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Turns: 2104 thru 2110

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  • Turns: 2104 thru 2110

    Rather than continue using the 2102 thread, I thought we could have one a little more aptly named (I hope that isn't too left (or is that right?)-brained for our culture ). I picked this time period, because I originally volunteered to pilot our vessels thru 2110, by which time we may have gotten more organized (within our cultural limits, of course) and have some kind of a formal system for rotating responsibilities. I think the traditional method of choosing leaders is Cutlasses on the foredeck (with the hook hand tied behind your back) after chugging a bottle of rum. At present, and I presume also thru MY 2110, Cap'n Maki is the Base Operations Captain, whose responsibilities include Base production, terraforming and Research. As things get more complicated, we may wish to split up these responsibilities among more Cap'ns, but there isn't that much to do at the moment.

    In case you don't have the starting postition, this: is a pointer to the save file just before the end of the last turn (2103). Below is my attempt to copy the link:
    Code:
    http://apolyton.net/go.php
    (plus a -Question Mark- run together with this:
    Code:
    http://apolyton.net/upload/files/Makahlua/ACDGPirates2103-end1.zip
    (I'm sure there's a better way to do this, but it gave me a lot fo grief dropping various parts or abbreviating)

    I think the question mark is actually something else, cause if I put this together manually from the above, it doesn't work, byt it might be enough of a clue to construct a pointer if you could copy the beginning part of the link yourself including the psuedo question mark from a link you have on your screen and then just add the second part of it to point to the correct file. I'm giving up for now so I can look at the new turn. Perhaps someone else has some other ideas - if it comes to it, we can always email the turns and/or complain to Markos.

    The Plan for 2104:

    The Fleet: The current proposal for the fleet is for the remaining SCP to move SW toward the presumed landmass that was its original target in conjucntion with the Glorious Flagship, which will move West to assist in recon of the area. The hope is that there will be a good colony site in the vicinity. It is possible, but hopefully unlikely, that this area is part of someone elses continent. (If so, things will get "interesting" right away, especially if we manage to plant a land colony and establish territorial rights before we encounter the residents or before their boundary reaches us.) In any event, if sufficient info is available to select and plant the colony, we will do so; if inadequate sites or info, we will forego; and if ambiguous circumstances prevail, we will pause the move and ask for help. If movement remains for the Glorious Flagship, the plan is to begin to circle around our territory on the South, and continue exploring a ring around the core bases.

    The Bases: Cap'n Maki has established a production Queue in each base. Base number 2 (Margaritaville) is building a Transport first, but the general plan is:
    - Scout,
    - (Glorious) GunSloop,
    - (Former, if CE researched), and
    - Colony.
    Whether the Formers and CP's are Sea or Land is to be decided. If a 3rd base is founded this turn, I plan to start it off in the same fashion, although we may wish to have another Transport instead of the Gunsloop.

    Research: Cap'n Maki has indicated that Centauri Ecology will be our first target; in the unlikely event that it is not offered, I plan to select Social Psych instead.

    Please sing out with your comments and critiques. The traditional method of submittal is to attach the note to the point of your dirk and throw it over to the 'bulletin board' behind the helm. Suggestions coming closest to my head (without hitting me) will be weighted highest. If your throw damages the feathers on my hat, your parrot will be tonight's entre at the Cap'n's Table.

    Cuspidore BrownBeard out.

    Edit: put link info to save file in clear text to see if it helps those having trouble with accessing the files.
    Last edited by johndmuller; May 25, 2003, 16:59.

  • #2
    Whizzzzz thud, quivvvver. Sounds fine with me.
    On the ISDG 2012 team at the heart of CiviLIZation

    Comment


    • #3
      Are we going to have fortifications for our bases or is that scout going to be for that?
      I'm not conceited, conceit is a fault and I have no faults...

      Civ and WoW are my crack... just one... more... turn...

      Comment


      • #4
        Turn message - 2104

        Maties, we are researching Centauri Ecology, a present scheduled to be finished in 2110, but will probably be a little sooner when we get our third base up and maybe an extra baby freebooter or two. Also, the tech cost sometimes changes during the period before completing the first research project, seemingly depending on whether we or the others get an extra tech or two (since Goog's said there are no techs in pods; that means we are probably more likely to get a lower tech cost as those with only 1 initial tech (and correspondingly lower tech cost) get their early techs. For your information, the choices offered were: CentEcology, ProgenPsych, BioGenetics, IndustBase, SocialPsych and AppliedPhysics.

        We haav a new scout at Tripoli and the base is now producing another gun foil (scheduled in 4 more turns). The scout is looking eagerly around at the monolith and the pod and the special resource tiles, and is especially pining for the sea, but he is not going anywhere until Margaritaville sends over its transport, at which point it will probably drop in on the pod and finish off the exploration of the base area. It looks like we would have to rush the transport next turn in order to be able to get it to Tripoli in time for the scout to return to base before the new citizen arrives and it is needed for police duty.

        The base exploration project in the west was not terribly rewarding, although there is a decent site or two in view, just too far away for next turn, so we won't be able to found the next base until 2106 unless we settle for an inferior site. The landmass looks like it is part of the mainland, so there is probably another faction on it somewhere, do if we want to stake a claim on it, it would be more politically correct if we are already there before we meet the neighbors and have to justify our intrusion. I am now thinking of planting an early land colony on the presumed mainland at (40,66), a river tile with a Nut Special adjacent (shared with the proposed new sea base below), and 2 unity pods all within the base area. I would rate that mainland colony as a priority item in order to steal a march on whomever is the local landluber faction.

        The leading candidate for the final Sea base seems to be at (45,67), adjacent to Treasure Islet and with 2 min specials within the base area (1 fungussed), as well as a unity pod on Treasure Islet and a Nut special on the mainland, all within the proposed base area. That would conflict with putting a land Colony at (47,65), which I was recommending last year, but you know, that was last year, and our map has grown since then. There are other possible locations in that general area for our sea base, but none of them seem as attractive; even if we lose the territorial rights to the Nut Special due to landlubbers, it will probably have already seerved us well helping us grow the sea base. The only possible location I could see that would let us establish the sea base next turn is at (44,64), which has 2 unity pods and that same Nut special and makes a bridge between two islets and the mainland, but waiting another turn puts the min specials into play and that seems worth it.

        Things to think aboiut for next turn are:
        1-immediate base next turn at (44,64) or the following turn at (45,67) - Cap'n BB recommends the latter;
        2-whether or not to pop the pod at (40,70) - BB recommends popping as it is the preferred direction to sail anyway and the nearest base's accumulated production will still be under 10 and so can be temporarily switched to something expensive (Command Center?) in case the booty is completing its production;
        3-where to go with the gun foil - BB is assuming that the current plan to circle back east under known territory is still in effect;
        4- do we want to partly or fully rush the transport at M'Ville so as to be able to get to Tripoli soon enough to allow the scout to pop the pod at (54,70) and return to Trip before it is needed as a cop; cost would be 13 or 25 - BB is leaning against this, but not by a lot either way.

        Longer term ponderables:
        A-whether to prioritize building a land colony on the probable mainland at (40,66), presumably at Tripoli when its gun foil is finished (building it before the gun foil finished would make it be ready before our population was big enough - BB recommends this;
        B-what kind of formers do we want to start building - BB recommends land formers in the short run;
        C-I renamed our official leader Cap'n Hook; nothing personal w/r Cap'n Hercules, it just seemed more appropriate for a rotating Cap'nship - BB is not terribly wedded to this name so other suggestions would be welcomed, perhaps even a poll.

        Since there was nothing controversal and no new base and the old ones were already programmed, I'm just going to post this version on the Demo Forum, instead of sending it off to Cap'n Maki. In case anyone has any serious issues, I will delay that post a few hours, say no earlier than 7PM Eastern (US) time (it is now about 5PM). Meanwhile I am posting the temporary save here:
        http://apolyton.net/upload/files/joh...s2104-end1.zip .
        Those of you having troubles with the downloading, please look at my comments in the first post and see if that helps. Post here if you want an emailed copy.

        I replaced the .sav file with the .zip one to save space (not that it should make any difference with the download. It worked for me either right or left clicking on it, so go figure.
        Last edited by johndmuller; May 21, 2003, 19:34.

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        • #5
          Couldn't download temp sav. Please forward. yours demoted Cap'n Hercules
          On the ISDG 2012 team at the heart of CiviLIZation

          Comment


          • #6
            I emailed the turn to those on Cap'n Herc's email message to me that said he couldn't download the upload .

            I'll hold of submitting the turn to the Drones till about 10PM EDT to give you'all time to look at it in case you have any comments.

            Maybe we should all practice using the upload service to establish what works and doesn't work. If we continue to have trouble, we should try to document it to Markos. For example, is the Mac/Not-Mac thing a consistent link?

            Comment


            • #7
              We haav a new scout at Tripoli and the base is now producing another gun foil (scheduled in 4 more turns). The scout is looking eagerly around at the monolith and the pod and the special resource tiles, and is especially pining for the sea, but he is not going anywhere until Margaritaville sends over its transport, at which point it will probably drop in on the pod and finish off the exploration of the base area. It looks like we would have to rush the transport next turn in order to be able to get it to Tripoli in time for the scout to return to base before the new citizen arrives and it is needed for police duty.
              I'm fine with rushing it next turn.

              The base exploration project in the west was not terribly rewarding, although there is a decent site or two in view, just too far away for next turn, so we won't be able to found the next base until 2106 unless we settle for an inferior site. The landmass looks like it is part of the mainland, so there is probably another faction on it somewhere, do if we want to stake a claim on it, it would be more politically correct if we are already there before we meet the neighbors and have to justify our intrusion. I am now thinking of planting an early land colony on the presumed mainland at (40,66), a river tile with a Nut Special adjacent (shared with the proposed new sea base below), and 2 unity pods all within the base area. I would rate that mainland colony as a priority item in order to steal a march on whomever is the local landluber faction.
              Agree on the high priority landlubber base and the location

              Good work Cap'n!

              immediate base next turn at (44,64) or the following turn at (45,67) - Cap'n BB recommends the latter
              Following turn The dead space we can later fill with supply foils.

              whether or not to pop the pod at (40,70) - BB recommends popping as it is the preferred direction to sail anyway and the nearest base's accumulated production will still be under 10 and so can be temporarily switched to something expensive (Command Center?) in case the booty is completing its production
              /me nods...

              Just be sure to switch it to a Command Center (is that all we have right now available?) prior... though will one of those types of pods really finish off something that much in need of minerals?

              where to go with the gun foil - BB is assuming that the current plan to circle back east under known territory is still in effect
              /me nods...

              Just explore in an expanding circle around our home area.

              As far as the rushing the transport... how likely is it that we'll really need that cop for the one or two turns it may be missing?

              whether to prioritize building a land colony on the probable mainland at (40,66), presumably at Tripoli when its gun foil is finished (building it before the gun foil finished would make it be ready before our population was big enough - BB recommends this
              I'll second it... go ahead and slip it into the build Q probably.

              Short run land formers? I suppose... especially since none of the restrictions have been lifted yet... though starting a few kelp farms now in the hopes that they bloom and spread might be wise too.

              And yes, the Mac/nonmac thing is probably consistent as I refuse to use another browser than Safari (made by Apple.)
              I'm not conceited, conceit is a fault and I have no faults...

              Civ and WoW are my crack... just one... more... turn...

              Comment


              • #8
                The save is for SMAX with the patch, right?

                Cuspidore BrownBeard Here ??? (what am I doing Here?)
                It seems to be letting me edit your post for some reason. I think I hit edit by mistake (I'm a little out of it today and wasn't thinking too clearly) and for some reason it opened this edit window even though it isn't my post - It is my thread though.

                Anyway, as long as I'm here, the answer to the question is "Yes", at least that is what I'm using - SMAX patch 2)
                Last edited by johndmuller; May 22, 2003, 00:18.
                Those walls are absent of glory as they always have been. The people of tents will inherit this land.

                Comment


                • #9
                  I missed your hate, but you may want to pull your bird down for the wall.
                  Can I have my nife back while your at it?

                  GG here - anyone can edit anyone's posts in these sub-threads
                  Last edited by Googlie; May 24, 2003, 01:48.
                  "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"

                  Comment


                  • #10
                    Turn Message - 2105

                    Ahoy Maties, the turn went pretty much as would be expected; we got a sonar pod (or if you're half empty today) which shows us a possibly boot-like shape to the west (if it is connected to a larger landmass, it is a dangling peninsula a la Italy, so we may have a chance to get established there even if it is attached to someone elses contintnt. It let me put a name on the land area ((Henry) Morgan's Boot), but I don't know if that conveys any insight as to whether or not we have company attatched. In case you haven't noticed, Cap'n BrownBeard is very fond of the idea of starting a quick land colony over there; (39,67) still looks like a good place.

                    I emailed the turn out to Cap'n Hercules mailing list a while ago and didn't get any responses, so I am going to post it here, then close it and post it on the main thread - since you already have copies from earlier today, I won't bother sending another email; I think the only thing I did was to add the landmark name and change Tripoli's production queue to have a regular CP instead of a Sea CP.

                    The 3rd SCP is in position at (45,67) to found the last of the original 3 sea bases next turn.

                    Margaritaville is rushing its Transport - I looked into the crystal ball and decided that rushing it will allow us to send it over to Tripoli so that the Scout can hop over and pop the pod next door at (54,70) and get pack in time to be a cop when the next citizen is born (those pirate babies need tough babysitters right from their first day).

                    The current plan is to build a land colony pod next at Tripoli and take it over to Henry Morgan's Boot in that Transport, probably with the new Gun Foil along to protect the new colony until it can build its own unit. The Transport can then go back east to service the original two bases.

                    Our existing gun foil is considering popping the pod in the fungus @(44,76) and BB is in favor of that, as it will be closest to the new base assuming that base is founded before the pod is popped and so could finish production of whatever it's build is set to if we got that kind of pod.

                    We will digress the next turn to Cap'n Maki after making the initial moves in order that Cap'n Maki may oversee the various production changes that will occur then.

                    Suggestions (please make some if you have any ideas) for the new base name and production and any other things will be fed to 'Baretta' (BrownBeard's Parrot) for digestion - we'll see what she recommends.
                    Last edited by johndmuller; May 25, 2003, 18:18.

                    Comment


                    • #11
                      I didn't comment because we had more or less agreed the course of action for that turn. Lets hope we have better fortune with those pods. Not exactly, the cloning bonus we might have expected.

                      Note we have a new pirate joining us. One Mr ThePlagueRat, who has spent some time in the Civ3 and Civ PTW DGs.
                      On the ISDG 2012 team at the heart of CiviLIZation

                      Comment


                      • #12
                        Turn Message - 2106 - Part 1

                        We founded the base at (45,67) - Liar's Lair - and popped the pod at (44,76) - whoopee, another sonar pod. We primed the production with a transport, but that is just holding the space for Cap'n Maki, to whom we are forwarding the turn to change or ratify that build and set the queue. When we start building facilities, we should probably leave empty queues behind facilities to avoid penalizing ourselves viz a viz the stockpile energy bug.

                        We anted up a dozen pieces of eight to partly rush Tripoli's gun foil so that we can temporarily change the buile so as to be able to maximize the gain should the land pod give us a free production completion.

                        Next turn we plan to move the gun foil over to become adjacent to the pod at (50,78) so as to have movement left after popping it on the following turn (in case it harbors an IoD).

                        Intermediate file sent to Cap'n Maki and Uploaded here .

                        Should Cap'n Maki be unavailable, I will play out the turn (possibly reconsidering the Transport build) and send it on - probably around 6PM EDT as I will be unavailable later on today/tonight, so will need to get the turn going by then.

                        Comment


                        • #13
                          JdM:

                          Weren't you going to move the trannie from Margaritaville to Tripoli so as to let the scout there jump on to the pod at 54:70?

                          And don't forget to experiment with the energy allocation sliders - ec's are not your problem - you'll be popping 100's and 200's at a time with the sloops. But you can improve your research rate.

                          And stockpile energy at the beginning of the Q when building a unit gives you both the minerals left over plus the ec equivalent of them - putting another unit or facility in the Q (instead of stockpile energy) just gives you the leftover minerals carryforward applied to the next item in the Q without the energy addition

                          (and if you have rushed to completion with the "hurry cost - ( 2 * basemins)" formula, you'll have no minerals carryforward - either with or without another unit or facility in the Q - but will still get the ec equivalent if you have stockpile energy in the Q)

                          G.

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                          • #14
                            2106 TURN - FINAL

                            Didn't hear from Cap'n Maki so ended turn as above (changed Tport bulid to scout - vacillated back wioll try to make do with 1 fort a while).

                            Goog, FYI, the tport is on the way.

                            Personally, I'm not too fond of inefficiency, so I don't get into messing with the sliders too much.

                            Comment


                            • #15
                              Re: 2106 TURN - FINAL

                              Originally posted by johndmuller
                              Personally, I'm not too fond of inefficiency, so I don't get into messing with the sliders too much.
                              I agree when you are 50+ turns into the game, with oodles of lab points and ec's to lose, but this early, especially with the way the game engine rounds, your 7 years to next tech could become 6 (or even 5 with favorable rounding) and that's significant in these first few years

                              G.

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