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  • Originally posted by GeoModder
    Tentative IAF production proposals for CyCon
    It would probably be better to post some tentative orders before the arrives. That way we won't be faced with situation that the PF is playing the turn while the IAF is writing orders. Also it'll give us more time to discuss and poll matters in a relaxed way without any time pressure.

    - DBTSverse Portal: Seaformer
    Okay, will be finished in eight years.

    - Pi Square: Hurry crawler production, costs 7 or 8 energy


    - Triplex: start with Plasma Garrison (side note, why not building Trance Plasma Garrisons? Costs are the same).
    I'll hold a little poll about it. If we won't build some more probe teams in Triplex though, I'd suggest to start building some in Apolyton Prime or so.

    - Zetaris: 1 mineral will be lost by changing production to crawler
    No problem anymore I guess, now Zetaris got a b-drone who we need to give some beer and entertainment.

    - Calico: Trance Scout
    Ok.

    - Abort Retry Fail(ed): Command Center or Recreation Commons.
    Set to rec commons. Production there isn't really splendid there, so not many units would roll off the production band.

    - Binary Bastion: Hurry production, will cost 18 energy I think.
    Will do so, especially since that base currently isn't producing any minerals at all. Rec Commons after this crawler?

    - And/Or Gate: Research Hospital, in combination with that rover on 84,58 to 81,57 (pod popping). If no production finish, switch to colony pod.
    Just for the record, other options would be tree farm (since we're running 80% economy) or that expensive military unit - we'd prototype missile weapon too that way in the small chance that we get lucky. Though research hospital is good for me too.

    Some unit movements:
    Ok.
    Contraria sunt Complementa. -- Niels Bohr
    Mods: SMAniaC (SMAC) & Planetfall (Civ4)

    Comment


    • A few ideas I had.

      Logic Loop, Apolyton Prime, Pi Square and Bolean Bay would be the best base to build TreeFarms in as they have extensive forests and High Energy outputs and the Pych bost of a TreeFarm would likly create an additional talent.

      We should look to create more formers and focus on building Mines in Rocky terrain (idealy places that already have roads), we can then move Crawlers on to these new mines and double our mineral colection wial simultaniously freeing up forest to we worked by hand by our growing population. Their are many great mine locations in the south around the Bolean Bay, crawlers are nearby and formers can be produced in Logic Loop at 1 a turn.

      Mythical Matrix need a crawler to harvest the Nut bonus to the north. This will free up a worker to work the forest in the south to give the base some desent mineral output which has been stagnated for quite some time now. Sugjest we make one in Aurora or send one from some other part of Trantor (southern landmass).
      Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche

      Comment


      • Originally posted by Maniac
        It would probably be better to post some tentative orders before the arrives.
        Yes, the other factions posted their turns earlier then expected, pls remember that I have a RL as well.
        But I'll check the turn progress better in future.

        Originally posted by Maniac
        I'll hold a little poll about it. If we won't build some more probe teams in Triplex though,
        Changed my vote (just typing it here if you check this thread earlier then the poll). I agree to build a probe team now, but I like to build Garrisons later. I insist on that for having to weak defenses. Especially in the light of that Hive Cutter.

        Originally posted by Maniac
        Will do so, especially since that base currently isn't producing any minerals at all. Rec Commons after this crawler?
        Ok for me.

        Originally posted by Maniac
        Just for the record, other options would be tree farm (since we're running 80% economy) or that expensive military unit - we'd prototype missile weapon too that way in the small chance that we get lucky. Though research hospital is good for me too.
        Ok for the prototype missile unit. Didn't check on the costs for military units since I thought those suggestions should come from the EAF for his hardware production.
        He who knows others is wise.
        He who knows himself is enlightened.
        -- Lao Tsu

        SMAC(X) Marsscenario

        Comment


        • Originally posted by Impaler[WrG]
          Logic Loop, Apolyton Prime, Pi Square and Bolean Bay would be the best base to build TreeFarms
          That's a good idea, I endorse it, but LL will have to finish that interceptor first. That has priority now since the unit transfer failed for some bug. BB can start it after the finishing of NA. Pi Square I would let it finish the seaformer first. That is also what we need.

          Originally posted by Impaler[WrG]
          We should look to create more formers and focus on building Mines in Rocky terrain (idealy places that already have roads),
          Yes, currently we're working in that direction near Apolyton Prime and Zetaris.

          Originally posted by Impaler[WrG]
          Mythical Matrix need a crawler to harvest the Nut bonus to the north. This will free up a worker to work the forest in the south to give the base some desent mineral output which has been stagnated for quite some time now.
          Since we're collecting 'huge' amounts of energy, I suppose it's faster to quick build the RC production.

          It looks like we have to make a priority list of what bases' production should be quick finished first.
          More work...
          He who knows others is wise.
          He who knows himself is enlightened.
          -- Lao Tsu

          SMAC(X) Marsscenario

          Comment


          • Cant you switch control of this bothersome Air Unit next turn? We dont want to waste a bunch of Energy on making a Protype if we dont have too.

            Can Googlie do anythink to correct the Bug in question like loading up our save and editing it some how?
            Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche

            Comment


            • You have to talk to Maniac for that. He already warned Googlie, wo has done some testing. He responded negatively for being able to transfer unit control at first instance. I'm not sure when, even if, Maniac plans to quick build that proto. We'll see.
              He who knows others is wise.
              He who knows himself is enlightened.
              -- Lao Tsu

              SMAC(X) Marsscenario

              Comment


              • Any IAF suggestions for next year?
                Contraria sunt Complementa. -- Niels Bohr
                Mods: SMAniaC (SMAC) & Planetfall (Civ4)

                Comment


                • Thus PUT will receive 93 energy from CC? Well, I take a look what we can do with that...

                  Most bases are still under production...

                  Not much suggestions possible, but I'll try
                  He who knows others is wise.
                  He who knows himself is enlightened.
                  -- Lao Tsu

                  SMAC(X) Marsscenario

                  Comment


                  • If all goes acording to plan I will be back online next Friday and can return to regular Internal Affairs work. Likly though you will need to do this turn without my help.

                    I sugjest we start Tree Farms in as many of the Core Cycon Bases as possible. Logic Loop can scrap its Battle Ogree to build its Farm easily. Formers and Crawlers would be are next big priorites as we are going to need replace Crawlers used in constructing that next Secret Project. If their are still any captured Peace bases in need of pacification thats also a big priority, I hear some of them are starving.
                    Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche

                    Comment


                    • Only one starved (Mega Reboot). The rest is growing or static. Calico has pacifism drones due to a rehomed cruiser that is outside our borders (northern part of atlantic sea)

                      I guess scrapping that Ogre is decided in your term, since it will take a turn to collect 10+ minerals in that base. Tomorrow I make a full proposal list.
                      He who knows others is wise.
                      He who knows himself is enlightened.
                      -- Lao Tsu

                      SMAC(X) Marsscenario

                      Comment


                      • Originally posted by Impaler
                        Logic Loop can scrap its Battle Ogree to build its Farm easily.
                        I guess you know my opinion about scrapping that perfectly healthy and military still up-to-date unit. So I'd prefer a poll about that.

                        Originally posted by GeoModder
                        Thus PUT will receive 93 energy from CC? Well, I take a look what we can do with that...
                        I transmitted 90 ec, so CC would at least have some spare cash left. As for hurrying PUT production, I guess the only thing we can do is hurry the Cairns hospital production. But in the CC turn we should receive some 300 credits, so we can already start planning for that.

                        Btw, a question about the constant reshuffling of PUT crawlers and workers: Is it ok if I rehome the (83.29) crawler to Sunshine Coast, and send the new Sunshine crawler en route to the condenser on (76.34)? That will increase nutrient production in Sunshine and let it grow to size 3 fast. Once it is size 3, I was thinking - under the principle that for military production a few high-mineral bases are better than many low-mineral bases - we could let it work all three boreholes, get a very productive base as a result, build an aerospace complex and start producing air units.
                        Contraria sunt Complementa. -- Niels Bohr
                        Mods: SMAniaC (SMAC) & Planetfall (Civ4)

                        Comment


                        • PUT tentative orders MY 2158:

                          Gold Coast: start former production. I like some spare formers to build more sensor arrays in the north of the island.
                          Gardens Point: start Interceptor production
                          Kelvin Grove and Carseldine: Continue producing Plasma Garrisons.

                          I suggest moving the former in Gardens Point north and build sensor arrays on the top tiles.
                          For your suggestions about the Sunshine Crawler, I agree, as is with your plan to make that base a production center.

                          Some base site suggestions for the new cp's when they're ready:

                          93,37
                          86,31
                          87,45

                          Edit: CyCon Tentative orders MY 2158

                          Base productions:

                          - Binary Bastion: Recreation Commons
                          - Boolean Bay: start Neural Amplifier
                          - Liar's Lair: trance scout
                          - Logic Loop and Pi Square: Tree Farm
                          - Zetaris: Sea Former or Probe Foil

                          Hurry productions:

                          Rec Commons in MegabyteVille and Mythical Matrix

                          Unit upgrade:

                          Scout patrol to Trance Plasma Steel Garrison in Triplex
                          Last edited by GeoModder; February 28, 2004, 19:32.
                          He who knows others is wise.
                          He who knows himself is enlightened.
                          -- Lao Tsu

                          SMAC(X) Marsscenario

                          Comment


                          • I've started making a list of possibly hurry orders and see how cost-effective they are.

                            To calculate the approximate credit hurry cost, I do the following for PUT:
                            (facility mineral cost - 10 - (5/4 * base mineral production))*2
                            And the following for CyCon:
                            (facility mineral cost - 10 - (11/8 * base mineral production))*2

                            The reasoning is like this:
                            "facility mineral cost": Duh!
                            "-10": I guess we won't hurry unless at least 10 minerals are already accumulated.
                            "*2": It's two credits to hurry one mineral.
                            "x/x*base mineral production": If for example base production is 5 and you hurry something of 40 minerals, you only need to hurry up to 35 minerals. The other 5 will be added by the base mineral production and the facility will still be complete. So we can subtract the base production of the hurry cost. That doesn't explain the "5/4" and "11/8" though. That's to take into account the money we get from the stockpile energy bug. For PUT we get back in credits half the base mineral production whenever a facility is hurried, and for CyCon - due to the PEG - we get back 3/4. So that makes hurrying cheaper.

                            This list is calculated using the MY 2157 presend save. Costs change constantly of course due to changing base mineral production, and I can't predict everything perfectly. The list is of course not complete. Facilities that didn't seem very lucrative at first sight, I didn't bother to calculate more thoroughly.

                            PUT hurry calculations are presuming 70% labs energy allocation.

                            Kelvin Grove:
                            Tree Farm. Credit investment: 161. Return per year: +4 nuts, -1 credits (2 credit gain minus maintenance cost), +1 psych.

                            Gold Coast:
                            Hologram Theatre. Investment: 56. Return: one worker freed. Let's say it works a forest: +2 nuts, +2 mins, +3 labs, -3 credits, -1 psych.
                            Research Hospital. Investment: 164. Return: +12 labs, -3 credits.

                            Cairns:
                            Tree Farm. Investment: 170. Return: +4 nuts, -2 credits, +2 psych.

                            Caboolture:
                            Hologram Theatre. Investment: 64. Return: +2 nuts, +2 mins, -2 credits, +5 labs, -1 psych.
                            Research Hospital. Investment: 172. Return: +11 labs, -3 credits.

                            Other facilities that can't be easily expressed in economic benefits are aerospace complexes and a hab complex for Gardens Point. We should also keep an eye if it's possible to pop boom some PUT bases. Currently we have insufficient nutrients to do so, but after we get some tree farms it might become possible.

                            CyCon hurry calculations are presuming 80% economy energy allocation.

                            Logic Loop:
                            Hologram Theatre. Investment: 44. Return: With a hologram theatre this base could produce non-SAM aircraft without causing a drone riot. Without we'd need two doctors, which would cost 4 nuts, 3 mins and 3 credits.
                            Tree Farm. Investment: 152. Return: +3 nuts, +9 credits, +3 psych.

                            Apolyton Prime:
                            Tree Farm. Investment: 162. Return: +2 nuts, +7 credits, +3 psych.

                            Triplex:
                            Hologram Theatre. Investment: 54. Return: +1 nut, +2 mins, +1 credit.
                            Tree Farm. Investment: 162. Return: +4 credits, +2 psych.

                            Pi Square:
                            Tree Farm. Investment: 172. Return: +4 nuts, +6 credits, +3 psych.

                            Aurora:
                            Tree Farm. Investment: 178. Return: +4 nuts, +2 credits, +2 psych.

                            Megabyteville:
                            Rec Commons. Investment: 32. Return: +5 nuts, +1 credit, -2 psych.

                            Thermal Tassagrad:
                            Rec Commons. Investment: 42. Return: +3 nuts, +5 credits, -1 psych.

                            Mega Reboot:
                            Rec Commons. Investment: 44. Return: +3 nuts, +4 credits, -1 psych.

                            Calico Island:
                            Rec Commons. Investment: 42. Return: +3 nuts, +2 mins, -2 psych.

                            Abort Retry Fail(ed):
                            Rec Commons. Investment: 48. Return: +2 nuts, +2 mins, -2 psych.

                            Pamplona:
                            Rec Commons. Investment: 44. Return: +1 nuts, +2 mins, +4 credits, -2 psych.

                            Mythical Matrix:
                            Rec Commons. Investment: 44. Return: +1 nuts, +2 mins, +2 credits, -2 psych.

                            Casablanca:
                            Rec Commons. Investment: 44. Return: +2 nuts, +2 mins, +5 credits, -1 psych.

                            Binary Bastion:
                            Rec Commons. Investment: 42. Return: +1 nuts, +2 mins, +2 credits, -2 psych.
                            Contraria sunt Complementa. -- Niels Bohr
                            Mods: SMAniaC (SMAC) & Planetfall (Civ4)

                            Comment


                            • Just a few notes from a largely clueless member of the public:

                              Caboolture Holo Theater is the best bet, whereas for the Gold Coast a Research Hospital looks rather nice. A little hard to say too definitely without knowing whether extra pop could actually be used effectively in these bases (and others).

                              Logic Loop Tree Farm at some point looks too good to ignore.
                              (LOTS of credits and some nuts, with no downsides)

                              Megabyteville Rec Commons is an excellent choice for an early rush as long as it can handle the pop/could use new pop for good tiles.

                              Thermal Tass, Pamplona and Casablanca are, of the low-cost options at the end, clearly overall the best and should thus take some precedence over the others of around 42-44 EC rushes.

                              What do you think we need? Some bass could do with more pop, as there will be good land around to work, and they may be able to grow without Drones probs, whereas extra nuts for other places would be counterproductive. Also, will any of these -whatever Psych going to cause extra Drones to watch out for, or is it just a case of 'Build Rec Commons and thus we no longer need that Doctor', in which case -Psych is a bit misleading, as it won;t harm us in any way.
                              Consul.

                              Back to the ROOTS of addiction. My first missed poll!

                              Comment


                              • Originally posted by GeoModder
                                Gold Coast: start former production. I like some spare formers to build more sensor arrays in the north of the island.
                                Okay. Does that also count if Hive declares war on CC? And how about the Daintree & Longreach CP production in case of war?

                                Gardens Point: start Interceptor production
                                How about a missile needlejet instead, as according to the previous plan to attack a base on Yardarn Island? Due to having two talents, Gardens Point is currently also our only base that can produce non-SAM aircraft without causing drone riots, so I'd say we need to make the most use possible from that.

                                Kelvin Grove and Carseldine: Continue producing Plasma Garrisons.
                                Most definitely agreed!

                                I suggest moving the former in Gardens Point north and build sensor arrays on the top tiles.
                                How about a sensor array on (75.33) to protect Townsville, Cape York and Daintree, and another one on (79.39) to protect Gardens Point and Kelvin Grove?

                                - Binary Bastion: Recreation Commons

                                - Boolean Bay: start Neural Amplifier

                                - Liar's Lair: trance scout

                                - Logic Loop and Pi Square: Tree Farm
                                How about waiting until we have enough cash to hurry it at once? From the calculations I made above rec commons hurry orders, it would be more profitable to hurry those all first, so how about building some (sea) formers, crawlers, probe teams, transports or whatever else in the meanwhile while we're hurrying more profitable projects first?

                                Rec Commons in MegabyteVille and Mythical Matrix
                                MBV most definitely , but IIRC MM hasn't accumulated 10 mins yet. Better wait one more year then.

                                Unit upgrade:

                                Scout patrol to Trance Plasma Steel Garrison in Triplex
                                Why now?

                                [QUOTE] Originally posted by MWIA

                                I agree with your notes on what projects to hurry first.

                                What do you think we need? Some bass could do with more pop, as there will be good land around to work, and they may be able to grow without Drones probs, whereas extra nuts for other places would be counterproductive.
                                IIRC the rec commons solve the drone problems, making extra nuts no longer a problem.

                                Also, will any of these -whatever Psych going to cause extra Drones to watch out for, or is it just a case of 'Build Rec Commons and thus we no longer need that Doctor', in which case -Psych is a bit misleading, as it won;t harm us in any way.
                                It's indeed due to turning a doctor back to a worker. So I'd suggest ignoring the psych effects. I just added them for completeness' sake.
                                Last edited by Maniac; February 29, 2004, 20:22.
                                Contraria sunt Complementa. -- Niels Bohr
                                Mods: SMAniaC (SMAC) & Planetfall (Civ4)

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