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Thread: Open Book PBEM

  1. #1
    Enigma_Nova
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    Open Book PBEM

    This is an ~open comments~ PBEM between 3 players:
    MrWhereItsAt of the CyCon
    Quango of the Morganites
    HongHu of the Pirates

    This is an open-information PBEM.

    ~The Game Rules~
    All passwords are common knowledge.
    All turn saves are openly available.
    All diplomacy is common knowledge.
    The Map is common knowledge.
    Explainations and motivations for your turns are required.
    Kindly include your comments in Spoilers. [spo iler] [/spo iler]

    ~Standard Apolyton PBEM rules~
    __Reloading a save you've previously played from: Explain yourself!
    __Airdrops by Right-mouse-button when the same airdrop can't be performed by hitting 'i': No Game!
    __Taking military action then accepting diplomacy which cancels the vendetta in the same turn: No Game!
    __Probe actions (besides infiltration) on someone without vendetta towards you: Explain yourself!
    __Upgrading units with the design workshop is allowed at end of turn only.
    __Communications only allowed between factions that have either met each-others' units, or 'traded' for the comm frequency.
    __Social engineering choice limited to one switch per line per turn.
    __Psi units cannot be assigned multiple point patrol routes
    __Calling Planetary council: Notify everyone. No bribing // accepting bribes.
    __No base trading with the AI. Extortion is allowed.

    ~Custom Rules~
    All victory conditions enabled
    Do or Die is ON
    Bell curve is ON
    Flexible start is ON
    Scatter pods is OFF
    Transcend Difficulty

    ~Custom Player rules~
    Neither Engima_Nova nor anyone else plays a turn for somebody, unless
    a. they've been missing for 48 hrs or
    b. at the previous player's request because they've made an aggregious error on the turn before theirs or
    c. they have given permission for someone to play it.

    Players will show respect for each-other,
    and refrain from flaming even the dumbest of turns.

    ~Current Game~
    The game is SMAX.
    The map is xplanet.mp, but with dense rainfall and medium life.
    The following factions/players are already in:
    MWIA - CyCon
    Quango - Morgan
    HongHu - Pirates
    AI - Gaians
    AI - Hive
    AI - Cult
    AI - Believers

  2. #2
    Enigma_Nova
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    I met MrWhereItsAt in #apolyton tonight.
    He has confirmed that I will be playing his turn for him,
    falling under section c. of penalty turns.

    *ahem*
    I forgot to include in the first post, that posting an END TURN (when the end turn thingy is flashing) is helpful to the person in front of you, who gets to see what's coming their way.

    Please note that MAch was a typo. It was meant to be Mack.
    / is also a typo. It was meant to be ?.
    Actually, I love IRC.
    Attached Images Attached Images

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    Enigma_Nova
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    ~Cybernetic Consciousness, MY 2101~

    I move the scout patrol to the fungus.
    Worms (and the 10ECs with them) are very useful, but can only be found by an exploring unit outside a base radius.
    I had to look for the worms first.
    Scout finds worms, kills them, gets 10ECs.

    Colony pods go to their landing spots on the map.
    The one in the south is the HQ, MWIA Prime.
    It's in the south, since that's where I think MWIA will expand - towards the Monsoon Jungle.
    The one in the north is Enigma Elipse. Feel free to change the name if you wish, but IMO it's a good name.

    I set sliders to 30/0/70 for tech in 2. MWIA should set them back to 50/0/50 next turn.
    That tech is Centauri Ecology - because formers kick ass.
    I set both bases to produce Colony Pods, which will be switched to Formers ASAP.

    Such ends the turn, I save the turn at END TURN, and pass it to Quango.
    Attached Files Attached Files

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    Snowflake
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    Thanks Enigma.
    Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

    Grapefruit Garden

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    Quango
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    Sounds good. I can play tonight 0100 GMT, 1800 MST, or if anyone wants to play my turn:

    1. Build base on nut bonus "A4: Arthur Dent", set to produce cp
    2. Move scout south
    3. Move cp southwest
    4. sliders 40/0/60 which would be 2/0/3 energy, I believe

    I think that's all.
    Quango

  6. #6
    Enigma_Nova
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    Comments for Morgan and Pirate turns in SPOILERS.
    You don't have to read them, and if you do, don't have to follow them.

    Morgan:
    Spoiler:

    Plant a base on the Nut bonus.
    Start making a Colony pod with this base.
    Move your other Cpod to a base site 2 squares out.
    Start research on Centauri Ecology - because Forests are nice on terrain like this.
    Use the Scout patrol as an early garrison, and plant your bases away from fungus.

    Remember, MWs won't spawn in fungus next to a sensor or within a base radius.

    Pirates:
    Spoiler:

    Okay, you'll need Diplo to win this one.
    Contact MWIA, Quango, Hive, Cult and Deirdre ASAP.
    Initial gun foil goes through the straits south of the Crater,
    and hooks around to see Deirdre and Quanho.
    Build HQ on 45,51 - central to the MJ, Nexus and Mt. Planet.
    Make a Gun foil, rush it next turn.
    Build secondary base at 44,56. Also make a Gun Foil.
    The aim is to get a foothold on Mt. Planet, AND contact the remaining 5 factions.

    Diplomacy is the key to victory.

  7. #7
    Enigma_Nova
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    Quango:
    50/0/50 gives the same energy allocation as 40/0/60.
    The starting tech wasn't chosen.
    Still play? Y/N

  8. #8
    Snowflake
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    Enigma, would you care to share a little of your insight about Pirate long term strategy? Strength and weakness?
    Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

    Grapefruit Garden

  9. #9
    Chaunk
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    Originally posted by Enigma_Nova
    Comments for Morgan and Pirate turns in SPOILERS.
    You don't have to read them, and if you do, don't have to follow them.

    Morgan:
    Spoiler:

    Plant a base on the Nut bonus.
    Start making a Colony pod with this base.
    Move your other Cpod to a base site 2 squares out.
    Start research on Centauri Ecology - because Forests are nice on terrain like this.
    Use the Scout patrol as an early garrison, and plant your bases away from fungus.

    Remember, MWs won't spawn in fungus next to a sensor or within a base radius.
    Not commenting on the other starts, but as Morgan is my favourate faction, couldn't resist a few comments.
    Spoiler:

    Ignore Centauri Ecology as your first tech and go straight for IndEcon. Plonking your first base on the nut bonus will give you a pod factory so long as you remember to turn the citizen to a doctor the turn before growth. FM baby! You'll rake in cash hand over hand from your base site. Ignore scouts entirely for the most part. You don't need them to garrison as you should be FM for the base square bonus. And they take up a precious mineral support. If you must build them, then make a sequence like this -> Scout -> CP -> Former (Disband scout toward former here). Otherwise the support cost will cripple morgan. Join the Morgan Demo game team for more & better hints & tips!

  10. #10
    Snowflake
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    Oh such good suggestions for Morgan. Pirates anybody? Please?
    Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

    Grapefruit Garden

  11. #11
    GeoModder
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    I suppose it's quite obvious, but try founding seabases ON a bonus tile with popped kelp fields around. Not necessarily a bonus nut since the kelp already helps grow pirate bases quite fast. Also, pop pod as crazy on your way to lay diplomatic contacts, preferably with a transport foil escorted by a gun foil for cover (for the odd sea AA). Having seaformers early helps with tech progress when they construct tidal harnesses on kelp farms, so researching centauri ecology is quite usefull here.
    He who knows others is wise.
    He who knows himself is enlightened.
    -- Lao Tsu

    SMAC(X) Marsscenario

  12. #12
    Snowflake
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    No pods in this game.
    Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

    Grapefruit Garden

  13. #13
    Quango
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    Originally posted by Enigma_Nova
    Quango:
    50/0/50 gives the same energy allocation as 40/0/60.
    The starting tech wasn't chosen.
    Still play? Y/N
    Sorry, I forgot that. Hard to see difference w/o game in front of me. 50/0/50 is fine.
    Thanks for the advice Chaunk. I'll think it over. I'm not really eager to do FM, as I've never done that before, and I'm not great with drones. I don't see how I could control them with -5 police or whatever and no garrison.

    Quango

  14. #14
    Enigma_Nova
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    Not like Garrisons make a difference.
    The way to survive in FM?
    Doctors immediately before growth to size 2, and from then on, Cpods until the b-liimit.

    Once you hit that B-limit, rush rec commons in your bases and resume pod spamming.
    Spatrols aren't that useful, save for drone control - and you don't need that in FM.

  15. #15
    Enigma_Nova
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    Not like Garrisons make a difference.
    The way to survive in FM?
    Doctors immediately before growth to size 2, and from then on, Cpods until the b-liimit.

    Once you hit that B-limit, rush rec commons in your bases and resume pod spamming.
    Spatrols aren't that useful, save for drone control - and you don't need that in FM.

    Pirates:
    Spoiler:

    Get lots of contacts and claim Mt. Planet.
    You want the AI to tie up the other human players, while maintainging a monopoly on communications.
    Later you'll want them fighting each-other, as you move in for the kill.
    You'll benefit from playing tech broker.

  16. #16
    Quango
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    Quango... the fields here glow!

    1. moved scout east to find worm, no luck
    2. built hq (A4) on nut bonus. set for cp
    3. moved cp sw for A3
    4. set at 30/10/60 for quickest tech

    Planning...

    Diamond 4 bases in flats (A's). Try to get a pattern in there.

    Move to the two rivers SE & SW for a couple more diamonds (neighborhoods).

    Q (starting the radioactive mutation already) out.
    Attached Files Attached Files

  17. #17
    Snowflake
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    save before end turn

    I basically set up the bases as what Enigma suggested. They seem to be pretty good to me. I thought about building a transport in the lower base and then a colony pod for settling to Mt Planet. The growth is in 12 turns or something. I need 7 turn each for colony pod and transport. I would also need at least a rover if I want to fight the believers. However I don't know if I'm ready to do a battle this early.

    Also I didn't change SE allocation since it will not speed up my reseach anyway. I have not chosen a tech yet. I have another 2 turns to think about it.

    The gun foil is heading out to make contact. I think it will go directly to the human players, and the other two foils that I'm building now will go to AIs.
    Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

    Grapefruit Garden

  18. #18
    Enigma_Nova
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    You need the guns first, then Mt. Planet.
    Transport in the HQ and pod in the lower base - more energy that way.
    Remember, Miriam won't be hostile to you straight away - so you can rush her bases away.

  19. #19
    Snowflake
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    Originally posted by Enigma_Nova
    Transport in the HQ and pod in the lower base - more energy that way.
    Hmmm my HQ is the lower base. But anyway why more energy that way?

    Remember, Miriam won't be hostile to you straight away - so you can rush her bases away.
    Explain please.
    Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

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  20. #20
    Enigma_Nova
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    I presume you didn't read the spoiler?
    Okay, I thought you did. Never mind.
    /me opens your turn to see where the bases are

    As for Mim not being hostile,
    she won't go seething just because you land a base on her territory (so long as she doesn't notice you until after the base is down).
    You can buy her off with junk like IndEcon or BioGenetics while you amass Laser Rovers.
    Last edited by Enigma_Nova; June 23, 2004 at 00:48.

  21. #21
    Enigma_Nova
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    Okay, here's the deal:
    I was wrong - yes, the Cpod should be built in the HQ.
    Nice move HongHu!

    I thought the HQ produced 3 energy on its base tile and the secondary base produced 2...

    The idea is, when you have an odd amount of energy coming in, in 50/0/50 allocation the spare energy goes to labs.

    Your secondary base is producing 4 energy now, and your HQ is producing 5.
    You want to make the pod in your HQ, so you can get 5-5 as your raw energy, with 6 points to labs and 4 points to economy.

    If the colony pod was (incorrectly) built in your secondary base, you'd get 6-4 as your raw energy with only 5 points to labs.
    In this early stage, 1 lab beats 1 EC.

    ---

    As for why Miriam wasn't going to V'detta you?
    She may be belligerent, but she won't be seething just because you based her territory.
    She might demand tech, but that is all. By the time you get your Cpod down there, you'll have SocPsy, CentEco, Biogenetics,
    and probably also have Infnets and AppPhys.

    I guess your initial Gun Foil is going to MWIA as fast as it can?
    I suppose that was a value call, I guess it could work out.
    Here's what to do with the remaining foils:

    Spoiler:

    You want the Transport up before the colony pod, so you rush the gun foil in port svensgaard next turn for 10ECs. This ensures it will complete in 2103.
    Your initial foil, presuming it is going to MWIA, will go to these squares in succesion:
    47,43 (2102)
    47,39 (2103)
    50,34 (Hive contacted in 2104)
    49,31 (2105)
    49,25 (2106)
    48,22 (2107)
    51,21 (2108)
    54,29 (MWIA contacted in 2109)

    Your gun foils, appropriately rushed, will complete in 2103 and 2104.
    The one built in Port Svensgaard goes:
    41,47 (2103)
    40,44 (2104)
    37,43 (Cult contacted in 2105)
    ...and back to your bases to drone control in 2113.

    The one built in Safe Haven goes:
    38,54 (2104)
    34,54 (2105)
    27,55 (2106)
    20,54 (2107)
    20,46 (2108)
    19,39 (2109)
    And its path will be re-evaluated depending on where Quango's forces are.


    Your colony pod will complete and make landfall in 2114, with a base established in 2115.
    You'll have plenty of stuff to buy mim off with, while you prep the laser rovers.

    You can afford to fall behind in infrastructure and tech, since you can play tech broker to get what you need,
    and sell tech to the AI to recover your momentum losses.
    The Comm advantage, plus your dealing with your problem AI early - you will have a shot at this game.

  22. #22
    Snowflake
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    Is there a best research beeline for pirates?
    Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

    Grapefruit Garden

  23. #23
    Quango
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    Is the turn on MWIA? I just wanted to make sure it isn't me. Q

  24. #24
    Enigma_Nova
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    Yes, the turn is on MWIA.
    I'll ask him if he still wants to play,
    and give him some crap about his PBEMs dying.

  25. #25
    MrWhereItsAt
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    Well hell, if I know a turn is at me then I play it, and usually fast too. You only have to look at any of 6 Civ3 ongoing PBEMs for that.

    I figured I might, you know, get a turn in my email when it was my go. This being a PBEM and all?

    Enough sarcasm. Am playing now.

  26. #26
    MrWhereItsAt
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    Open once.

    I notice that I can cut down on my science a bit, and as I am about to do so TerramX crashes.

    Open again.

    I start playing with the slider, and see that 50% or 60% will give me CentEmp in one turn. TerranX crashes.

    Open x3.

    I drop the rate to 50% (60% would do the same) to get exactly 6 Labs, enough to get CentEmp next turn.

    I move the Scout W (I dunno - worm scouting?).

    That's it, I guess...
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  27. #27
    MrWhereItsAt
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    Anyone know Quango's email?

  28. #28
    Snowflake
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    Sorry MWIA. I thought we were supposed to upload it here instead of email. I will email my future turns to you.
    Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

    Grapefruit Garden

  29. #29
    Quango
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    i'll play this tonight...

    If HongHu wants to play through my turn...

    move cp sw one more square
    move sp s

    I think that's it.
    If posting here isn't a problem, it is probably best. I don't check my email that frequently at home.

    Quango

  30. #30
    Quango
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    oh, and pick cent ecol if you play my turn

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