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Orders thread for 2104

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  • Orders thread for 2104

    Tech cost: 15
    Tech accumlated: 14
    Tech per turn: 6
    Turns to next tech: 1

    Current income: 2 per turn
    Current energy reserves: 14





    My own assumptions for what we intend to do this turn:

    The scout patrol on 76,32 will go E and pop the pod.
    The scout patrol on 76,34 will also go E to garrison the next base site.
    The CP on 77,35 will go NE & build a base.
    The CP on 80,38 will build a base.
    The scout patrol on 80,38 will garrison that base.
    The scout patrol on 78,40 will go S and pop the pod.

    Anyone have any objections, suggestions, or comments?
    Last edited by GeneralTacticus; May 21, 2003, 07:00.

  • #2
    I don't recall if popping a pod right next to fungus can result in worms. If it can, it would be unwise to pop it now since we have an unguarded CP south of it.
    "The number of political murders was a little under one million (800,000 - 900,000)." - chegitz guevara on the history of the USSR.
    "I think the real figures probably are about a million or less." - David Irving on the number of Holocaust victims.

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    • #3
      Spend 2 credits at Uni Base to rush the Former.
      Veni Vidi Castravi Illegitimos

      Comment


      • #4
        That would be 2.2 credits, wouldn't it? (or three, more likely) It being a unit adds remaining mins/20 to the cost of each mineral..

        Comment


        • #5
          Nope, it'll only be 2. Trust me, I rush like that all the time. The unit/mineral equations aren't quite right.

          There shouldn't be any real risk to popping the pod next to fungus.
          Veni Vidi Castravi Illegitimos

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          • #6
            Oh well, I'll trust your judgement then... who's going to play the turn, btw?

            Comment


            • #7
              Hmmm... well, owing to my own forgtefullness, I forgot to take screenshots before saving the game, so I won't be able to provide any. Anyway, the report:
              • We rushed the CP at University Base for 2 ECs.
              • We built two new bases (Zolota Gold, in the north, and Mir Lab, to the east) on the spots we'd previosuly decided on.
              • We popped the two pods; the
                northern one contained a nutrient resource, and the southern one an energy resource.
              • The scout patrol which accompanied the Mir Lab CP headed upriver and found a nutrient bonus tile on flat, moist ground.
              • Our income now stands at 4 per turn.
              • Our research output now stands at 13.2 per turn.

              Comment


              • #8
                ECs?

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                • #9
                  Energy credits. The SMACX equivalent to gold pieces in Civ.

                  Comment


                  • #10
                    Research output is 13.2 a turn, but what does that make our discovery rate currently? Tech every 2 turns? 3?
                    Veni Vidi Castravi Illegitimos

                    Comment


                    • #11
                      Every 2 turns (tech cost currently is 15, and I don't expect it will go up radically as we research the next couple of techs).

                      Comment


                      • #12
                        Seems good. It seems, though, that the southern pod (the one that revealed an energy resource) is out of the working radius of our two closest bases, right? Well, nothing that a crawler cannot take care of, anyway...

                        BTW, what was the terrain like at the southern portion of that map section? I hope it is not a large chunk of arid terrain. We need screenshots!

                        Overall, looking good!
                        I watched you fall. I think I pushed.

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