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  • #76
    TKG: Personally, I prefer to have them overlap as little as possible. Why build them close when you can get them to lock together so that they use all available squares, but do not have to fight over them. I understand if space is important, but for one turns worth of movement, why?

    Also, I would consider putting early bases out as far as possible, and then filling in the gaps with later CPs. That way we get the most territory, before we meet other factions. The more territory we have, the more bases we can put it.
    Smile
    For though he was master of the world, he was not quite sure what to do next
    But he would think of something

    "Hm. I suppose I should get my waffle a santa hat." - Kuciwalker

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    • #77
      My proposal for base placement would be not so far apart as Drogue is suggesting, but also not so close together as TKG is supporting. Is that a good compromise? I'll make a concrete proposal once I have been able to access the turn to see the raininess level - I can't see it good enough on Drogue's screenshot.
      Contraria sunt Complementa. -- Niels Bohr
      Mods: SMAniaC (SMAC) & Planetfall (Civ4)

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      • #78
        i like close placement (3 tiles) just because if we need to send a garrison to the next base, we can do so in 1 turn.

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        • #79
          I've heard people say this before. Why would you want to overlap base areas? What do you gain from it?
          Smile
          For though he was master of the world, he was not quite sure what to do next
          But he would think of something

          "Hm. I suppose I should get my waffle a santa hat." - Kuciwalker

          Comment


          • #80
            And the ability to send a garrison is that important to warrent having 2 or 3 less workable squares per base? Why not just use rovers for emergencies?
            Smile
            For though he was master of the world, he was not quite sure what to do next
            But he would think of something

            "Hm. I suppose I should get my waffle a santa hat." - Kuciwalker

            Comment


            • #81
              What do you gain from it?
              if we need to send a garrison to the next base, we can do so in 1 turn.


              Edit: Crosspost.
              Contraria sunt Complementa. -- Niels Bohr
              Mods: SMAniaC (SMAC) & Planetfall (Civ4)

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              • #82
                why not? i mean, do you really need to work all 20 tiles? by the time you can, you probably don't need the nuts or mins, and you can make more energy by placing a specialist (you'll probably have transcends by then)

                EDIT: putting bases close in is more *efficient*

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                • #83
                  Twenty tiles are not really necessary IMO, but I try to go for something along the lines of 14 per base. TKG's base placement doesn't allow that. Drogue's base placement gives bases more than 14.
                  Contraria sunt Complementa. -- Niels Bohr
                  Mods: SMAniaC (SMAC) & Planetfall (Civ4)

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                  • #84
                    Very true, but then make sure that the tiles that are overlapping are not ones they would both wish to use. I don't mind if they overlap by a mountain, sea, or arid square, however if they overlap by a monolith, special resources, or rolling/rainy/high-up square, that would be inefficient.

                    We may need more than 14, and we have to make sure that each get's its best 14, and that the ones that they overlap are not too important.

                    I'll have a look at Maniac's idea, I think TKGs are too close together (at this stage, overlapping a monolith is depriving) but I woulnd't object to a sensible one. However be quick, because it will be our turn again soon.

                    Have linked save in the Turn Report.
                    Smile
                    For though he was master of the world, he was not quite sure what to do next
                    But he would think of something

                    "Hm. I suppose I should get my waffle a santa hat." - Kuciwalker

                    Comment


                    • #85
                      Here's an idea for a poll. Options are the places that TKG gave, that I gave, and ones in between. I could do one on the Nutrient resources, but not sure anyone would go for it, and with 7 people voting, we can't have too many options. If any, which ones need removing/adding and then I can poll.

                      Smile
                      For though he was master of the world, he was not quite sure what to do next
                      But he would think of something

                      "Hm. I suppose I should get my waffle a santa hat." - Kuciwalker

                      Comment


                      • #86
                        I'd pick Red 2 unless Red 3 would allow us to create a canal. For blue I'd go for 2 or 4, if only I know what was in the black area.
                        Contraria sunt Complementa. -- Niels Bohr
                        Mods: SMAniaC (SMAC) & Planetfall (Civ4)

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                        • #87
                          We will for next time, but may want to build before then.
                          Smile
                          For though he was master of the world, he was not quite sure what to do next
                          But he would think of something

                          "Hm. I suppose I should get my waffle a santa hat." - Kuciwalker

                          Comment


                          • #88
                            2 Blue looks good. 1,2 or 4 all look fine for the red for me. 1 Blue and 3 Red look a bit too close to me though.
                            Smile
                            For though he was master of the world, he was not quite sure what to do next
                            But he would think of something

                            "Hm. I suppose I should get my waffle a santa hat." - Kuciwalker

                            Comment


                            • #89
                              Any ideas what to do concerning build orders? Since we don't have formers yet, there's not much else than scout patrols to build for our new southern base. After that a CP is possible. But what with Apolyton Prime? If we switch our worker to a monolith, we would finish a CP one turn before the base can grow to size 2. There are two solutions: first build another scout patrol before biulding a CP, or let Ap Prime work the nutrient for two extra turns or so, which would just allow us to grow to size 2. Either solution is fine by me, but if we choose to let Ap Prime work the nutrient bonus for two turns, I'd suggest those two turns are near the end of the CP production, in a few years, and not now, so we gain the extra energy from the monolith right now, speeding up our research towards PlaNets and CentEco.
                              Contraria sunt Complementa. -- Niels Bohr
                              Mods: SMAniaC (SMAC) & Planetfall (Civ4)

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                              • #90
                                I agree Maniac. As I posted in my thread after this turn, I think we should build the CP first, then formers. With the monolith though, if we use the nutrient and grow quicker, we can then use both until the CP is built. I will do some calculations.
                                Smile
                                For though he was master of the world, he was not quite sure what to do next
                                But he would think of something

                                "Hm. I suppose I should get my waffle a santa hat." - Kuciwalker

                                Comment

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