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  • One more suggestion regarding new base site. Instead of the base on Sunny Mesa, maybe we should build a new base in the vellay east of Sunny Mesa, specifically the river square between the nut resource and mineral resource. The road from Voltairgrad to Sunny Mesa is too long for a colony pod to travel and we'll again lose turn advantage over that. On the other hand, after we build a base beside Sunny Mesa, we could produce another colony pod very quickly by switching the worker working on the nut and mineral specials alternatively.

    One question, what is our base limit when the first structural drone appears? People please discuss the game strategy a little more.

    Another thing we may need to discuss, is that when we finally meet other people, what tech we would like to gain, what we could give out, what we definitely will not share, etc.

    I would not be able to be this active starting next week. One of the companies is expected to file a rate case so I'll be busy work again.
    Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

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    • I've been reading Vel's strategy guide again. According to him, the former's first task should be aiding growth by 1) ensuring a 2+ nut square (build a farm in rainy square or other means), 2) build road to new base site, and 3) build sersor array in new base site.

      The Komm city has got a working square, I feel that the former should move to build roads to new base site after it finishes its current task. Looks like the Komm City doesn't have a 2+ nut square, so we really do need a farm. (Is the former currently building a farm?) But after the farm it needs to go build roads. The new former that Komm City builds should also be working on roads so the colony pod that the Hive builds could arrive the new base sit a little faster. And if we have time after the roads they should build a censor array at the land bridge base site because of its strategic position.

      An alternative way is to set a base just south east of the monolith and min resouces. This way we can set up the base really soon and put the second monolith into use also. This may mean that the bases are a little too tight but as the Komm City's current growth rate it will not really become crowded very soon anyway. And if the Komm City's growth rate improves after the farm being build, then it can be shifted to produce a colony pod, and we can set up the land bridge base pretty soon if we have cash to rush build.

      What I don't understand is why we always let the colony pods travel very far and then end up in a place that doesn't have a lot of benefits. Komm City would be better off if it was on the energy square since it then will be able to work the monolith. But I understand that this is hindsight and before we get the area explored we didn't know what exactly was around the base. But the new one we are founding next turn, wouldn't it be better if it stoped one square down? It can then work the monolith in addition to save one turn's time ... I think we really need more discussion on every little details. Come on, comrades, focus your energy and help out our nation!
      Last edited by Snowflake; July 2, 2003, 17:17.
      Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

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      • One more thing we need to plan ahead. If we are going to lead the Hive produced colony pod to the land bridge base site, it certainly will have to go through some fungus. We will not be able to detour this time, plus I really don't think we can afford the detour. In addition to building some roads, I suggest we build a new scout that would be able to escort it to the new base site.
        Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

        Grapefruit Garden

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        • Originally posted by Kody
          The scout, last I heard was already heading for the southern land bridge. Another reason why I suggested the rover head towards the north.
          The scout is damaged too. I'm not sure we want him to explore the new land all by himself. He could be easily terminated. If it was a rover, at least it could auto disengage and ran away. But the scout, we'll have to considered it dead if it encounters any unfriendly force.
          Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

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          • This arrangement will make sure both directions (north and south) get 1 rover and 1 scout. I really hate to put all the eggs in one basket.
            The thing is there's actually three directions I can see.
            The west, the north and the south.

            I'm thinking
            *1 scout 1 rover to the west.
            *1 rover to the north.
            *1 scout to the south.

            Kody

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            • I suggest the proposed costal base site be shifted to either of the adjacent nutrient bonus squares. Either have a non coastal city or a canal.

              Also the nutrient bonus to the east of the sunny mesa is a good spot too and the nutrient bonus north of Voltariograd looks promising.

              My suggestion for scout movement would be for the one south of Kommie city to continue exploring south, but only one scout required. The others will explore land north of the sunny mesa and north of Voltariograd.
              Promoter of Public Morale
              Alpha Centauri Democracy Game

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              • The new colony pod will do well in that fertile valley west of Voltariograd. The nutrient bonus, and the rainy squares and the mineral bonus will make that city churn out colony pods.

                One of the formers should link up the three river systems, so that we can take advantage of the movement bonus.
                Promoter of Public Morale
                Alpha Centauri Democracy Game

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                • So the next colony pod from voltariograd should head for that fertile valley and place itself on that nurient bonus. Then that particular base can help colonise the surrounding area.

                  Will the hive grow in 3 turns?

                  Anyway after the hive finishes that colony pod would it be useful for it to start producing scouts? The scouts can then move into new bases and you can set scouts be supplied from the new base. The new bases will then be able to start producing colony pods immediately, rather than producing a scout first.

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                  • Originally posted by Kody


                    The thing is there's actually three directions I can see.
                    The west, the north and the south.

                    I'm thinking
                    *1 scout 1 rover to the west.
                    *1 rover to the north.
                    *1 scout to the south.

                    Kody
                    When I said north I meant west. The north that Kody talked about to me doesn't look like there might be large land. In other words the scout in the new found base may very well be able to walk out for two or three turns and found the seashore. The rover however, will take at least 7 turns to reach there. That said, if everybody insists that this should be the way, I will not insist on my opinion. (Now if it turns out that I was right, next time I'll probably insist more. But let's hope that the majority is right because I will hate to see our exploration doesn't return much profit. )
                    Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

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                    • Originally posted by Vev
                      I suggest the proposed costal base site be shifted to either of the adjacent nutrient bonus squares. Either have a non coastal city or a canal.

                      Also the nutrient bonus to the east of the sunny mesa is a good spot too and the nutrient bonus north of Voltariograd looks promising.
                      Glad to see we are in agreement in base site selection. For the land bridge base site, I agree that eithor nut bonus square will do but I prefer the non coastal one if simply for safty considerations, as well as for distance of travel (turn advantage).

                      Also agree that the velley east of sunny mesa is a good spot. I would pick the square bet the nut and mineral bonus squares though, because the nut bonus on a rainy square with a farm will give you 5 nut pre-tech it is too wasteful if it is not a working square.

                      The nut bonus north of Voltarigrad can be the next candidate for a new base site also. Good suggestion!
                      Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

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                      • Originally posted by Vev

                        One of the formers should link up the three river systems, so that we can take advantage of the movement bonus.
                        Yes, yes, yes!!!
                        Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

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                        • I hope we are not the only ones discussing about plans for the hive.
                          Promoter of Public Morale
                          Alpha Centauri Democracy Game

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                          • I hope the Chairman will at least look at what we have discussed here before he plays the next turn. Will you able to meet him in turn chat?
                            Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

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                            • If you look closely, there seems to be more land connected diagonally in the northern part. I think the water you see turning around the land in the northern part might be just a small cove.

                              Also don't forgot to walk the scout guarding Kommunizma City one south then back to the city, so we can see if there's anything connected directly south of our Kommunizma.

                              Kody

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                              • Alright, you may be right. We should check it out. I don't disagree that the scout in Komm city could come out one south square. It will be nice to know even if there is not much to it.
                                Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

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