2101 end-turn save.
Scout patrol went west, found fungus and a unity pod.
Founded base #1, set to produce a former.
Send pod #2 west with scout.
Current tech cost is 14.
This thread is for turnplayer to post a presend here, along with report of the tunr (terraforming, movement, scout results and other things). It is also topped.
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
2101 end-turn save.
Scout patrol went west, found fungus and a unity pod.
Founded base #1, set to produce a former.
Send pod #2 west with scout.
Current tech cost is 14.
Last edited by Chaos Theory; June 30, 2004 at 07:15.
2102 end-turn save
Moved scout north in fungus. Discovered a promising base site one more tile to the north.
Moved CP north to scout
Moved SE sliders to 80% Labs, 20% Econ - 2 labs per turn now, 3-4 when the next base is founded.
Picked Information Networks as our next tech. FWIW, Industrial Base was not available.
Last edited by Illuminatus; July 3, 2004 at 09:05.
2103 midturn save have only moved CP north but find good green land!
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2103 endturn save
Rushed Former at Gaias Landing for 9 ec's (done next turn, barely)
Moved scout north to join CP.
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Here is the presend save for 2104, also known as the preend save![]()
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2105 Pre-send save
We discover a river. Tech in 2. Solar started. Much balihoo.
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Our luck continues: A spore launcher showed up, right next to Gaia's Landing, on the far side! We are closing on it now. The former moved back to base to defend. ARGH!
Pre-Send Save attached:
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2107 Pre-send save No MW yet...
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Moved northern scout patrol west along river - found a fungal tower!
Started solar panel
Captured spore launcher with southern scout patrol - found unity pod.
Moved southern scout to pop pod - found an energy bonus. As this is at 2xxx meters, when we have crawlers, we could solar panel this for 5 energy, or we could just level the rockiness and put a forest there. We could even drop it elevation and put a borehole there.
Moved spore launcher east - found Uranium Flats!
Popped fungal tower - got 30 ECs!
Switched base #2 production to colony pod
Also found that Morgan is running FM by now.
Northern scout moved NW, SE, SE, exploring a bit but finding nothing much.
Spore launcher moved along river to explore Uranium Flats more thoroughly, found another pod.
Southern scout headed towards Gaia's Landing to get back just in time next turn to head off a drone riot.
Moved spore launcher down the Uranium River - found the other side of the flats, at water, as well as two more unity pods.
Moved northern scout south.
Moved southern scout north.
Gaia's Landing grows next turn; Base #2 grows in 4 turns.
Hurrying the CP in Gaia's Landing will cost 30 ECs next turn. Hurrying the CP in base #2 will cost 15 ECs just after it grows. Our current balance is 34 ECs and it isn't growing except through planetpearls and stockpiling energy (which will give us 2 energy at each base, when the CPs finish).
7 turns projected until Planetary Networks, but the actual figure should be 5-6, since the solar panel will be done in 3 turns, and we'll be planting base #3 pretty soon.
At the end of the turn, I received a notice that the Uni had discovered SotHB - is this something we need to relay to the other teams?
By a 2-1 vote, the spore launcher popped the pod north of it, hoping for a free hurry or a nice sum of energy credits. It found a mineral bonus, which is a fairly good outcome, if not what we wanted.
Hurried the CP at Gaia's Landing for 30 ECs
Sent the scout at Gaia's Landing west, to either explore further west, or pop the pod directly to the south, depending on debate.
Brought the northern scout back to base, to heal, defend, and in a few turns serve as police.
Gaia's Landing completed CP; put formers in queue for pod pop, and since we haven't decided what to build next
Southern scout popped pod - unity foil! Also discovered a pod to the west.
Unity foil moved south, then since we haven't explored the west much, to the west. Found another unity pod
Spore launcher moved west, in a position to either serve as a garrison to base #3, or pop yet another pod.
Northern scout healed
Former completed its solar panel, adding 1 more lab and one more econ to Gaia's Landing (attempts to direct all 4 energy to labs were futile) - Planetary Networks will be done in 3 turns.
Southern scout popped pod - found a monolith!
In the absence of a standing consensus, I did what I would do in my own games and accepted the morale upgrade, on the basis that as a non-independent scout patrol, its lifetime may be short, and it needs all the morale it can get now.
Spore launcher popped pod - found a nutrient bonus (on an arid-rolling-uranium). The Uranium Flats are becoming a very attractive place for bases.
Foil continued exploring to the west, found yet another pod, this one not in fungus.
Northern scout stayed put, will need to be police next turn.
Former started on a road, since the area southwest of Gaia's Landing just became much more attractive for bases.
Spore launcher found two mind worms!
Hastily redirected CP #3 to base site #4 after consulting with smacksim and Net Warrior
Unity foil found a unity rover, but couldn't safely reach land this turn (or some other reason why I didn't...)
Former finished road
Base #2 grew to size 2 - CP in 3
Southern scout went north
Last edited by Chaos Theory; July 21, 2004 at 20:26.
Spore launcher captured the northern mind worm!
Lost track of the southern one, which means it went south or west.
Moved southern scout patrol to Gaia's Landing, to serve as worm defense, former escort, and later police.
Moved unity foil along coast, then unloaded rover - found the Ruins!
Rushed CP in base #2 for 7 ECs.
Moved CP to former base site #4.
Finished Planetary Networks - started Industrial Base
Checked on our opponents:
Roze has 3 population and all of our techs. She is running starting SE.
Morgan has 2 population and does not have Planetary Networks. He is still running FM.
Santi has 3 population of our techs only has Centauri Ecology. She is running starting SE.
Planted base #3 - placed Probe Team in the build queue temporarily
Placed former in base #2 build queue temporarily
Moved unity foil into fungus successfully
Moved unity rover within fungus
Moved CP #4 towards the southwest base site
Moved spore launcher south, and found the rogue mind worm. Our mind worm killed it, gaining us 10 ECs and it a morale level, though it suffered ~60% damage.
Moved southern scout back to Gaia's Landing, in preparation to possibly guard base #3
Moved former north, in preparation for building roads among bases.
Unity rover went northeast - found a pod next to future base #4, that should be safe to pop once the base is established.
Southern scout remained in Gaia's Landing - 4 turns until growth (and a drone) prevent it from getting far.
Northern scout went east out of base #2 - 7 turns until growth are plenty of time to get to the eastern pod and back, and there's a unity rover in the area to help out with sudden worms
Spore launcher went north, then northwest, to reach the pod north of it.
Mind worm stayed put, to heal
Former started on a road - I've gotten mixed signals on this, and we'll use this road plenty anyway, so might as well build it now.
Base #3 switched to a former, losing 1 mineral. We need to decide on the production at base #4 now.
Base #4 moved towards its site
Unity foil went north-northwest
Moved sliders to 50-50
Unity rover tried to go east, found a worm, killed it for 10 ECs, giving us 28 total, and suffering just 30% damage. Tried to go east again, failed.
Foil went north, then with fungus on the northeast, went north again.
Mindworm explored south, found a pod, popped it to find a monolith (did not investigate because of the worm's low morale). The Uranium Flats just keep getting sweeter.
Spore launcher and northern scout approached a pod.
Former continued to form.
CP moved to its destination.
Rover went northeast
Founded base #4, set former in build queue
Foil went E, then N
Mindworms healed
Spore launcher popped pod, found artifact! Sending it back to Gaia's Landing.
Northern scout headed back towards base #2, for eventual policing
Current energy reserves: 32
Popped pod with unity rover - found another monolith.
Moved foil north, then east
Moved mindworm north 3
Moved scout patrol north
Moved spore launcher west
Moved artifact west
Moved former north
Rushed former in base #3 as a small optimization - it cost 2 ECs and will give back 1 next turn, which will give us just enough to switch to Planned.
Industrial base in 3, Gaia's Landing grows next turn.
Rover went north, then west. Unity foil went east than back again, to go north perhaps?. No unity pods sighted.
Switched to planned. Base #2 has citizen turned into doctor, just for precaution. SL and AA moved west. New former went SW to build last part of road that connects first three bases (should be fully completed in 2 turns). Base #3 now produces scout patrol. MW went north. Now producing 7 tech per turn and 5 energy per turn. Accumulated 38 of 49 research, so breakthrough in two turns.
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
Moved unity rover north
Moved foil to pick up rover
Moved mind worm 2 tiles north - found another unity pod
Moved spore launcher in to police base #2
Moved artifact to safe keeping at Gaia's Landing (a possible topic for fiction, and for Hon^H^H^HSnowflake's history)
Rushed CP at Gaia's Landing for all 7 of our ECs
Industrial Base in 1! Next tech should be IndEcon, if possible.
Next turn we will have 7 ECs.
City status:
Gaia's Landing: CP 24/27 + 3/turn, growth in 11
Fallow Time: CP 11/27 + 3/turn, growth in 13
Virgin Soil: Scout 2/9 + 2/turn, growth in 3
Dreams of Green: Scout (placeholder) 1/9 + 3/turn, growth in 6
Moved unity rover onto foil; moved foil SW, W
Attempted to move spore launcher to base #4. Although it failed, it spotted a mindworm 1 tile west of base #4
/me looks at Obstructor...
Moved former back to base #4 as our only possible defense
Moved scout at Gaia's Landing up to base #2 to cover as police (leaving Gaia's Landing temporarily undefended, but surprises could only come from the west)
Moved mindworm along fungus, stopped a bit northeast of base #3
Moved CP to base #5 site
Put formers in build queue for Gaia's Landing (this can still be changed, of course)
Set 2 formers to work on a solar panel to the east of base #2
Finished Industrial Base, started Industrial Economics (10 turns listed)
We had 6 ECs at the start of the turn, and should get 5 more next turn.
MW went west, Unity Foil went west (I think it is a square away from land, so next turn should be interesting), SL went to GL. Former stayed in DoG. Base #5 founded, will finish scout patrol next turn (note -stockpile is not inserted in its queue now, but when I open the turn again to hit end turn I will insert it, almost forgot- everything show that in a couple of turns we won't have to worry about police anymore. Oh, and my computer froze when I hit alt-tab to view the turn orders in IE, so there is a reload warning.
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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
Moved unity foil W, NW.
Disembarked unity rover, found a fungal tower and an adjacent pod on fungus. The odds vs the tower are 50-50, so attacking is a bad idea. Moved the rover back to the foil to safely pop the pod next turn.
Moved former in base #4 north 1 tile, started a road. Temporarily put a former in its queue, and base 5's queue.
Moved mind worm according to the safer, longer path.
Opportunistically hurried the CP in base 2 for 10 minerals, based on previous support for a similar action.
We have 11 ECs at the end of the turn.
Foil went northwest, dropped of rover - rover found a spore launcher and captured it. Foil went east.
Mind worm attempted to go north, found another mind worm, failed to capture, killed, netting 10 ECs and a morale upgrade.
Discovered we have a new scout at base #3, that wasn't discussed in the turn plan. In line with plans to get a garrison at Gaia's Landing to relieve the spore launcher there, moved the independent scout towards Gaia's Landing.
Moved former east of base #2 southeast. Moved the other former north and started a forest.
Moved new CP east, then southeast.
Set formers temporarily in the bases that finished production; every base will be below 10 mins next turn and can be changed with impunity. This will not last.
Current EC total: 31
Turns/tech: 7
Turns until Industrial Economics (IIRC): 5
Found 5 (!) new pods:
Moved mind worm to pod, found a rover.
Moved rover north, found another pod, but couldn't safely pop. Moved northerly again, found yet another pod.
Moved western rover south, found another pod, but couldn't safely pop. Moved south again, found another pod.
Moved spore launcher west, found a river mouth. Attempted to move west again - failed, but the revealed terrain showed yet another pod.
Moved CP to its base site.
Built road to connect base #6.
Moved independent scout to Gaia's Landing; moved the spore launcher there west to explore the possible land bridge in a few turns.
Set bases to build the consensus in the poll; the decision on base #2 can wait a turn or two.
Industrial Economics in 3 turns
38 ECs in reserve, 7/turn (though this will rise with the new base).
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