. This sum up to 21 turns (2+2+17) which is 4 turns earlier.
Now let's assume we build 2 crawlers in each of the other 5 bases. It will take around probably 8-9 turns for all the crawlers to be ready and travelled to close to the SP base. Let's say in the 6th turn 5 crawlers are ready to be cashed in (another one is still on the road), if the SP base has started SP from the very beginning, it will have accumulated 8*6=48 minerals, 162 to go. The 5 crawlers means 125 minerals, we are still lacking 37 and the rush cost is 148, we probably don't have that much cash. One options is to wait a couple of more turns for another crawler (25 + 8*2 = 41 >37).
If the SP base starts with one crawler than proceeds to build SP, then by turn 6 it would have accumulated (8+2)*4 = 40 minerals. 170 to go. But now we have 6 crawlers (vs 5). That is 25*6=150. We can rush it at a cost of 20*4 = 80 and get the SP two turns earlier, or wait for one more turn and rush it at a cost of 10*4 = 40 and still get the SP one turn early.
If the SP base starts with two crawler than proceeds to build SP, then by turn 6 it would have accumulated (8+2+2)*2 = 24 minerals. 186 to go. But now we have 7 crawlers (vs 5). That is 25*7=175. We can definitely rush it at a cost of 11*4 = 44 and get the SP two turns earlier.
Now let's see if building 3 crawlers in the SP base will be worth it. By end of turn 6 we have not even started SP. But we have 3 crawlers ready. That is (5+3)*25=200. We cash them in, rush the last 10 mineral at a cost of 40. Boom! We have instabuild an SP in the 7th turn. Nobody knows about it until it's done, we got three more turns of stock pile energies, plus the crawlers have added considerable amount to the total production capacity.
I'm in favor of instabuild per this analysis.
One important thing is that we need to order our formers to build roads so that crawlers can travel faster to the SP base.
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Kody
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If life's standing still and your soul's confused
Jun 2003 time: 14:28
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Pretty much, for our 2nd SP. For our first SP I think the drones are the only ones who could be able to outbuilding us.
Now to do the turn update.
Kody
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Kody
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If life's standing still and your soul's confused
Jun 2003 time: 14:28
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Turn 2125

For Turn 2126.
* When we get planetary networks accept, then switch to Planned.
* Select IA as next tech.
* When we get IA, switch to wealth, and change SE settings to 40% 0% 60%. We get 2 more energy if we change at the same time as changing to wealth rather than during the turn.
* Give IA to drones and preaccept.
Admendments to previous plan
* HongHu KongHu - gets a scout so building colony pod instead
* HongHu KongHu may instead build a crawler if a new base site isn't decided on.
* Former F2 builds forest instead of farm.
* R2 moves west twice.
* R1 moves along river northwards.
* S1 goes to HongHu KongHu to guard.
* Rush buy minerals in Voltairograd for 8 EC
* Rush buy minerals in The Hive for 2 EC
(The rush buy is so that we are converting our money into minerals for 2 ECs per mineral. Also so we can start crawling those mines sooner.)
* Kommie city changes to crawler and places 2nd worker on mineral.
* HongHu KongHu builds scout, or crawler???
* The colony pod from Voltiograd heads to base site B3 as transit is only 3 turns.
* Rush the colony pod in Feckin' and the B1 base is built faster than if the colony pod came from Voltiograd.
* F3 may move northwards twice and build a sensor up there???
Reminder of things Kody needs to do.
* Close the tech deal with the drones (deadline next turn) (Biogentics being researched by the hive. Further tech negotiations can be delayed)
* Calculate the formers moves required to set up two sensors/base sites for the colony pods from HongHu-KongHu and Jamski-Clove. (deadline next turn) (cutting back on two colony pods, and 2 new base sites planned for a later date)
* Write Pravda since Jamski has turned slack. (yah someone els doing it!)
* Calculate the fastest path to building Weather Paradigm (deadline 2 turns) (have a rough idea will fine tune it as game progresses)
* Help Jamski and Voltaire set up the government meetings. (deadline 9th August)
* Start the IC story in the embassy forum. (Someone else do it please?)
Kody
Last edited by Kody on 02-08-2003 at 04:15
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Kody
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If life's standing still and your soul's confused
Jun 2003 time: 14:28
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quote: Please explain about the 2 more energy. |
The energy from our main city gets us IA, we switch to wealth. The wealth gives +1 energy in every base and the base energy calculations continue with the new SE settings. Jamski and Kommie end up losing 1 energy each to pysch. So we switch back to 40% 0 60% at the same time as switching to wealth and regain that 2 energy as ECs.
quote: Also, an idea that I remember reading some time ago, that if you start building crawlers and then switch to wealth when you got the first crawlers in each base. This means the crawlers still have high minerals imbedded but the SP cost is reduced, this way you can build your SP even faster. Don't know if it is something worth of thinking about? |
Disallowed.
I considered it about 3 days ago, but then I checked the rules, which said "No SE quickie switches". If we don't do a quickie switch then it costs 80 EC to do. Which is not cost effective for less than about 10 crawlers.
For the IC story proper, anything to do with SMAC/SMAX will do. It's just to show the drones we're not complete spammers, but also do some serious roleplay.
Kody
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