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Opening moves 2102

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  • #16
    Last edited by Googlie; October 14, 2003, 11:01.

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    • #17
      Whoa I didn't even realize I had an upload space I'll move it there later, I just uploaded it to my host out of habit.

      After what googlie just said, I'm wondering about popping that pod with a colony pod and taking the chance on a cloning; the foil will be right nearby in case of an IoD.....worth a shot d'you think?Going west sounds good for the other pod- we can decide about moving further after we get a better picture of the land.

      PS for John - I just moved it, they do have a proper address: http://apolyton.net/upload/(username)/(filename)
      Last edited by Makahlua; May 16, 2003, 21:52.
      But there's no sense crying over every mistake. You just keep on trying till you run out of cake.
      PolyCast | Girl playing Civ + extra added babble! | Yo voté en 2008!

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      • #18
        Last edited by Googlie; October 14, 2003, 11:02.

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        • #19
          Last edited by Googlie; October 14, 2003, 11:03.

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          • #20
            Last edited by Googlie; October 14, 2003, 11:04.

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            • #21
              Ok ship mates, the previous goings on elsewhere have little to do with us. The turn is being replayed to this spot.

              re our main eastern CP there is no doubt, I think, build at 57, 63.

              So re our SCpod heading for 53 69
              Question: Can the scp after popping, complete moving to 53,69 and build on the same turn. If yes is it worth the risk.
              If it can't reach our preferred base tile 53,69 after popping, are the benefits worth the 1 turn delay.

              Shall we just direct the scp to 53, 69 and let the foil pop the pods
              On the ISDG 2012 team at the heart of CiviLIZation

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              • #22
                Last edited by Googlie; October 14, 2003, 11:05.

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                • #23
                  I still like popping after building the base, as the benefits of things like instant build and particularly a resource bonus tile are quite beneficial at this point.

                  Re the replay, as I posted/emailed, I don't seem to have gotten the correct turn (assuming it is supposed to be different from the first time - same old date on the save file and doesn't open with new pw).

                  RL calls; I'll check back in in a couple of hours.

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                  • #24
                    Maties, we got the albatross off the ground again, hopefully we'll be ready with our build choices, by the time it comes around again. I am planning to move the ships as we seemed to decide before and to found the two bases, making tentative decisions on their names and builds, and then forward the turn to Base Operations Cap'n Maki, who will reevaluate those choices in light of whatever has become the consensus by that time.

                    Things may move fairly fast for a little while (or they may not),

                    If someone would forward the end-turn zip to those who were not on the distribution list, that would be nice; I have to leave the bridge for a while.

                    Cusp. BB

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                    • #25
                      Anybody disagree?
                      I'm tempted to pop en route, but the need to build to get two bases established is the priority this next turn.
                      On the ISDG 2012 team at the heart of CiviLIZation

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                      • #26
                        I agree with Herc on the next turns priotorities.
                        "War forced us into the seas. When we came back upon the surface, it was a ruined and desolate place. We knew that it was not long before even the most secluded spot in the seas of Earth was polluted, so we left to the the sea of stars. That is how we came to be on Chiron."
                        -Dameon McPherson, Leader of the Atlantians, "The Exodus"

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                        • #27
                          Annual Report: 2103 - Part 1; Seafaring Operations

                          Fleet movements were accomplished pretty much according to the plans as discussed in Cap'n Council. We now have the two bases at (53,69) and (57,63). The pod at (5,68) was popped, yielding 75 ec , making us the wealthiest faction at the moment; not bad, but only worth a single issue of rum to the crew, in the opinion of Cap'n BB, as the forward watch had reported a red tide in the distance off the port beam.

                          Our Gunfoil (perhaps it needs a more colorful name) continued West beyond the Min Special at (48,68) to an anchorage at (46,68), from which viewpoint, all of Treasure Islet can be viewed from aloft (Cap'n BB, in distancing himself from this unimaginative name, would like to point out that the Island was actually named by the Ships' Children on the Nursery Deck). It appears that a reasonable site for a near future (land-based) settlement is at chart location (47,65).

                          Our remaining SCP skirted the island indicated in the previous survey to the port side and sailed NE thru a narrow strait, with an uninspiring and very small island aport. We sailed north as the winds died down to further check out the larger island, but nothing of interest revealed itself ashore, and a swath of fungus will hinder further exploration of that island. BrownBeard considers these two islands to be of inferior quality, given the information we currently have, and so recommends that the ColonyShip resume the original plan to settle near the mini-mounts, the nearest of which is now a day's sail to the Southwest, according to the view from the crow's nest.

                          On the next turn, Cap'n BB suggests that the SCP move SW until contact with the minimount landmass is made and then see if a suitable base location presents itself. The Gun Foil should explore further West a few tiles to supplement the SCP's survey from the Eastern side and if no longer needed on survey duty in this vicinity, proceed South and East, circling under and around our 2 initial bases to scope out the Southern and Eastern Reaches.

                          We established initial production of a Scout and a Transport in the two bases, but we are passing the Hook of Command to Base Operations Cap'n Maki to make the final decisions on Base dispositions.

                          The research target is not yet established, unless Cap'n Maki chooses to do so in the second part of this turn, but assuming it remains unspecified, it will be necessary to have one in mind for the beginning of the next turn, as it will no doubt insist that we start off 2104 with that selection.

                          Turn sent to Cap'n Maki and posted
                          here.

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                          • #28
                            Bases: HQ is producing a scout next turn, followed by work on second Gun Sloop (3 turns) {I renamed it } followed by a SeaCP (15 turns), base #2 is Followibg the same pattern, but with a transport first (4,2,4,14 turns). The workers are fine, only move i thought of was to but base 2's workers on the nut square to get our next pop faster, but that doubled production time so I didn't leave it I forgot to set tech to CentEco; I've noticed the game has a tendency to -not- give you SotHB for that 3rd pick and you end up researching CentEco anyway - start terraforming now! I'll insert formers in the queues before the SeaCP's once the tech is ready ( 7 turns, 50 labs/50 econ is our engineering currently) - allo giving our bases time to grow.

                            PS I also got the 'you have already played this turn' message - is this from John saving it?

                            Save is here .
                            But there's no sense crying over every mistake. You just keep on trying till you run out of cake.
                            PolyCast | Girl playing Civ + extra added babble! | Yo voté en 2008!

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                            • #29
                              Last edited by Googlie; October 14, 2003, 11:06.

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                              • #30
                                Last edited by Googlie; October 14, 2003, 11:08.

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