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johndmuller
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Capitol Hill, Colony of DC
Feb 2001 time: 00:29
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I'm putting the tail end of this chaart into this thread as a reference, not under a delusion that you will really want to use it, but in case you do, this will save you a little trouble.
code: Comprehensive Transport Routing, Labor, Terraforming and Base Production Schedules
[code]
Year.....Transport Itinery.....Bases......Builds.......Notes (Net)Prod/PrevTot Mins & Nuts *=ComingNextTurn
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2120.......TPort at Boot.......Tripoli....SeaColony....Working (54,66) & (55,69) +8/28 Mins +3/21 Nuts
....'Rita Seaformer->(56,68)...'Rita......SeaProbe.....Working (55,61) & (59,65) +6/13 Mins +2/7 Nuts
...............(via (61,69))...Liar's.....SeaProbe.....Working (46,64) & (48,68) +5/6 Mins +3/21 Nuts
...............................SeaLurk....TPort........Working (57,57) +5/10 Mins +2/4 Nuts
...............................Boot.......CmdCenter....Working (42,66) +1/40* Mins +3/3 Nuts
2121.......TPort at Boot.......Tripoli....SeaColony....Working (54,66) & (55,69) +10/36 Mins +3/24 Nuts
....'Rita Seaformer->(56,68)...'Rita......SeaProbe.....Working (55,61) & (59,65) +6+31R/19* Mins +2/9 Nuts
...............................Liar's.....SeaProbe.....Working (46,64) & (48,68) +5/11 Mins +4/24 Nuts
...............................SeaLurk....TPort........Working (57,57) +5(+15R?)/15 Mins +2/6 Nuts
...............................Boot.......Scout........Working (42,66) +1(+8R?)/1* Mins +3/6 Nuts
(Last Revised 7/19/2003)
I'm not sure it is the absolute truth, given that I accidentally ended the last turn before checking out all the details (I may update it to reflect reality when the turn comes around again). Whether you like this format or not, some such presentation showing what is going on and what is planned would IMhO be helpful to those of us who are mainly spectators. Maki and I explored some excel possibilities earlier which could be a little more automatic, but it seemed to be a potential black hole for additional effort and I could see myself getting too compulsive and shied away before I wasted too much time on the Great Chironian Spreadsheet or moved on to a database structure to allow for even more compulsive stuff.
As far as pending decisions go, there will be the new build at Boot, which I thought would be a Scout (after which the BootyBoat could be used for something) and the question of whether to rush 'Rita's PartyBoat, which I was dragging my feet on, but which Cap'n Flubber was very interested in doing (I think I stalled it to a somewhat more reasonable cost level, but I wouldn't complain if you waited another turn). You might want to rush the BootyBoat at Sealurk too.
The SeaFormer you moved last turn is on its way to terraform the Nut Special near Tripoli and we probably need to build another one up north for 'Rita and more particularly for developing the sea specials at Sealurk. Other terraforming plans were generally to plant forests on land and maybe a few sensors in key spots (like in the forest being planted on Boot's nut special where it can protect both Boot and Liar's).
I was imagining that we would build a RecCommon at Tripoli soon so as to be able to produce from all the nice tiles thar are available there, perhaps right after the Sea Colony, but maybe there are better things to do. 'Rita also will soon have 3 or 4 tiles worth producing and could benefit from a RecComm,
We should accept the Pact with the Borg this turn or our credibility may suffer; I don't know if our economy is large enough to get any trade benefits, but eventually it will be and being able to poke around in their bases will give our leisure class something useful to do.
The warships on the East are both heavily wounded and IMhO should be rested until the damage gets down to 20%, which I believe is the best we can do outside of a base. I believe that they will currently get about even odds against a freshly popped IoD given their morale and 20% damage. When we pact with the Borg, it might be worthwhile visiting one of their ports, if one is convenient, to get back to 100% (and to give the crews some shore leave). Whenever they are ready to sail on, their missions were to explore the NE and SE (one of them should presumably first complete the exploration of the far side of the Borg). The Borg seem to have expanded SW across the channel that the gunship Farragut went through on our SE. They may or may not know about the Believers and they may or may not be connected to them down there or somewhere else - I didn't consciously check whether or not they had Miriam's commlinks, but I didn't happen to see that they did either, so maybe they have already met.
The Schooners on the west are doing the same sort of thing on their side of the world; I had imagined the more northern one to be headed NW and the southern one to be responsible for checking out the backside of Boot (particularly to see if it is an uninhabited island or the tip of an inhabited continent), but it could just as easily be the other way around.
There will soon be the matter of where to send the PartyBoats.
When the one at Liar's is done, it might be time to build another land colony to plant on one of those small islands north and northwest of Liars (I think I marked one or 2 spots on the map, but they might have been proposed sea colonies) or somewhere else.
Well, I think that I have unburdened myself of any lingering plans and info which may have been lying around. Feel free to accept or discard any of this advise; I promise not to back seat drive or second guess you (much) one way or the other.
Last edited by johndmuller on 20-07-2003 at 06:40
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johndmuller
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Capitol Hill, Colony of DC
Feb 2001 time: 00:29
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You are sea terraforming the wrong tile at (58,70); it was supposed to be (56,68), so that we could get high nuts and high mins both at Tripoli while we are only 2 workers. It went the long way in order to do a little more exploring since it was going to take 2 turns for the trip either way due to fungus on the shorter route. Oh well, we will need that tile developed anyway, but please seriously consider the kelp/solar at (56,68) next.
SeaLurk worker: Remember that we need drone control for the next worker, so if you let it grow before we have a Scout or RecComm there, it will only be a (food consuming) doctor, so I would try to synchronize the pop growth with the drone control. I think I had imagined a Former in there somewhere too, perhaps before the scout (that was, I imagine the reason, if I had any, for picking the mins over the nuts), but there is no particular need to terraform both the land and sea while only having 1 or two workers, so the bigger picture (particularly the extent of ICSing) is probably a determinent of whether you want a former before a scout and whatever else we want to build there. (Don't forget that you have currently set it to be a Doctor.)
BootFormers: I figured a Sensor on that tile they just forrested (42,66) and another forest on one of those flat river tiles, then . . . whatever seems appropriate by then. After the sensor, you might want to take one of them somewhere else, like the islet including the proposed base site at (46,58) or the islets further Northwest, to coordinate with a Colony Pod built next at Liar's. (Of course, the situation in the Jungle may impact what we settle next.)
Boot Build: I still like the Scout first for drone control in particular, but also for security. I would still go with the Rover next (unless we meanwhile get Applied Physics from the Borg and want to prototype a laser dude), as I think that the jungle will prove to be inhabited by another faction (the ones who popped the solar pod), and that their landmass will likely also be contiguous with HM's Boot territory, thus making a little more military useful.
Boot's temporary Build during pod pop: Definitely put something good in there for the pod pop; a Pressure Dome is IMhO, a viable candidate also, as well as SeaFormers and a RecComm. If the notion of getting Applied Physics from the Borg is appealing, you could wait before popping that pod.
Tripoli's Land Former: I would be prone to to go with a Forest (plus Sensor) on the min special at (54,70) instead of a Mine (plus Farm) as it is much quicker than a Mine+Farm and gets an extra energy (instead of the extra nut).
Tripolil SP: Would definitely be in favor of a RecComm first and probably a NetNode too - we have cash to partly rush them if speed is the issue. In general, I am not too hopeful of getting many SP's with the Drones in the mix, at least not any that are contested, so I would be hesitant to tie up our most productive base on what may be a lengthy and uncertain quest.
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johndmuller
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Capitol Hill, Colony of DC
Feb 2001 time: 00:29
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The race sounds interesting, perhaps we could get other factions to ante up some Pieces of Eight somehow, betting on the outcome maybe (assuming an actual race were to be staged), or sponsoring entries; perhaps the winner would win a new schooner (or an old obsolete one). If there was an actual race between entries of various factions, we could use a few of our extra boats to get in the way of other competitors entries, if we needed to.
Regarding the Cuspidore's retirement, I thought I had set the stage (in my long post of June 21 near the end of the Shipping News #2 or in some other post somewhere) for him to leave active duty in the "Free-Booting" in the PMS (Peace Military Service) order to manage his "For-Booty" Corporation, the PMS (Pirate Merchantile System). If you want a scandal, perhaps he could be accused of financing his new villa on Boot or the BootyBoat #2 with ill-gotten gains, perhaps digging up the treasure that Chairman Voltaire had stolen from the Hive coffers and arranged to be "stored" in PMS 'Secured' storage on Treasure Islet. The Cuspidore had no comment on the subject, only a *wink* and a *smile*, showing off a fine new set of *gold teeth*. (When interviewed on the subject, the Cuspidore's assistant, Ens. Baretta said "Awwkkk, . . . , We stole that treasure from Sister Miriam, not the Chairman What a &*%#@in' load of Shark $#!+, . . . Awwkkk!!!".
Last edited by johndmuller on 22-07-2003 at 02:51
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johndmuller
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Capitol Hill, Colony of DC
Feb 2001 time: 00:29
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Just us knowing all the commlinks doesn't precipitate an election; as long as we are the only faction that knows them all, we can call or not call the election at our pleasure,
Presumably our commlink collection is at least, if not even more precious to us than Doc:Flex, so I doubt we will be offering them readily to others.
We do need to build / keep up our probe defenses (i.e. probes at every base, especially land bases with possible neighbors, to keep such things to ourselfves, not to mention our treasure and even our bases (very distant ones will be easy to probe away from us with P's of E.) Even if we don't trade Doc:Flex, it is only a matter of time until someone else gets it, and then they can send probe ships at us (or even transports with one or more land probes on them to our land bases).
It's possible that Googs gave Doc:Flex to one or more of the AIs too, which suggests a missions for our first party boats - infiltrating Miriam (when she goes Fundy, our probing will be blocked) & Roze (who is also increasingly difficult to probe).
Speaking of Madam R, if she is still in the game, how are we (the human factions) supposed to treat her when the probe bug kicks in?
Last edited by johndmuller on 25-07-2003 at 23:34
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johndmuller
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Capitol Hill, Colony of DC
Feb 2001 time: 00:29
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Cap'n Herc's Questions:
-Schooner Col. C. Santiago (at 35,45): I would recommend waiting/extra-exploring before popping that pod because if it pops an IoD it also uses up an extra mp leaving you without a move to attact it, or ("Awwkkk . . . *^$%#in' Chicken . . . Awwkkk!!") retreat.
'Rita's Land Former (at 56,62): there are many options:
-a-build Sensor there or at (55,61) - we will be seeing random Sealurks and the extra protection of a sensor will come in handy if all we have in the base is a green Scout. (Note: we might want to rotate our military units through monoliths when we get a chance);
-b-build road (connecting the river (natural road) we are on to the rest of the archipeligo)
-c-use forthcoming transport to move former to island to East of 'Rita (this would waste several turns doing nothing);
-d-move to (56,64) - then either defungus-forest-road there or on to (56,66) to level-forest or whatever;
-e-use forthcoming transport to move former to island to SouthWest of Sealurk (this would waste several turns doing nothing and would leave us needing another former for Rita eventually - would prefer having separate former for Sealurk - no need to skimp on formers);
-----Cuspidore recommends building sensor, then road, then either -c- or -d-'s defungus-forest-road option
Rush SeaColony at Tripoli? I would say no, (and yes to rushing the last 4 next turn), but the Cuspidore is known to be a cheapskate when it comes to rushing units (he much prefers rushing facilities);
Rush PartyBoat at Liars? I would say no again, but we are about to need a doctor to keep the drones away, so we need to build a CP there or a RecComm to avoid the inefficiency, so there is some reason to hurry, but I think it costs too much just for that - our pop will still be growing, even with a doc. BTW, why did you send the new PartyBoat over this way if you were thinking of rushing this one?
If we popped pod . . . (in future, please specify which pod you are talking about)
- assuming the one in the NW) Patience, we could get them next turn too, without the risk of throwing away the Santiago. It also doesn't make expensive rushing any better of a deal. If I offer you "goodies" in TG-1 to attack Darsnan, will you do it?
- If you were talking about the one on HMBoot Island, I would have built a rover first, before the RecComm, then popped the pod with the scout, having the rover in the base ready to jump out and take on any NL that might appear. That all being part of my readiness plan to deal with the DataJacks on the West. At the moment at least, it is still possible that there is an isthmus there, although I would guess we aren't connected as the borders of the tiles at (37,59), (38,60), (37,61) & particularly (36,60) look like they have been messed with, probably by Googs adjusting the terrain in Genesis. Far be it from me to argue about a RceComm, however, so by all means choose your own course of action.
Build at 'Rita I would be thinking of a LandFormer, followed by a Scout or vice versa, depending on how long before we need Doctor. I would do those two things before thinking about ICS type stuff, but that's debatable I supppose, and as the boat doesn't control drones, the Scout or RecComm are needed to deal with them.
News from Put Flubber: if you don't already know, they need only the Docs: Flex and Mobility from us (and all 3 comm freq's) at present. IndustrialEcon for Doc:Mobility sounds good to me.
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Note that the Borg have Miriam's commlinks, so they must have met somehow, it would be interesting to know the circumstances. We could play dumb score some cheap brownie points with them by telling them that Sister M is off their SE coast - it wouldn't cost us anything since they probably already suspect/know this and it might open their mouths for the rest of the story, particularly whether Miriam has boats or not.
If you are going to build the RccComm at HMBoot, I would consider rushing the remaining 4 mins of the first row this turn (for 16 PoE's) - if not, I would definitely rush the remaining 1 next turn (and subsequently partially rush for the next few turns, say by finishing off a row per turn).
What is your plan for the PartyBoat now at (51,61)? Never mind, I see it is heading for Coder's Pit at (33,49). Perhaps you could adjust it's course to skim HMBoot Island's Northern tip and get a little more exploring in on the way.
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johndmuller
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Capitol Hill, Colony of DC
Feb 2001 time: 00:29
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Cap'n Herc's preliminary message from email:
quote: Ahoy maties,
Bit of a disappointment from the pods. zilch.! Sea colony finished and I suppose en route to sea base 1where the minerals are nearby. SeaFormer from 'Rita has finished terraforming now option of continuing to original destination or heading to min tile near new sea base 1 site..
76 to finish party boat ( better than I expected).
22 to finish scout at Sealurk
Note Borg base Aurora. It is a unity chopper but is it the Borg's, the Uni's or miriams. |
As to the rushing, I'm not too thrilled to either pay double for the scout or rush the Party Boat at that price, but you're the one with the last call. If you do rush any of them, how bout throwing me a bone and rushing the RecComm at Rita for 4 Pieces of Eight to finish off its row?
Don't forget the Stockpile Energy in all those bases with units pending, especially at Tripoli and SeaLurk and any other base that will be finished (or rushed) for next turn.
I thought I saw that chopper or whatever it is there, last turn too; it looks as much like Miriam's as anything, but I don't know why it would be there two turns in a row.
As much as I like the original plan (which I take to be going to (56,68) and doing a Kelp/Solar), I think that given the effed up state of the terraforming schedule down there, it is probably better to do Kelp/Solar for the min special at (60,70) next. When the land former is finished doing everything at (54,70), you might consider moving it to the nut special at (56,72) for a forest. We'll probably need another SeaFormer in that precinct reasonably soon to do everything we need to do over there - which I see as including the min and nut specials at both Tripoli and the new base (Tripoli's sea min special also needs defungusing and putting a solar on that nut speciall we are on top of now at (58,70) will take the largest amount possible, the full 8 turns).
BTW, my isp is seemingly entering one of its less dependable cycles, making my connections and especially my email somewhat flakey, so I would appreciate it if you tried to post your messages as well as emailing them and if you added my other email address (xxxjohndmuller@hotmail.comxxx) to your distribution list temporarily.
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:29
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Just a general note:
Chppers don't get popped from pods until the discovery of SFF, so someone now has that tech
(Or from the Unity Salvage Site, as was commented on in another thread)
G.
Last edited by Googlie on 04-08-2003 at 22:13
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johndmuller
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Capitol Hill, Colony of DC
Feb 2001 time: 00:29
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Sorry for lack of participation, but I'm still having a very flakey ISP experience and downloading anything is rather a pain in the a$$ (so it wouldn't be advisable to count on me to upload the turns); even posting is pretty hit or miss, but hopefully it will get better. This same thing happened a month ago, which was a real PIA since I had to persevere to play the turns and do all the misc. up/downloads, but this time I'm just going with the flow and not forcing anything.
I would have recommended against some of that spendthrift rushing of units, but I hadn't gotten the turn downloaded, so I didn't know whether or not you were bankrupting us or if you had some decent income to go with it. I'm still sticking with my general rule that rushing units with much more than a row to go at this stage of the game is unadvisable, but I know that is a matter of opinion.
quote: Originally posted by Hercules
Liar's lair: Doctor, and Drone riots but we knew this would happen
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This does beg the question of why (knowing it would happen), we didn't do anything about it? I realize that this is old news, but I am sort of non-plussed by your lack of remorse - methinks that a certain negligent Cap'n needs to dive in and bring back a shark's still-beating heart to keep the crew's grumbling from getting out of control.
Regarding trading the Doc:Flex to Roz: it seems to run contrary to the supposed consensus on the subject. Personally, I don't care that much one way or another, but given the propensity of the AI to trade stuff and to be relatively easy to probe, if we trade it now, it is highly likely that some of the other humans will get their Doc:Flex from that copy (directly or indirectly) rather than trading for it from us or researching it themselves. Certainly we should trade it to the Borg if we are going to turn it loose to the AI. I would think that the ideal thing would be to trade it to a lot of factions at more or less the same time to minimize the risks.
Regarding SP's: I'm still skeptical about actually getting one (especially such a popular one as the WP) without dedicating at least 3 bases to the task - at this stage that would mean building cheap boats and deep sixing them at the SP base for their scrap value. I mostly hate it when an important base is tied up in a long drawn out SP project, perhaps even getting strung along by other factions completing the SP first forcing us to switch to a (more expensive maybe) SP that we may not even want that much. Of course, if you can pull it off, more power to you, but if you stagnate Tripoli in the vain pursuit of an SP . . . . If you're gonna use a bunch of bases to build one, you don't have to build it in the best base, but unfortunately our best bases seem to also be the ones that are centrally located.
I don't believe you've said what you plan to do with the Party Boat you were so hot to rush (Infiltrate Miriam - Steal the IndustEcon from Roz - Ram a Sealurk?)
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