Announcement

Collapse
No announcement yet.

Turn Planning/Reports

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Turn Planning/Reports

    Given that, IMO, it would probably be a better idea to condense all of our turn discussion and planning into a single thread rather than spreading it all over the place... here is the thread to do it in.

    The current turn is: 2137
    Last edited by GeneralTacticus; September 23, 2003, 22:00.

  • #2
    2131:

    Riots in Otkrietia-Discovery. Citizen changed to Doctor.

    Budushii Dvor switched to Rec. Commons from Former. 2 Mins wasted.

    Zoloto-Gold switched to Rec. Commons from Scout. No mins wasted.

    CP reaches destination. Climactic Research founded. This takes us past the first Efficiency Limit.

    Zoloto-Gold now has a Drone as its only citizen if left alone. Switched to Doctor.

    Demo in 2 turns. Recommend switching to Demo ASAP, to allow continued expansion, unless we can somehow manage to establish enough trade to be able to hurry those Rec. Commons.

    Foil moves south, towards the unknown landmass that the Sensor Pod a while back uncovered the shores of. Stops off on the way to drop the Scout on a small island with a pod.

    Mir. Lab to grow turn after next. Recommend rushing Rec. Commons next turn.
    Veni Vidi Castravi Illegitimos

    Comment


    • #3
      2133:

      Not a huge amount to report, but we got Ethical Calculus and started on Gene Splicing, and Uni Base finished it's second crawler, which is now harvesting minerals. It's now stockpiling crawlers for a VW rushbuild.

      Comment


      • #4
        Hello to everyone from the newest member of PUT. I have a few questions:

        1)

        Are only the turn-players able to access the save files and have a look of what's happening in-game? If yes, I assume the rest of us keep track of the game by the help of the turn-players' reports.

        2)

        If I've understood correctly, we're trying to build the VW and are stockpiling crawlers for it. How many bases have been dedicated for the production of crawlers? How many crawlers do we have ready? How are we going to use our ECs to get the VW done as soon as possible? Will we be upgrading crawlers or rush building crawlers or doing neither? If we are upgrading crawlers, will we try to prototype synthmetal? When are we going to be completing the project by the current estimates?

        EDIT:

        3)

        When would it be a good idea to start building probe garrisons in our coastal cities?
        Last edited by Minute Mirage; September 3, 2003, 12:44.

        Comment


        • #5
          Just a comment about building and rushing recreation commons. In how many bases are we planning to build a recreation commons before finishing the VW? How much energy are we spending on rushing the recreation commons and how much energy are planning on saving for the rushing/upgrading of crawlers?

          Comment


          • #6
            Originally posted by Minute Mirage
            Hello to everyone from the newest member of PUT. I have a few questions:

            1)

            Are only the turn-players able to access the save files and have a look of what's happening in-game? If yes, I assume the rest of us keep track of the game by the help of the turn-players' reports.
            No, anyone can access the save file from the Turn Tracking Thread - the password has been posted somewhere on the private forum.

            2)

            If I've understood correctly, we're trying to build the VW and are stockpiling crawlers for it. How many bases have been dedicated for the production of crawlers? How many crawlers do we have ready? How are we going to use our ECs to get the VW done as soon as possible? Will we be upgrading crawlers or rush building crawlers or doing neither? If we are upgrading crawlers, will we try to prototype synthmetal? When are we going to be completing the project by the current estimates?
            We've currently only got one base building crawlers (an oversight which should be rectified - thank you for pointing that out), which, if it started on the project directly, would finish it in 15 turns.

            EDIT:

            3)

            When would it be a good idea to start building probe garrisons in our coastal cities?
            I must admit, I haven't given it the slightest thought until now - but I'd say not quite yet.

            Comment


            • #7
              Originally posted by GeneralTacticus


              No, anyone can access the save file from the Turn Tracking Thread - the password has been posted somewhere on the private forum.
              Googlie edited the post, so the password is not there. Could someone mail it to me? Email addy: xxx_minutemirage@hotmail.com_xxx minus the x's.

              Comment


              • #8
                Sent.

                Comment


                • #9
                  Originally posted by GeneralTacticus
                  Sent.
                  And received. Thank you.

                  Now, I noticed that the drones have completed the WP. When did this happen?

                  Comment


                  • #10
                    I don't know.

                    This is the first I've heard of it.
                    Everything changes, but nothing is truly lost.

                    Comment


                    • #11
                      Last edited by Googlie; October 14, 2003, 13:16.

                      Comment


                      • #12
                        Considering how important the Virtual World is for us, I wanted to try how fast we could get it built. The best I came up with is in 2139, with 133 ECs spent for it. This is how I think it could be done:


                        2134:
                        48 ECs, 2 crawlers

                        Rehome crawler on (78,38) to Mir Lab, then move it back to the same square and resume convoying minerals.

                        University Base:

                        Add stockpile energy to queue - 2 extra ECs next turn.
                        Change worker from (77,37) to forest (just finished) in (75,39).

                        Production status: Crawler (19/27), 13 minerals/turn.

                        Mir Lab:

                        Change production to crawler. Move worker from square (79,37) to the forest (just finished) in square (81,35).

                        Production status: Crawler (0/27), 12 minerals/turn.

                        Koppernigk Observatory:

                        Change production from colony pod to crawler for a loss of one mineral.

                        Production status: Crawler (11/27), 3 minerals/turn.

                        Monitoring Station:

                        Change production from recycling tanks to trance scout defensive (prototype) for a loss of three minerals. The idea is to get synthmetal armor prototyped, so we can later upgrade a crawler into a synthmetal trance crawler.

                        Production status: Trance Scout Defensive (12/27), 5 minerals/turn.

                        2135:
                        76 ECs, 3 crawlers

                        University Base:

                        Crawler finished. Change production from stockpile energy to crawler. Move worker back to (77,37) and move the crawler to forest in (75,39) and start convoying minerals.

                        Production status: Crawler (5/27), 14 minerals/turn.

                        Mir Lab:

                        Hurry crawler for 9 ECs.

                        Production status: Crawler (15/27), 12 minerals/turn.

                        Koppernigk Observatory:

                        Production status: Crawler (14/27), 3 minerals/turn.

                        Monitoring Station:

                        Production status: Trance Scout Defensive (17/27), 5 minerals/turn.

                        Formers:

                        Move both formers in (81,35) to (80,34) via (80,36) and start planting a forest.

                        2136:
                        93 ECs, 4 crawlers

                        University Base:

                        Use 10 ECs to hurry 4 minerals, so that we have 10 minerals carried over and can rush next turn. Add stockpile energy to queue to get 5 ECs next turn.

                        Production status: Crawler (23/27), 14 minerals/turn.

                        Mir Lab:

                        Crawler finished, move crawler to (80,34) and start convoying 2 minerals/turn from the forest that was just completed.

                        Production status: Crawler (0/27), 14 minerals/turn.

                        Koppernigk Observatory:

                        Production status: Crawler (17/27), 3 minerals/turn.

                        Monitoring Station:

                        Production status: Trance Scout Defensive (22/27), 5 minerals/turn.

                        2137:
                        114 ECs, 5 crawlers.

                        University Base:

                        Crawler finished. Move it to (81,39) and start convoying 1 mineral/turn. Hurry next crawler for 6 ECs.

                        Production status: Crawler (12/27), 15 minerals/turn.

                        Mir Lab:

                        Hurry 3 minerals for 8 ECs, so that we have 4 minerals carried over. Again, add stockpile energy to queue for 2 ECs.

                        Production status: Crawler (17/27), 14 minerals/turn.

                        Koppernigk Observatory:

                        Hurry crawler for 10 ECs.

                        Production status: Crawler (24/27), 3 minerals/turn.

                        Monitoring Station:

                        Trance scout defensive finished, synthmetal armor now prototyped.

                        2138:
                        118 ECs, 8 crawlers.

                        Change Mir Lab production to Virtual World and cash in all crawlers there except for one. Use the workshop to upgrade it to synthmetal trance (cost of upgrade= 90 ECs) and then cash it in.

                        2139:

                        Virtual World finished in Mir Lab!



                        Do you think this would work? Are there faster ways for building it? Or should we take the risk and build it later than 2139?

                        Comment


                        • #13
                          2134 Report

                          MM's plan looks like a good one, and in the absence of any objections from anyone else, we'll follow it for now.

                          Anyway, other than following MM's proposed plan, not much happened - our formers are continuing to build a road up from Monitoring Station, and our scouting foil is continuing to explore, but that's about it.

                          Comment


                          • #14
                            btw, Minute Mirage: Given that we never did get around to appointing anyone to plan our production, would you be interested in taking the job? It would be nice to have plans like that one available when it came to deciding what to build in our various bases.

                            Comment


                            • #15
                              Originally posted by GeneralTacticus
                              btw, Minute Mirage: Given that we never did get around to appointing anyone to plan our production, would you be interested in taking the job? It would be nice to have plans like that one available when it came to deciding what to build in our various bases.
                              This is my first democracy game, so I'm not sure what responsibilities the job would include. I could make suggestions and maybe even plans about the production in our bases, but any decisions should be made collectively and the more experienced players should have the final word. Not that very many people would seem to be visiting this board.

                              Comment

                              Working...
                              X