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Thread: Lordship of Development

  1. #91
    Illuminatus
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    We must take in consideration that at least two factions could behave aggresively (Spartans and Angels).
    SMAC/X FAQ | Chiron Archives
    The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man. --G.B.Shaw

  2. #92
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    MY 2102 turn discussion thread

    Okay, our turn will arrive soon, so we need to discuss needed things. Fix energy allocation + move SP and CP north?
    SMAC/X FAQ | Chiron Archives
    The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man. --G.B.Shaw

  3. #93
    Chaos Theory
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    Sounds like this is the general consensus:

    Move scout north
    If scout succeeds (which is likely), move CP north
    If scout fails, move CP either southwest or south (onto pod)

    Move SE sliders to produce 2 labs and 0 energy at HQ (probably 80/20)

    Choose Information Networks to research. If for some reason this is not available, choose Industrial Base to research.


    Anything on here you don't like, or anything missing you want, speak up!

    In the unlikely event the turn gets here and we have consensus before 1600 GMT, I'll play the turn. Otherwise, I'll be gone.

  4. #94
    Chaos Theory
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    Hey, the turn is here! Everyone has about 12 hours to weigh in on the current turn plan. If consensus remains at that point, I'm playing the turn and sending it on.

  5. #95
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    I'd still like to change production to a scout patrol and pop that pod with it ASAP. It's going to take at least 3 more years to build a former, 2 years to move it into place, and 6 years to build a solar collector. Instead, we can pop the pod in 2 turns and maybe get a special or a monolith, or energy or EC's to rush our next build (the former).

    Other than that (which I've already been overruled on) I agree with Chaos Theory's plan.

  6. #96
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    sorry, double post

  7. #97
    Chaos Theory
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    Well, another plan is to move the CP north, and if it doesn't find a worm, move the scout patrol south. I'll quickly try to establish the odds of moving through fungus for the Gaians.

    Timetable for the former:

    2101: 10 mins accumulated, 2/turn, hurry cost of 20
    2102: 12 mins accumulated, 2/turn, hurry cost of 14-15
    2103: 14 mins accumulated, 2/turn, hurry cost of 9 (hurry now!)
    2104: Former completed, start on {scout patrol, colony pod}

  8. #98
    smacksim
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    Originally posted by Chaos Theory
    Sounds like this is the general consensus:

    Move scout north
    If scout succeeds (which is likely), move CP north
    If scout fails, move CP either southwest or south (onto pod)

    Move SE sliders to produce 2 labs and 0 energy at HQ (probably 80/20)

    Choose Information Networks to research. If for some reason this is not available, choose Industrial Base to research.
    (really this time )

    I'm of mixed minds about that unity pod. Most of me says wait, but you have a good point r/e some EC's. However, since we will be attempting to move the scout in another direction, if it fails, our CP will be alone. It should survive a MW, but what a horror if it didn't. No, I think we chould move adjacent to the Unity pod, build a base, build a scout, put a facility in both queues, and then pop it. If this means waiting for Biogenetics, so be it. This is all of course in the case that the scout doesn't make it into the fungus, which I'm sure she will.

    Oh, comeon Mind Worm, be in there!

    -Smack

    {Edit: Forgot to say that if the scout discovers an endless fungal field to the north (if it obviously extends off the visible), then I think we should also then move the CP SW in that case } -S

  9. #99
    Chaos Theory
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    A colony pod (or other noncombat unit) defending against a Mind Worm this early in fungus has 2:3 odds.

  10. #100
    Chaos Theory
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    Some quick numbers about Gaians moving in fungus:

    With average native life, in several games, moving my two starting CPs and one scout in fungus, not having founded a base, and usually moving into previously-unentered fungus:

    38 successful entries
    8 unsuccessful tries
    13 native life (7 worms, 6 spore launchers)

    If we discard the native life as a neutral outcome, then we have a ~17% chance of failing to move into a fungal tile.

  11. #101
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    If we lose the CP, our game is destroyed. Even if it's only a small chance I say better save than sorry and we should keep the CP and scout together.

  12. #102
    Chaos Theory
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    If the scout fails to move north (unlikely, but not that unlikely), then where should the CP go?

    If it goes north, it becomes unaccompanied, though ideally only for a single turn in fungus

    If it goes south, it pops a pod which may be better saved, or may be better popped now. If it pops worms, not only might the CP be in danger, but the HQ, too.

    If it goes southwest, no particular risks are assumed, and it can form a base on the following turn.

  13. #103
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    I gotta go with Chaos on that. We can't be perfectly safe and have any chance either. This is a small risk worth taking. Popping the pod with a CP is magnitude riskier, and even that isn't so bad. The SW, not on the pod, is my vote for the scout-no-move case.

    -Smack

  14. #104
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    Ok then, so it's SW if the scout can't go north

  15. #105
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    I throw my vote for SW too, if scout doesn't make it.
    SMAC/X FAQ | Chiron Archives
    The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man. --G.B.Shaw

  16. #106
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    Turn played. Everything went according to plan.
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  17. #107
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    My proposal for next year:

    Rush the former for 9 ECs, not sure whether to build a scout patrol or colony pod next.

    Move the CP north to found a base on the subsequent turn. Produce a scout patrol here.

    Not sure what to do with the scout, maybe send it east to get a better idea of the terrain near our HQ, maybe send it west to try to find some good terrain. If we produce a CP at HQ, we'll want to bring that scout back to HQ after ~9 turns to serve as police for at least a few turns.

  18. #108
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    We're well on our way now!

  19. #109
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    As you can see, I decided to have a single thread for turn planing. With multiple threads it would be . Thread has been renamed to Department of Internal Affairs (if someone has a better name be free to suggest it).


    Agree with CT in everything, scout should go northwest or west (decide after moving colony pod - if there is nothing interesting north, I would go west).
    SMAC/X FAQ | Chiron Archives
    The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man. --G.B.Shaw

  20. #110
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    Damn, no worm yet. 'Here Worm, come to Deirdre!'

    Good moves though.

    'Internal Affairs' could be anything. How about 'Department of Newton' (Our laws of motion...ok. Not good) or 'Brownian Motion', or 'Greengo' or 'Department of Tactical Oversight'

    -S

  21. #111
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    How about something simple like "turn planning thread"? OTOH, I kinda liked the idea of a new thread for each upcomming turn, as we had been doing.

  22. #112
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    If I could, I'm pretty sure this is unrelated to any game information, I would like to suggest a topped turn report thread where the end save and report for all turns were added, perhaps even a link to the individual turn discussion thread.

    After the ACDGII I found this is the easiest way for people to review and reference afterwards. Just my 2 cents.

    [Edit] I'm considering this post a non-spam post.
    Last edited by Snowflake; August 2, 2004 at 10:19.
    Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

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  23. #113
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    Originally posted by HongHu
    If I could, I'm pretty sure this is unrelated to any game information, I would like to suggest a topped turn report thread where the end save and report for all turns were added, perhaps even a link to the individual turn discussion thread.
    erm... H2, look a little better
    SMAC/X FAQ | Chiron Archives
    The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man. --G.B.Shaw

  24. #114
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    Our turn is ready. So basically - rush former with 9 credits, move CP north. Next production for Gaia's Landing is colony pod. What with scout patrol? Should it move eastwards and return to HQ after some time, or move in other direction. I would move it west, then south, and explore/troll around fungus for our mindworm (we need it soon). Also, what about second base name? Temple of Planet?
    SMAC/X FAQ | Chiron Archives
    The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man. --G.B.Shaw

  25. #115
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    I agree with rushing the former for 9EC's. I think we should move the CP north before moving the scout. If there is a fungus square connected to that square then move the scout patrol in with the CP for security. If NO fungus square is attached then move the scout patrol SW into the untrod fungus square looking for a MW. I agree with colony pod for next production. Regarding base naming, I like going with the game generated name until we're inspired to change it.

    BTW, The Data Angels have jumped ahead in the graph so most likely they,ve planted their 2nd base aleady (or maybe they pod popped a tech).

  26. #116
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    Probably started on river on popped sth with their probe. Nice point about fungus. We should make trolling a MW a priority, since it will give us great exploration bonuses.
    SMAC/X FAQ | Chiron Archives
    The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man. --G.B.Shaw

  27. #117
    smacksim
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    Here's some paths for further discussion:
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    Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game

  28. #118
    smacksim
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    Green Spots are possible base locations. It looks like a tight squeeze around the water. Perhaps we need to check that out a bit more before committing a CP in that direction.

    -S
    Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game

  29. #119
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    It depends if there is fungus north (which we shall see after moving Colony Pod). Smacksim, I believe you are the turnplayer. Could you move Colony Pod north and than make a midturn save and a screenshot?
    SMAC/X FAQ | Chiron Archives
    The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man. --G.B.Shaw

  30. #120
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    Observing that screenshot, I notice two things. First, texture on the square north of our units shows that it doesn't continue NW and NE (there is no darkgreen patches at the square border). That means that those squares aren't rainy, so they probably are rocky or fungus covered. Since there is rockiness here already (westwards), they are very likely be fungus covered. I suggest moving the CP north, and if my assumption on those squares being fungus squares is true, I suggest moving Scout Patrol north too. It will protect base then, and we can troll fungus northwards of our second base.
    SMAC/X FAQ | Chiron Archives
    The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man. --G.B.Shaw

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