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Thread: ACDG4 Game One: The Sword of the Righteous

  1. #31
    Flubber
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    Darsnan

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    Darsnan
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    Originally posted by Flubber
    Darsnan

    Your PM box is full
    Fixed.
    And if Dale DOES choose self exile, then 'poly just lost another one of their star gaming contributors, and that's a pity, since this is still a gaming site.

    -=Vel=-

  3. #33
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    Message sent.

    Its pretty general as to what is happening. I will send you a more specific message when I get back in the game
    You don't get to 300 losses without being a pretty exceptional goaltender.-- Ben Kenobi speaking of Roberto Luongo

  4. #34
    vyeh
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    Some thoughts on initial military strategy:

    (1) Move the observers and counter-battery units from Great Clustering to Worker's Nest, and the observers from Plex Anthill to Worker's Nest using troop transports and intel units. There are five enemy units in Sheng-Ji Yang Base. The observers have +25% bonus attacking a base. The counter-battery units can soften up the enemy units. Taking Sheng-Ji Yang Base will block off the peninsula northeast of there (preventing reinforcements if there are enemy bases or units there).

    (2) In a subsequent turn, moving the observers and counter-battery units to Plex Anthill using troop transports and intel units to attack Working Man Hold.

    (3) Then we take the bunker southeast of Working Man Hold. The ultimate objective is to take the chokepoint at (46, 58).

    (4) The units at #1 and #2 maintain an active defense. They stay at their posts, but take any opportunity against the SotR coalition (SotR, Spartans, Morgan, University). The counter-battery units fire to blunt any attacks. Using the transport or intel unit, the observer moves one unit, attacks and moves back. The intel unit can subvert single units one square away and move back.

    Until we gain the tech level to produce units equivalent to the military units we have (e.g. Doctrine: Mobility allows Troop Transport Mk 1, which has a lower attack value than our UN Troop Transport, Non-Linear Mathematics allows impact infantry), we should be careful in how we risk our units. So we should:

    (a) monolith promote observers for the extra +12.5% attack factor.

    (b) use counter-battery units to soften up enemy units.

    (c) use observers rather than troop transports against bases for the extra 25%.

    (d) use troop transports and intel units to move an observer or counter-battery unit away after attacking to avoid exposure to counter-attack.

    (e) take advantage of bunkers and bases to avoid collateral damage.

  5. #35
    vyeh
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    I propose the following movement:

    (1) Great Clustering units:
    (1a) Board Transport both observers and both counter-battery units.
    (1b) Move both loaded intel units and both loaded troop transports to Worker's Nest, expending 1 1/3 movement points.
    (1c) Unload both observers and both counter-battery units.
    (1d) Upgrade both observers and both counter-battery units on monolith to the east of Worker's Nest.
    (1e) Move both intel units and both troop transports to monolith (do not upgrade), expending 1/3 movement point.
    (1f) Board Transport both observers and both counter-battery units.
    (1g) Move both loaded intel units and both loaded troop transports to Worker's Nest, expending final 1/3 movement point.
    (1h) Take the observer homed to Great Clustering and re-home it to Worker's Nest.

    (2) Plex Anthill Units:
    (2a) Board Transport the observer homed to Plex Anthill.
    (2b) Move loaded intel unit to U.N. Headquarters, expending 2/3 movement point.
    (2c) Unload observer.
    (2d) Re-home observer to U.N. Headquarters.
    (2e) Board Transport the observer.
    (2f) Move loaded intel unit to Plex Anthill, expending another 2/3 movement point.
    (2g) Unload observer.
    (2h) Move unloaded intel unit to U.N. Headquarters, expending final 2/3 movement point.
    (2i) Board Transport both observers.
    (2j) Move both loaded troop transports to Worker's Nest, expending 1 1/3 movement points.
    (2k) Unload both observers.
    (2l) Move both observers onto the monolith and upgrade.
    (2m) Move both troop transports to monolith (do not upgrade), expending 1/3 movement point.
    (2n) Board Transport both observers.
    (2o) Move both loaded troops transports to Worker's Nest, expending final 1/3 movement point.
    (2p) Move one counter-battery unit one square south of Plex Anthill.
    (2q) Fire that counter-battery unit at Working Man Hold.
    (2r) Move remaining intel unit one square south of Plex Anthill, expending 1/3 movement point.
    (2s) Board Transport fired counter-battery unit.
    (2t) Move loaded intel unit to Plex Anthill, expending 1/3 movement point.
    (2u) Unload fired counter-battery unit.
    (2v) Move other counter-battery unit onto monolith and upgrade.
    (2w) Move intel unit to monolith (do not upgrade), expending 1/3 movement point.
    (2x) Board Transport counter-battery unit.
    (2y) Move loaded intel unit to Plex Anthill, expending 1/3 movement point.
    (2z) Unload counter-battery unit.

    (3) Worker's Nest Units
    Note: intel and counter-battery units have already moved.
    (3a) Move observer to the monolith and upgrade.
    (3b) Move troop transport to monolith (do not upgrade), expending 1/3 movement point.
    (3c) Board Transport the observer.
    (3d) Move loaded troop transport to Worker's Nest, expending 1/3 movement point.
    (3e) Unload the observer.
    (3f) Move unloaded troop transport to Great Clustering, expending final 1 1/3 movement points.

    Result:
    (1) Both SotR bases have been hit by counter-battery fire.
    (2) All five observers and remaining three counter-battery units have been upgraded.
    (3) Great Clustering is garrisoned by a troop transport (to defend against mindworm attack),
    (4) U.N. Headquarters is garrisoned by an intel unit to defend against an SotR attack from Working Man Hold. Iif an enemy unit there followed the magnetic tube, it could reach U.N. Headquarters expending two movement points. The intel unit defends against both probe team and conventional attack.)
    (5) Plex Anthill is garrisoned by an intel unit (to protect against probe team action) and two counter-battery units.
    (6) Worker's Nest is garrisoned by the rest of the southern units.
    (7) All southern units are in bases.

    I'll implement and post a mid-turn save if I don't hear from anyone in 24 hours.

  6. #36
    Mead
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    OK so your thinking of a consolidation/upgrade for the turn?

    That's OK.

    Looking at the technology available from the Belivers, I appears that we should be able to get impac, rovers, and probes from them?

    Once we get that we'll be better able to deal with them.

    Great job at getting infiltration and rid of one of their probes this turn.


    I don't think we should put a premium on teraforming or building right now (or in the near future) we're trying to stay alive and the land looks somewhat well developed already.


    Mead

    PS

    Darsan, where did you get those names? Lady Halibut?

  7. #37
    vyeh
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    Originally posted by Mead
    OK so your thinking of a consolidation/upgrade for the turn?
    Yes. The idea is to attack Sheng-Ji Yang Base next turn, while minimizing our casualties. Since the observers have +25% against bases (which the troop transports don't have), we want to use them for our attack. Upgrading the observers gives them an additional +12.5%. We will precede the attack with counter-battery fire from the three counter-battery units. By upgrading the two counter-battery units that haven't fired, we get an additional 12.5% chance of damage.

    After the attack, we'd move the observers and counter-battery units to Plex Anthill and attack Working Man Hold.

    As you pointed out in an earlier post, we can gain some breathing room by taking out these two bases.

    Originally posted by Mead
    Looking at the technology available from the Belivers, I appears that we should be able to get impac, rovers, and probes from them?

    Once we get that we'll be better able to deal with them.
    Not all of them and perhaps not any of them, if we're unlucky. The second time we attempt to take technology from a base, the odds go down. Until we get Doctrine: Mobility, we can not produce Troop Transport Mk 1.

    Those intel units are also transports. With them and the troop transports, we can move the observers and counter-battery units two movement points per turn and they still have a movement point to attack. Without them, the observer or counter-battery unit can only travel at one movement point per turn and they wouldn't be able to attack the turn they moved.

    So, I think we should only attempt to steal one technology per base. The intel unit we used to attack the enemy probe unit and infiltrate is now a veteran (it got promoted twice). If we use it to steal technology from Sheng-Ji Yang Base next turn, it has a better chance of surviving than the other intel units.

    If it survives there, we can use it to steal technology from Working Man Hold in a subsequent turn.

    Originally posted by Mead
    Great job at getting infiltration and rid of one of their probes this turn.
    Successful infiltration allows us better planning.

    Originally posted by Mead
    I don't think we should put a premium on teraforming or building right now (or in the near future) we're trying to stay alive and the land looks somewhat well developed already.
    I agree we don't need to worry about terraforming, so we can put off researching Centauri Ecology. Since the land is well developed, I think we chould b-line to supply crawlers and take advantage of the extensive terraforming.

    An alternate strategy would be to research military technologies, so we can build units to reinforce our initial military units at #1, #2 and in the south.

    What do you think?

  8. #38
    vyeh
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    Originally posted by Mead
    OK so your thinking of a consolidation/upgrade for the turn?

    That's OK.
    Here is the second 2299 mid-turn save.

    At this point, only three units have movement points left: the intel units at #1, #2 and Plex Anthill.

    We should focus on our three bases. By rehoming, none of the bases are using minerals on support.

    Mead, you said you might focus on bases. Could you look at the worker allocations and optimize?

    I think all four bases should be producing scouts for garrison. I'd like to free up our initial southern military units. I think we should be advancing toward the choke point at (46, 58) after we've taken Working Man Hold and the bunker at (45, 45) (southeast of Working Man Hold).
    Attached Files Attached Files

  9. #39
    vyeh
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    Notes to Darsnan:
    (1) The counter-battery unit seems to have deep radar ability. When I upgraded one of them on the monolith to the east of Worker's Nest, the tile two squares away directly north went from unexplored to explored. Interestingly, when I next moved a UN Troop Transport to the same square, the tile two squares away north by northeast went from unexplored to explored. Why do the two units see different squares?

    (2) The 2-movement point land transport is fun to play with, but it might be overpowered against an AI. I used the land transports to move units from Great Clustering and Plex Anthill to Worker's Nest, upgraded the units on a monolith next to a SotR base and then used the land transports to move the units to the safety of a base. I also was able to move a counter-battery unit out of Plex Anthill to bombard Working Man Hold and then use a land transport to move it out of harm's way. Of course, I could have done that with a one movement point land transport, since there were roads in this case, but the idea is the same: a two movement point land transport plus a one movement point infantry unit is essentially a three movement point infantry. It can move one non-rocky non-forest tile, attack and retreat. I don't really see the AI doing this and essentially that means I can attack with an infantry unit without exposing it to counterattack from an enemy infantry unit.

  10. #40
    Chaos Theory
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    Originally posted by vyeh
    (1) The counter-battery unit seems to have deep radar ability. When I upgraded one of them on the monolith to the east of Worker's Nest, the tile two squares away directly north went from unexplored to explored. Interestingly, when I next moved a UN Troop Transport to the same square, the tile two squares away north by northeast went from unexplored to explored. Why do the two units see different squares?
    I've observed that under some circumstances, a non-deep radar unit can see tiles two moves away. I think this happens more often when you explore already-explored territory, but I haven't worked out the specific circumstances. Incidentally, I think deep radar enables units to see native life in adjacent fungus tiles, but not fungus two moves away.
    "Cutlery confused Stalin"
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  11. #41
    Darsnan
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    Originally posted by vyeh
    Notes to Darsnan:
    (1) The counter-battery unit has deep radar ability.
    You are correct, sir!

    Originally posted by vyeh
    Interestingly, when I next moved a UN Troop Transport to the same square, the tile two squares away north by northeast went from unexplored to explored. Why do the two units see different squares?
    Ah the vagaries of exploring a new world! I'm sure you'll figure it out sooner or later!

    Originally posted by vyeh
    (2) The 2-movement point land transport is fun to play with, but it might be overpowered against an AI. I used the land transports to move units from Great Clustering and Plex Anthill to Worker's Nest, upgraded the units on a monolith next to a SotR base and then used the land transports to move the units to the safety of a base. I also was able to move a counter-battery unit out of Plex Anthill to bombard Working Man Hold and then use a land transport to move it out of harm's way. Of course, I could have done that with a one movement point land transport, since there were roads in this case, but the idea is the same: a two movement point land transport plus a one movement point infantry unit is essentially a three movement point infantry. It can move one non-rocky non-forest tile, attack and retreat. I don't really see the AI doing this and essentially that means I can attack with an infantry unit without exposing it to counterattack from an enemy infantry unit.
    Good observations. Hopefully the AI will benefit significantly enough from these units to proivde a good challenge in this game.


    D
    And if Dale DOES choose self exile, then 'poly just lost another one of their star gaming contributors, and that's a pity, since this is still a gaming site.

    -=Vel=-

  12. #42
    Flubber
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    Originally posted by Chaos Theory


    I've observed that under some circumstances, a non-deep radar unit can see tiles two moves away. I think this happens more often when you explore already-explored territory, but I haven't worked out the specific circumstances. Incidentally, I think deep radar enables units to see native life in adjacent fungus tiles, but not fungus two moves away.
    IIRC Any unit can "see" two tiles away if ZOC restrictions prevent it from moving. You are shown the units that prevent its move.

  13. #43
    Chaos Theory
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    That's usually the case, but I have found the odd situation when overlapping ZoC prevents a unit of mine from moving, but I'm not shown one of the reponsible units.
    "Cutlery confused Stalin"
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  14. #44
    Mead
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    Originally posted by vyeh

    ***

    I agree we don't need to worry about terraforming, so we can put off researching Centauri Ecology. Since the land is well developed, I think we chould b-line to supply crawlers and take advantage of the extensive terraforming.

    An alternate strategy would be to research military technologies, so we can build units to reinforce our initial military units at #1, #2 and in the south.

    What do you think?
    Let's go for the crawlers.

    We'll pick up probe capabilites on the way.

    Then we'll use the probes to supplement our research to ensure we catch up and don't fall behind in military techs.

    Mead

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    Mead
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    Originally posted by vyeh


    ***

    Mead, you said you might focus on bases. Could you look at the worker allocations and optimize?

    ***
    The allocations are optimal right now.

    We could move a couple around to get more energy instead of minerals, but I prefer the minerals right now.

    Maybe next turn after we get an additional tech, we may prefer a little more energy.


    Mead

  16. #46
    Mart
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    how about making a colony pod in UNHQ?
    Base has no growth, any -1 nutrient will starve it.
    making a new base will improve our growth.
    Mart
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  17. #47
    Darsnan
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    Originally posted by Mead
    PS

    Darsan, where did you get those names? Lady Halibut?
    a) its Darsnan

    b) its Lady Haliburt

    c) while it might not show now, I used to be quite the creative writer, and was always good at thinking up names for characters. These names just "seemed to go" with the game is all.


    D
    And if Dale DOES choose self exile, then 'poly just lost another one of their star gaming contributors, and that's a pity, since this is still a gaming site.

    -=Vel=-

  18. #48
    vyeh
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    Originally posted by mart7x5
    how about making a colony pod in UNHQ?
    Base has no growth, any -1 nutrient will starve it.
    making a new base will improve our growth.
    OK with me. I'd eventually like to free up the intel unit doing garrison duty, but we can build a garrison unit, if we decide one is necessary, after the colony pod is built.

    Edit (addition): Having thought about it, this is a very good idea, because Plex Anthill has a command center. If it is possible, we should build all our garrisons at Plex Anthill, upgrade on the monolith and send to the other bases. How does building colony pods at Great Clustering and Worker's Nest, in addition to U.N. Headquarters, sound? (End edit.)

    I think a colony pod is a very good idea. I'm in the middle of analyzing all the information about SotR that we got from infiltration. We are currently producing 14 labs/turn. SotR is producing 39 labs/turn. They are already ahead of us in techs. We got to up our labs. I think we need to ICS our bases, while our military units secure our borders.

    I do want to free up our military units from garrison duty. We have a temporary parity/slight superiority. We have 4-2-1 observers. SotR has 4-2-1 impact infantry. We have 4-2-2 troop transports. SotR has 2-2-2 troop transports. We have 0-2-2 intel units. SotR has 0-1-1 probe teams. We have (6)-2-1 counter-battery units. SotR does not have artillery. To get artillery, SotR needs to research Industrial Base, Information Network, and Polymorphic Software. Then they can produce (4)-2-1 artillery. They are currently taking two turns to research tech.

    With infiltration, we can see the area around each base. Since we have a survey of the planet which shows land, sea and rivers, we can figure out where the bases are by looking for geographic features. (And we can check our results by seeing if the distance of the bases from the SotR HQ base, New Jerusalem, matches up with the inefficiency loss.) So far I tentatively have:

    From On High (76, 68)
    Righteous Sentence (76, 60)
    The Hand of God (7, 61)
    Agincourt (12, 66)

    (The other two are more difficult since they are all land. I need to match up the rivers!)

    I see two potential strategies:

    (1) We can push our borders back with our military units while ICSing. When we have overwhelming military superiority we attack SotR.

    (2) We can go straight for the SotR and attack before they get artillery, and plasma steel armor. By the way, only the two SotR bases near us have perimeter defenses. SotR needs to research Doctrine: Loyalty to build perimeter defenses at their other bases.

    Mead, mart7x5, do you have an opinion?
    Last edited by vyeh; October 27, 2006 at 16:27.

  19. #49
    vyeh
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    Originally posted by vyeh
    With infiltration, we can see the area around each base. Since we have a survey of the planet which shows land, sea and rivers, we can figure out where the bases are by looking for geographic features. (And we can check our results by seeing if the distance of the bases from the SotR HQ base, New Jerusalem, matches up with the inefficiency loss.) So far I tentatively have:

    From On High (76, 68)
    Righteous Sentence (76, 60)
    The Hand of God (7, 61)
    Agincourt (12, 66)
    New Jerusalem (0, 70)
    The Holy Fire (6, 76)

    Base, Distance From HQ, %age energy loss
    New Jerusalem, 0, 0
    From On High, 3, 0
    The Holy Fire, 6, 11
    Righteous Sentence, 7, 11
    The Hand of God, 8, 25
    Agincourt, 8, 27
    Working Man Hold, 32, 100
    Sheng-Ji Yang Base, 33, 100

    The shortest distance by land (counting every unexplored square as 1 - this doesn't take into account forests, rocky squares, roads, mag tubes) is to travel west from the choke point (46, 58). The "distance" is 22 and would bring us to Agincourt. If you will look at the base map of Agincourt (F4, click on the SotR/Believer icon, doubleclick on Agincourt), you will see that there is a bunker immediately to the east of Agincourt. (Of course, our initial units have drop capability. Maybe we should think about bringing a colony pod along.)

    If we traveled east from the choke point (46, 58), the "distance" is 27 and that would bring us to From On High or Righteous Sentence. Looking at the base map of From On High, there is a nice monorail to the west of that base.

    In either case, if you will look at the bases, you will see monorails. I've pieced together a map, and it looks like all the SotR bases are "probably" connected by monorails, so they will be able to reinforce.

    The number of units in the garrisons (I'm excluding Sheng-Ji Yang Base and Working Man Hold) are:
    Scout Patrols (5), Probe Teams (4), Progenitor Rovers (5), Synth Police (6), Troop Transport Mk1 (5), Scout Patrol (1), Impact Rover (5), and Impact Infantry (5).

    If we take a look at the Security Nexus (F7, click on the SotR/Believer icon) and take into account the units opposing us at #1, #2, Sheng-Ji Yang Base and Working Man Hold, the following are unaccounted for:
    Probe Team (2), Progenitor Rover (2), Synth Police (3), Troop Transport Mk 1 (2), Impact Rover (2), Impact Infantry (2). They could be able to reinforce. (They might be in the bunkers near Agincourt or The Hand of God.)

    In addition, the six SotR bases excluding Sheng-Ji Yang Base and Working Man Hold are building Impact Infantry and they will be built the next turn.

    What are your thoughts?

  20. #50
    vyeh
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    Note to Darsnan:

    As you can see, with infiltration and "Unity survey" on, I was able to locate the SotR bases This set of circumstances came from the combination of the two factors above with an SotR base around to be infiltrated. Sheng-Ji Yang Base and Working Man Hold are liabilities to the SotR. They are a drain on the treasury (they produce no energy or labs and the treasury has to pay for the upkeep of the facilities). Bunkers, like the ones opposite #1 and #2 would do as well.

    Personally, it was fun figuring out where the SotR bases are. I only bring it up because I believe it affects the play balance.

  21. #51
    Mead
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    ICS = good
    Build the CP


    I would like to take the nearby Beliver bases soon to limit/prevent a two front war. - I'm afraid of the Hive turning on us.

    Mead

  22. #52
    vyeh
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    Originally posted by Mead
    I would like to take the nearby Beliver bases soon to limit/prevent a two front war. - I'm afraid of the Hive turning on us.
    Then we should be thinking of pushing colony pods toward the chokepoint with the Hive. This will push the Hive's territorial boundaries back and give us a base to support any conflict.

  23. #53
    vyeh
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    Inferences from the Premise

    Originally posted by Darsnan
    Premise

    ... The University ... initiated a ... war ... against their neighbors the Believers.
    (1) The University and the Believers are neighbors.

    Originally posted by Darsnan
    ... Joan ... were able to defeat the remaining Uni field armies at Agincourt.
    2) Since Agincourt (12, 66) is on a chokepoint to the east of the remaining Believer bases, we can infer the Uni bases are to the east of Agincourt on the other side of the chokepoint.

    Originally posted by Darsnan
    Meanwhile the Spartan Splinter Faction had fallen into conflict with their neighbors, the Hive.
    3) The Spartans and the Hive are neighbors.

    Originally posted by Darsnan
    ... Joan d’Arc ... began augmenting the Spartan units with her ... units.
    4) The Believers have a land supply line to the Spartans.

    Originally posted by Darsnan
    ... the Morganites ... closed their borders to the Hive.
    5) The Morganites share a border with the Hive.

    Originally posted by Darsnan
    ... the Morganites ... requested Believer assistance, which then allowed the Believers to base aggressor units in Morganite territory along the previously neutral Hive flank.
    6) The Believers have a land supply line to the Morganites.

    7) The border between the Hive and Morgan is different from the border between the Hive and the Spartans.

    Originally posted by Darsnan
    ... the Hive have offered you the services of several cities ..., which they state should also be considered as part of the buffer zone between themselves and the “aggressor states”, meaning it is your responsibility to keep the warring factions apart.
    8) There is an enemy to the south of us.

    Originally posted by Darsnan
    ... this Hive leader may already be rethinking whether it was a wise decision to involve the Peace Keepers in this “local squabble”….
    9) The Hive may be rethinking our Pact with them.

    We can make the following inferences:

    A) From 2) and 8), the University is south of us.

    B) From 3), 5), and 7), Observation Post #1 is facing the Spartans or the Morganites and Observation Post #2 is facing the other one.

  24. #54
    vyeh
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    To Hive or not to Hive

    Something to think about ...

    After we finish securing our continent, are we attacking the Hive?

    Pro: We know what they have. With careful use of counter-battery units, transports and observers, we can take them and their territory with little or no casualties.

    Con: The Hive is an enemy of the SotR coalition.

    While we don't have to make a decision immediately, if we decide to pursue the strategy of attacking the weakest faction first (the Hive), it might make sense to stop acting as a buffer at #1 and #2 and get our units out of there. No point risking our units to keep the Hive from being attacked if we are going to attack the Hive in the near future ...

  25. #55
    vyeh
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    Some strategic musings:

    (1) The units at #1 and #2 work their way away from Hive territory when the opportunity arrives. This protects against the Hive ending our Pact and those units zipping back to the south. With subversion of singleton units, they may be able to achieve footholds in the Morgan and Spartan territories.

    (2) The non-independent southern units stay at home. After they have helped take the two SotR bases, some will be used to garrison the sothern chokepoint (46, 58) and the others the northern chokepoint where we come into contact with the Hive. This protects us if the Hive suddenly declares war, and it gives us some flexibility if we decide to go free market.

    (3) The southern independent units are used to go south. We should consider attacking Uni. Also, note that if they go east, they come into the SotR "back door". (There is a chokepoint and bunker at Agincourt, but there is a nice monorail into From On High.)

    (4) Meanwhile, the southern bases produce colony pods until they are size 1. We can use the stay-at-home units to garrison them until then.

  26. #56
    vyeh
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    I propose the following final moves for 2299:

    (1) Set all bases to produce colony pods.
    (2) Skip turn for intel units at Plex Anthill (2/3 mp remaining), #1 (2 mp remaining) and #2 (2 mp remaining).

    If I don't hear any objections in 24 hours, I'll implement and post an end turn save.
    Last edited by vyeh; November 1, 2006 at 16:29.

  27. #57
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    2299 end turn save.

    Some issues that will come up between turns:

    Technology:

    (1) Currently, it will take 12 labs to research a technology. We're producing 14, so we'll be asked to select a tech, get that tech and asked to select another tech to research. There is a formula in the Prima's Strategy Guide for tech discovery cost. It doesn't seem to work in this case, so I created a new game with standard size map and used the scenario editor to give the Believers the techs the SotR has in this game. That produced a tech cost for the Peacekeepers of 12. I then added a tech one at a time to determine how much it would cost to research the next tech. I got these results

    Techs, # labs
    1, 12
    2, 30
    3, 48
    4, 68
    5, 95
    6, 120
    7, 147
    8, 176

    This is a simplification (it doesn't take into account the number of turns that passed or the fact that SotR/Believers will be gaining more techs); however, it gives an idea of how long it will take to research techs. Currently, we're producing 14 labs/turn. After we capture Sheng-Ji Yang Base, we'll produce 16 or 17 labs/turn.

    Our research schedule for the first few turns looks like this:
    pre 2300: Get one tech (2 total techs, app. 30 labs for the next tech)
    2300: Steal one tech from Sheng-Ji Yang Base (3 total techs); Sheng-Ji Yang Base captured (producing app. 16 labs/turn)
    pre 2302: Get one tech (4 total techs, app. 68 labs for the next tech)
    2302: Steal one tech from Working Man Hold (5 total techs); Working Man Hold captured (producing app. 18 labs/turn)

    After this, it is hard to forecast, since we will be producing colony pods, which will result in a loss of energy to the producing base but a gain of energy from the new base. If we don't take into account our ICS, we would get:

    2306: Get one tech (6 total techs, app. 120 labs for next tech)
    2313: Get one tech (7 total techs, app. 147 labs for next tech)
    2322: Get one tech (8 total techs, app. 176 labs for next tech)

    If we want to get to Industrial Automation (supply crawlers), we need to be careful about trading for techs which are not on the Industrial Automation b-line.

    (2) There is a thread "About beelining to Industrial Automation..."
    http://apolyton.net/forums/showthrea...threadid=96606

    To summarize and simplify, you can divide the list of techs into three groups. You will not be able to select one group. This inability will rotate through the groups depending on how many techs you have. A partial list:

    Group 1: Applied Physics, Centauri Ecology, Industrial Economics
    Group 2: Industrial Base, Social Psych
    Group 3: Information Networks, Planetary Networks, Doctrine: Mobility, Industrial Automation

    If you can't select Group 1 with one tech, then you won't be able to select Group 2 with two techs, Group 3 with three techs, Group 1 with four techs and so on.

    As soon as we're asked to choose the first tech to research, we'll be able to see which techs we can't research and know where we are in the rotation.

    This is important because if you pick the techs in the wrong order, you may not be able to research a tech in the b-line.

    Diplomacy:

    If we're contacted by The Hive or any other faction, we will have to respond. I would recommend that we be nice to The Hive. If the Hive wants to trade techs, we should (despite the problems it may raise). We don't want to lose the Pact yet.

    If we're contacted by the Gaians, should we agree to a treaty? Should we agree to a Pact?

    If we're contacted by the Morganites, Spartans, or University, should we respond? Should we agree to a treaty? Should we agree to a Pact?

    If we're contacted by SotR, should we agree to end the vendetta?
    Attached Files Attached Files

  28. #58
    Mead
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    Originally posted by vyeh
    ***
    Diplomacy:

    If we're contacted by The Hive or any other faction, we will have to respond. I would recommend that we be nice to The Hive. If the Hive wants to trade techs, we should (despite the problems it may raise). We don't want to lose the Pact yet.

    If we're contacted by the Gaians, should we agree to a treaty? Should we agree to a Pact?

    If we're contacted by the Morganites, Spartans, or University, should we respond? Should we agree to a treaty? Should we agree to a Pact?

    If we're contacted by SotR, should we agree to end the vendetta?
    Yes, be nice to Hive.

    Pick up as many treaties, pacts as possible.

    Even if they only last a few turns, the turn advantage is worth it.


    Mead

  29. #59
    Mart
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    Hive may provide us with commlinks to other factions. I would check them all. And since we have Pact, we can say to Yang, that we offer in exchange friendship and goodwill (Pactmate gives commlinks always free then)
    Mart
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  30. #60
    vyeh
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    Originally posted by mart7x5
    Hive may provide us with commlinks to other factions. I would check them all. And since we have Pact, we can say to Yang, that we offer in exchange friendship and goodwill (Pactmate gives commlinks always free then)
    Posted 2299end2 save.

    Contacted Hive.

    Hive-ambivalent.

    "Welcome to Planet, Brother Lal. ...
    "Always a pleasure to be of service, Brother Lal.
    "Pact Brother, I am now uploading my most recent world map ...
    "Have you any further business?"

    "I have a proposal.
    "I need commlink ...
    "Lady Haliburt ...

    "What do you offer ..."

    "... goodwill and friendship ..."

    "But of course"

    "I have another proposal.
    "I need commlink ...
    "Provost Alaron ..."

    "... lack of frequency ..."

    ...

    "CEO Montigue ..."

    "... lack of frequency ..."

    ...

    "Colonel Joechim ..."

    "... lack of frequency ..."

    Summary:

    We have Gaian frequency. Should we contact her?

    Hive doesn't have any other frequencies.
    Attached Files Attached Files

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