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Turns 2141-2160

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  • Originally posted by FlameFlash
    it sounds about on Borg play level and I don't want to appear dishonorable.
    The only rules restriction is "no base trading with the AI" (mainly because they will often accept a totally one-sided trade in bases)

    Gifting a base to the AI is permissable (as would be subsequently mind-controlliong it back, or probe-raping it)

    G.

    Comment


    • I don't care if it's 'permissable' it still seems very dishonorable and unjust so I'm glad the time for that option has passed.
      I'm not conceited, conceit is a fault and I have no faults...

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

      Comment


      • Well, SeaLurk -and- Casablanca have been pwn3d by the Borg as well this turn :/

        Now what? I am lost as for what to do to keep us in

        forgot, we also had a message from archaic in the chat box that he'd feel like trading, but i dont' know if it's in time *sigh*
        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!

        Comment


        • oh goody...
          I'm not conceited, conceit is a fault and I have no faults...

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

          Comment


          • Well MAki there is not an awful lot to do.

            At HMB After the Dock guy, build a barque ( as Cuspidore BB suggested.)
            Likewise at Atlantis.

            Move SF at 49, 57 towards Bones Island via a back way maybe into 48,50 ( fungus) or to the left of fungus to try and get working off Bones Island.

            Near Li'l A build sensor with that former( 37,69)
            maybe.

            Move former on dead scout island to near formerly Sealurk ( to see what's in the base now)

            Pop a pod on the yard arm. Hope for ecs. If over 100ecs see if Miriam will sell Non linear.

            The foil probe from Liar's Lair next turn, I feel will have to try and steal Non lInear or HEC from Roze. (12/13 tiles away).

            Meanwhile I 'll try and find out what the score with the Hive. Doc: Loyalty would also help.

            I 'll contact Archaic as to what he has in mind. We need Biogenetics from somewhere so that when we probe Roze we don't steal that.

            The Hive seem not to have obtained HEC or Non linear
            On the ISDG 2012 team at the heart of CiviLIZation

            Comment


            • You might want to do some scorched earth stuff with the land and sea formers that are trapped in our old territory - i.e. un-terraform some stuff.

              OTOH, it might be just as good to disband/destroy them to save a few buckaroonies at Liar's, where they are currently being supported from.

              Same possibilities apply to the former near Sealurk (plus Herc's idea or using it for intel and the riskier alternative of trying to rescue it with the booty-boat). I guess I would be in favor of ditching it and saving the maintenance cost.

              Please do something constructive (for a change) with the formers on HMB - that road at (37,69) was the next best thing to useless (and recommended against several times); perhaps foresting that tile as long as your're there; if we already had that forest, we wouldn't have an underutilized crawler and an imminent underutilized worker.

              Build Barques at Pamplona and Atlantis and at HMB next time - although we also need to build defensive probes ASAP (yes, I'm a broken record about that - at the very least, build one at Accident and send it to HMB). Noone addressed the question of whether there is an in-port defensive penalty with the barques, but they are otherwise a much better bet than the Dock Patrols as they cost the same and have the added benefits.

              The new Colony Pod at Calico, if we manage to build it, can supposedly leave the seabase without a transport if there is already another unit ashore where it wants to go. I imagine that this is a programming oversight rather than an intentional feature, but I believe that it is legal to do it and our situation is desperate enough for me. So, you should continue moving the rover to get it to whereever it needs to be in (hopefully 2 turns). Given that the forest at (58,42) should finish next turn, we should produce just enough mins to be able to finish it if we don't spend our money anywhere else and if you shift the worker to that tile instead of (56,44) now, or next turn at the latest.

              I'm in favor of whatever trades and deals that can be made.
              Last edited by johndmuller; January 21, 2004, 01:01.

              Comment


              • Don't forget you can also self-destruct formers... they supposedly do do okay damage when blown up.

                Tass is also looking for authorization to our board. Who has that power?
                I'm not conceited, conceit is a fault and I have no faults...

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

                Comment


                • (after looking at the midturn)

                  Too bad we got that (not independent) rover from the pod (I suppose), now it will take an extra turn to produce the CP from Calico unless we get extra $ from somewhere else; I should have given you a rabbit's foot for Christmas.

                  Put =Stockpile Energy= in the queue at HMB instead of the Dock Patrol (extra free energy upon completion of the Barque - only if =Stockpile Energy= is the sole item in the queue when a unit completes).

                  Put =Stockpile Energy= in the queue at Liar's instead of all that stuff (same reason).

                  Put =Stockpile Energy= in the queue (or just take remove the Dock Patrol) at Accident (similar reason, although when building facs the =Stockpile Energy= is inserted into into queue by default if it is empty; non-empty queues after facs don't get the free energy).

                  Maybe this extra energy will be enough to be able to rush the CP next turn after all.

                  Other bases should have it in the queue too, instead of those extra build items, but as they are not completing next turn, it is not urgent, but you might as well get it out of the way lest it get forgotten. (begin diatribe) Personally, I wish they had fixed the 'feature', especially as the current consensus seems to be to go out of the way to reap the undeserved benefits despite the fact that it is an obvious bug, rather than make the same effort to avoid taking advantage of the exploit (or even the least effort intermediate policy of refraining from intentionally inserting it after units). (end diatribe)
                  Last edited by johndmuller; January 21, 2004, 15:56.

                  Comment


                  • well ****
                    Those walls are absent of glory as they always have been. The people of tents will inherit this land.

                    Comment


                    • Not much more to add

                      Just cancell the automatic on the schooner (PHS Lair's Liar?) jus in case you want to pause before popping the sea pod.

                      Also cancell the automatic on the rover on Yard arm. There'a another pod there hiding above the former, May be worth popping next time.

                      You may wish to park the displined schooner in Atlantis near the other sea pod.
                      at 58.40 is it; for next turn, we need the goodies.
                      On the ISDG 2012 team at the heart of CiviLIZation

                      Comment


                      • Liar's fell this turn; the booty boat in Pamplona is headed either to
                        atlantis or calico to grab a pod. Is there much else we can do? The boot is sure to be the next target :/
                        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!

                        Comment


                        • Looks like we are being steamrolled in the war; I don't hold out much hope for avoiding extinction, although If we might be able to get away with a CP, although I don't see the logistics working out too well, unless someone gives us a lot of P's of E to build a Sea Colony.

                          As to the turn:

                          I would rush the CP at Calico with all 13 of our P's of E;then see if we could get a SeaCP built there somehow to sail into Hiveland with. Move the rover at (60,44) to (57,43) - the new CP should be able to disembark from the SeaBase onto that tile - it could then proceed to (59,41) for a new base site. After building that we base, we could pop that pod at (58,40), having put first put the best military unit possible into the build queue hoping to get it for free. I don't know if we could survive any better on that island than on HMB, and I don't know how we could get away to Hiveland from there unless they help with financing and/or transportation, but ...

                          I doubt that we can do anything useful on the west, although we may be able to occupy them a little longer on that front as Accident is not on the coast and we might get a shot of our own in after they start their attack. With a lot of luck, we might be able to build a Sea Colony at Atlantis - perhaps getting it for free if it were in the queue when we pop the pod at (37,55). Or we could switch to a regular CP and try to get away with the transport before they come for us there (unlikely to happen soon enough, but ...).

                          Comment


                          • Some ideas combine with JDM.

                            At Pamplona, rush Barque, sell energy bank

                            L'il Accident

                            In design workshop, design laser squad,( Is that Dock police)

                            Put Laser squad in Q, then pop sea pod

                            If successful, then place another laser squad in queue (next turn after Stockpile), sell rec com facility.



                            If ecs from sea pod, pop other pod near Li'l Acc with crawler
                            Convert nutrient crawler ( 35,69) to min crawler
                            If ecs total 100 + try Miriam to buy non linear.

                            At HMB sell rec com
                            Build laser squad ( 2-2-1)
                            move former into base as another unit to defend

                            From Atlantis change build to sea colony pod

                            Then pop pod at 37,55 with disciplined schooner. If successful then get ready to run asap Sea Cp towards Hive territory Also if succesful , after Stockpile in queue place party boat in queue next turn with view to rush with cashing crawlers. Still aim to get Non linear. if we purchase non linear then maybe HEC.

                            If no luck with completion of sea colony pod at Atlantis, move transport to 43.53 allowing us to pick up rushed cp next and/or head to Calico

                            At Calico do more or less as JDM suggests maybe sell facility and rush Cp sell pressure dome
                            Depending on other outcomes try to avoid popping pod at 58,40 until next turn.

                            Disband former attached to Atlantis and move Pamplona former to base.

                            Next turn we must be prepared to send our maps and tech to the Hive.

                            Will ask Hive for Biogene. We need to send Doc Ini to Hive so that they can build protective sea craft to assist us
                            Last edited by Hercules; January 28, 2004, 21:35.
                            On the ISDG 2012 team at the heart of CiviLIZation

                            Comment


                            • OK here's what I did:

                              Sold the energy bank @ Pamplona, giving back 40 PoE which was more than enough to rush the barque there and JDM's CP @ Calico. Rover is in position @ (57,43). I sent the other rover toward the black on Yard arm, there is another pod up there we can also pop.

                              Success with the pod and laser squad! Scrapped all Rec coms for cash, that gave me drones in all cites 2+ pop, so I've allocated all labs money to psych to compensate. Can't get minerals at that farm spot, I'm sending it to the rocks other side of LA.

                              No luck with Atlantis pod, we got kelp *grumbles* That 'sport just left Pamplona this turn, won't move again until next turn. Successfully purchased Non: Linear from Miriam (damn I shoulda done that backwards; scrapped facilites, got non linear -then- made the prototypes *sigh*)

                              Shall I add our maps to that Doc:Ini offering?
                              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!

                              Comment


                              • No don't send maps yet until we hear more detail and acknowledgement from Octavian or Voltaire.
                                Yeah Damn about non-linear. Maybe we can sell it for cash to the PUT or Drones or Hive.
                                Re Li'l Acc crawlers ( examine what the base tiles produce and maybe move a crawler ( next to the Nut crawler) onto it, then move the 'Nut' crawler into that forest and crawl mins. Might work.

                                Don't forget stockpile. Next turn maybe we can rush an impact.

                                Ok at Atlantis start Sea Colony pod I think.

                                Don't forget to send end save. Ta
                                On the ISDG 2012 team at the heart of CiviLIZation

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