Discussion on turn 2121
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Discussion turns 2121 to 2130
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BrownBeard's Chart (template)
I'm putting the tail end of this chaart into this thread as a reference, not under a delusion that you will really want to use it, but in case you do, this will save you a little trouble.
[Code]Comprehensive Transport Routing, Labor, Terraforming and Base Production Schedules
Code:Year.....Transport Itinery.....Bases......Builds.......Notes (Net)Prod/PrevTot Mins & Nuts *=ComingNextTurn ----------------------------------------------------------------------------------------------------------- 2120.......TPort at Boot.......Tripoli....SeaColony....Working (54,66) & (55,69) +8/28 Mins +3/21 Nuts ....'Rita Seaformer->(56,68)...'Rita......SeaProbe.....Working (55,61) & (59,65) +6/13 Mins +2/7 Nuts ...............(via (61,69))...Liar's.....SeaProbe.....Working (46,64) & (48,68) +5/6 Mins +3/21 Nuts ...............................SeaLurk....TPort........Working (57,57) +5/10 Mins +2/4 Nuts ...............................Boot.......CmdCenter....Working (42,66) +1/40* Mins +3/3 Nuts 2121.......TPort at Boot.......Tripoli....SeaColony....Working (54,66) & (55,69) +10/36 Mins +3/24 Nuts ....'Rita Seaformer->(56,68)...'Rita......SeaProbe.....Working (55,61) & (59,65) +6+31R/19* Mins +2/9 Nuts ...............................Liar's.....SeaProbe.....Working (46,64) & (48,68) +5/11 Mins +4/24 Nuts ...............................SeaLurk....TPort........Working (57,57) +5(+15R?)/15 Mins +2/6 Nuts ...............................Boot.......Scout........Working (42,66) +1(+8R?)/1* Mins +3/6 Nuts
I'm not sure it is the absolute truth, given that I accidentally ended the last turn before checking out all the details (I may update it to reflect reality when the turn comes around again). Whether you like this format or not, some such presentation showing what is going on and what is planned would IMhO be helpful to those of us who are mainly spectators. Maki and I explored some excel possibilities earlier which could be a little more automatic, but it seemed to be a potential black hole for additional effort and I could see myself getting too compulsive and shied away before I wasted too much time on the Great Chironian Spreadsheet or moved on to a database structure to allow for even more compulsive stuff.
As far as pending decisions go, there will be the new build at Boot, which I thought would be a Scout (after which the BootyBoat could be used for something) and the question of whether to rush 'Rita's PartyBoat, which I was dragging my feet on, but which Cap'n Flubber was very interested in doing (I think I stalled it to a somewhat more reasonable cost level, but I wouldn't complain if you waited another turn). You might want to rush the BootyBoat at Sealurk too.
The SeaFormer you moved last turn is on its way to terraform the Nut Special near Tripoli and we probably need to build another one up north for 'Rita and more particularly for developing the sea specials at Sealurk. Other terraforming plans were generally to plant forests on land and maybe a few sensors in key spots (like in the forest being planted on Boot's nut special where it can protect both Boot and Liar's).
I was imagining that we would build a RecCommon at Tripoli soon so as to be able to produce from all the nice tiles thar are available there, perhaps right after the Sea Colony, but maybe there are better things to do. 'Rita also will soon have 3 or 4 tiles worth producing and could benefit from a RecComm,
We should accept the Pact with the Borg this turn or our credibility may suffer; I don't know if our economy is large enough to get any trade benefits, but eventually it will be and being able to poke around in their bases will give our leisure class something useful to do.
The warships on the East are both heavily wounded and IMhO should be rested until the damage gets down to 20%, which I believe is the best we can do outside of a base. I believe that they will currently get about even odds against a freshly popped IoD given their morale and 20% damage. When we pact with the Borg, it might be worthwhile visiting one of their ports, if one is convenient, to get back to 100% (and to give the crews some shore leave). Whenever they are ready to sail on, their missions were to explore the NE and SE (one of them should presumably first complete the exploration of the far side of the Borg). The Borg seem to have expanded SW across the channel that the gunship Farragut went through on our SE. They may or may not know about the Believers and they may or may not be connected to them down there or somewhere else - I didn't consciously check whether or not they had Miriam's commlinks, but I didn't happen to see that they did either, so maybe they have already met.
The Schooners on the west are doing the same sort of thing on their side of the world; I had imagined the more northern one to be headed NW and the southern one to be responsible for checking out the backside of Boot (particularly to see if it is an uninhabited island or the tip of an inhabited continent), but it could just as easily be the other way around.
There will soon be the matter of where to send the PartyBoats.
When the one at Liar's is done, it might be time to build another land colony to plant on one of those small islands north and northwest of Liars (I think I marked one or 2 spots on the map, but they might have been proposed sea colonies) or somewhere else.
Well, I think that I have unburdened myself of any lingering plans and info which may have been lying around. Feel free to accept or discard any of this advise; I promise not to back seat drive or second guess you (much)one way or the other.
Last edited by johndmuller; July 19, 2003, 21:40.
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The idea was that agreed matters would be placed in the Turn year thread. And the discussion on changes or additions be held here.
But your chart above which I am not going to try to continue in that format is helpful.On the ISDG 2012 team at the heart of CiviLIZation
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Turn 2121 mid way report.
Sealurk: look at transfer of worker (for 1/2 turn) to nut tile to speed up growth.
Henry Morgan's Boot: a) where do the formers go next and what do they build,
b) it was to be a scout, but should we look at a rover or should it be scout than colony(see jungle discovery), c) should it be network in the queue in case pod (in the NW) accelerates production.
I presume the formers from Tripoli, move to next tile ( mine) and do what ? road first or mine ?
It would be useful to have some discussion about when we start to build a SP. Tripoli would seem the prime base. Should we wait to build/ rush Rec Comms( to allow for extra worker/ no drone or start asap.
And which SP. I suppose it doesn't matter at this stage as we can always change.
I suppose we need some polls along the way.On the ISDG 2012 team at the heart of CiviLIZation
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It would be good if Maki could produce a new Shipping news edition. This would hint at (wrongly) dissension in the ranks. It would cover Calico Hercules taking over from Cuspidore BB in a supposedly rankerous (but not divisive tiff). Perhaps misleadingly about policy on treaty with Miriam. (Still seen from a future perspective, not disclosing we have already met).
We might mention more on the Pirate cruise trips/ party boats.
And also another sea food recipe.On the ISDG 2012 team at the heart of CiviLIZation
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You are sea terraforming the wrong tile at (58,70); it was supposed to be (56,68), so that we could get high nuts and high mins both at Tripoli while we are only 2 workers. It went the long way in order to do a little more exploring since it was going to take 2 turns for the trip either way due to fungus on the shorter route. Oh well, we will need that tile developed anyway, but please seriously consider the kelp/solar at (56,68) next.
SeaLurk worker: Remember that we need drone control for the next worker, so if you let it grow before we have a Scout or RecComm there, it will only be a (food consuming) doctor, so I would try to synchronize the pop growth with the drone control. I think I had imagined a Former in there somewhere too, perhaps before the scout (that was, I imagine the reason, if I had any, for picking the mins over the nuts), but there is no particular need to terraform both the land and sea while only having 1 or two workers, so the bigger picture (particularly the extent of ICSing) is probably a determinent of whether you want a former before a scout and whatever else we want to build there. (Don't forget that you have currently set it to be a Doctor.)
BootFormers: I figured a Sensor on that tile they just forrested (42,66) and another forest on one of those flat river tiles, then . . . whatever seems appropriate by then. After the sensor, you might want to take one of them somewhere else, like the islet including the proposed base site at (46,58) or the islets further Northwest, to coordinate with a Colony Pod built next at Liar's. (Of course, the situation in the Jungle may impact what we settle next.)
Boot Build: I still like the Scout first for drone control in particular, but also for security. I would still go with the Rover next (unless we meanwhile get Applied Physics from the Borg and want to prototype a laser dude), as I think that the jungle will prove to be inhabited by another faction (the ones who popped the solar pod), and that their landmass will likely also be contiguous with HM's Boot territory, thus making a little more military useful.
Boot's temporary Build during pod pop: Definitely put something good in there for the pod pop; a Pressure Dome is IMhO, a viable candidate also, as well as SeaFormers and a RecComm. If the notion of getting Applied Physics from the Borg is appealing, you could wait before popping that pod.
Tripoli's Land Former: I would be prone to to go with a Forest (plus Sensor) on the min special at (54,70) instead of a Mine (plus Farm) as it is much quicker than a Mine+Farm and gets an extra energy (instead of the extra nut).
Tripolil SP: Would definitely be in favor of a RecComm first and probably a NetNode too - we have cash to partly rush them if speed is the issue. In general, I am not too hopeful of getting many SP's with the Drones in the mix, at least not any that are contested, so I would be hesitant to tie up our most productive base on what may be a lengthy and uncertain quest.
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I'll defer to Cap'n BB on any terraforming issues; I know I'm no expert there!
Sealurk: how about some of both? put the current one on the mins, build the reccom in 7, then start a cp - it should grow before the cp is ready and won't riot when it does
Elsewhere I'm all for reccooms first as to lose energy etal to drones as little as possible. The only SP I can think we might badly need is the HGP perhaps, but we don't ahve that tech yet so... *shrug*
Re : the SHipNews - and is our pact to the Borg public or secret? Had a great RP session today so I'm just in a writing mood, lucky you ^_^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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Actioned almost all of what Cusp BB suggested.
After we build the Sea colony pod at Tripoli and a rec com there, we would be in fine postition to start an SP 20 turns for thw WP and 30 for VW. Our Min production when we would start would be at the same if not higher and then get better as the turns progress.
The Drones have started construction of the Merchant's exchange?
Are those solar collecters in the jungle, really the rsult of a pod pop? I don't see a faction boundary?
I don't think we should make our Pact with the Borgs public knowledge and I don't think other players can detect the situation yet through the faction profile.
But I don't see any harm with a bit of mischief in misleading people about our meeting with Miriam. We can decide to say if it was a friendly or brutal encounterOn the ISDG 2012 team at the heart of CiviLIZation
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There might also be scope for mentioning a 'round the planet ' Peace mission with our party boats heh heh. A kind of like the Tall (spy) Ships. Suitably disguising our intention of course but defintely ambiguous.
Also we could announce the first planet pirate sloop competition: The Admirables Cup. Invite teams from across the planet. Specify conditions for entry and size of craft.
This might stimulate other factions to design, not only boats but other RP competitions for example Formula1, The World Cup squads and fantasy teams etc. It might liven up the forums a bit.On the ISDG 2012 team at the heart of CiviLIZation
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The race sounds interesting, perhaps we could get other factions to ante up some Pieces of Eight somehow, betting on the outcome maybe (assuming an actual race were to be staged), or sponsoring entries; perhaps the winner would win a new schooner (or an old obsolete one). If there was an actual race between entries of various factions, we could use a few of our extra boats to get in the way of other competitors entries, if we needed to.
Regarding the Cuspidore's retirement, I thought I had set the stage (in my long post of June 21 near the end of the Shipping News #2 or in some other post somewhere) for him to leave active duty in the "Free-Booting" in the PMS (Peace Military Service) order to manage his "For-Booty" Corporation, the PMS (Pirate Merchantile System). If you want a scandal, perhaps he could be accused of financing his new villa on Boot or the BootyBoat #2 with ill-gotten gains, perhaps digging up the treasure that Chairman Voltaire had stolen from the Hive coffers and arranged to be "stored" in PMS 'Secured' storage on Treasure Islet. The Cuspidore had no comment on the subject, only a *wink* and a *smile*, showing off a fine new set of *gold teeth*. (When interviewed on the subject, the Cuspidore's assistant, Ens. Baretta said "Awwkkk, . . . ,We stole that treasure from Sister Miriam, not the ChairmanWhat a &*%#@in' load of Shark $#!+, . . . Awwkkk!!!".Last edited by johndmuller; July 21, 2003, 17:51.
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Re the current turn 2122. The sea formers near Margaritaville and Liar's Lair have completed their kelp building on the min resources. What next ? build solar or move?.
The north west schooner: I plan to explore a bit more of the Data tech coastline.
I hope that colony pod builds on the coast.On the ISDG 2012 team at the heart of CiviLIZation
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A further thought. With two factions left to be discovered by us I suspect they are to the north of us. If this is so then it might be in our interests to leave one or both of them alone for a while until we build up a good tally in readiness for the planetary Gov elections.On the ISDG 2012 team at the heart of CiviLIZation
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Just us knowing all the commlinks doesn't precipitate an election; as long as we are the only faction that knows them all, we can call or not call the election at our pleasure,
Presumably our commlink collection is at least, if not even more precious to us than Doc:Flex, so I doubt we will be offering them readily to others.
We do need to build / keep up our probe defenses (i.e. probes at every base, especially land bases with possible neighbors, to keep such things to ourselfves, not to mention our treasure and even our bases (very distant ones will be easy to probe away from us with P's of E.) Even if we don't trade Doc:Flex, it is only a matter of time until someone else gets it, and then they can send probe ships at us (or even transports with one or more land probes on them to our land bases).
It's possible that Googs gave Doc:Flex to one or more of the AIs too, which suggests a missions for our first party boats - infiltrating Miriam (when she goes Fundy, our probing will be blocked) & Roze (who is also increasingly difficult to probe).
Speaking of Madam R, if she is still in the game, how are we (the human factions) supposed to treat her when the probe bug kicks in?Last edited by johndmuller; July 25, 2003, 14:34.
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