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  • Update of preturn planning.

    I need to get dressed for a movie my friends are seeing, but as soon as I get back I keep working over this preturn.
    ______________________________________
    Other details
    * Name change Jamski Peninsula

    Non-Military Units
    (10,18) colony pod - build city
    (10,18) scout - hold
    (8,18) Former - move (10,18), rehome ,build forest (9,17)
    (8,18) Former - move (10,18), rehome ,build forest (9,17)
    (26,30) Former - build sensor
    (26,30) Former - build sensor
    (17,21) Former - build farm (15,21)
    (18,16) Former - build sensor (18,20), cancel sensor, next turn move central planning, rehome, build

    farm (15,21)
    (20,16) Former (homed octavianburg) - move (HongHu KongHu), rehome, build road (17,15), goto (15,15)
    (20,16) Former - build road (17,15), build forest
    (23,11) Former - build road (23,9)
    (23,11) Former - build road (23,9)
    (22,16) Former - build sensor
    (25,15) Former - build sensor (22,16)
    (29,19) Former - build road (30,22)
    (29,23) Former - build road (30,22)
    (26,26) Former - build road (25,29)
    (18,24) Former - build sensor (18,26)
    (18,26) Former - build road (18,28)
    (22,20) Former - level rocky (23,21)
    (22,26) Former - build sensor (23,23),cancel sensor,next turn level rocky (23,21)

    Military Units
    (29,23) independant scout - hold
    (29,23) scout - goto Kommuniza City (DON'T REHOME YET)
    (15,27) Rover - move (18,26)
    (11,17) Rover - move (10,22)
    (22,16) Scout - hold
    (25,29) Scout - hold (DON'T REHOME YET)

    Production
    Base1 - build former, stockpile, rush 8 ECs #### vevtopia rebuild may effect this
    Octavianburg - rush 22 ECs
    Kommuniza - build colony pod, stockpile
    Rokossovky - build recycling tank, stockpile, rush ?? ECs #### still need to figure out how much to

    rush

    Crawler allocation
    #### this switch rushes the Kommuniza city colony pod
    (28,24) crawler - move (27,23), minerals 4
    (27,23) crawler - move (28,24), minerals 2

    Worker reallocation
    #### we get 1 more lab point by doing this
    Vevtopia - move worker from "river rolling rainy" to "rolling rainy"
    Base1 - move worker from "rolling rainy" to "river rolling rainy"

    #### stop city from starving
    Voltariograd - move worker from "forest" to "rocky nut"
    #### another +1 lab
    Central Planning - move worker from "forest" to "river forest"

    Rehome Notes
    Former - Octavianburg -> HongHu KongHu
    Former - Voltariograd -> Base1
    Former - Central Planning -> Base1
    Former(next turn)- HongHu KongHu -> Central Planning

    Support reallocation notes
    * Can shift 1 scout Kommuniza -> Googliegrad
    * Can shift 1 scout Rokosskvygrad -> Kommuniza

    considered production balancing
    #### speeds vevtopia rebuild
    **2139**
    Vevtopia Worker - switch forest to mine (17,19)
    (17,19) crawler - move to vevtopia, rehome, move to forest, 2 minerals
    Following turn - move
    **2140**
    Vevtopia starts crawler for 2nd mine
    (16,18) crawler - move mine (17,19), 7minerals
    Vevtopia Worker - switch mine to forest
    **2141**
    Crawler built by vevtopia moves 2nd mine (18,20)
    Vevtopia starts final colony pod at 17 minerals per turn.
    **2142**
    Crawler reallocate of 14 minerals to Base1
    ////note that vevtopia doesn't get bonuses for energy due to efficency
    ////and nutrients are wasted due to rebuild

    ### Considered crawler reallocation
    * reduce Voltairograd minerals rate
    * increase HongHu KongHu minerals rate
    * increase Googliegrad minerals rate


    ________________________________________________
    Old Notes
    Name change Jamski Peninsula

    Hive rebuild
    Headquarter rebuild in HongHu KongHu turn 2143

    Build queue
    - 2nd last pod turn 2142, 2 extra turns moving to Central Planning.
    - growth of Rokossovky (turn 2143), 2nd last pod built then.
    - Last pod (turn 2144)

    Support
    - when rebuilt shifts to Rokossovky
    - scout can be rehomed in new hive
    - All formers from the hive are rehomed in Rokossovky
    - Should be 4 support units between the Hive and Rokossovky
    - Rokossovky will use the independant scout which is on route for police

    Automatic crawler rehome
    - Rehome as many crawlers in "The Hive" the turn before the final build.
    - Ensure that minerals are wasted in Rokossovky after the switch.

    ____________________________________

    I basically need to break down the build and mineral queues for the rebuilds at "Jamski Clove", "The

    Hive", "Kommuniza City", "Vevtopia".

    (Vevtopia is mainly being rebuilt to shift the Bdrone in OctavianX, the shift is required so that we

    can still golden age pop boom on even numbers when we have 30 bases. Note that base number)

    Also need to ensure there is enough energy to rush build the network node and recycling tanks at

    "Central Planning" and "Rokossovky".

    Note that the unanamed cities, "Base1", "Base3", "Base4" and "Rokossvoky" will be affected by the

    crawler automatic rehoming and crawler should be allocated to take advantage of that. That means that

    they have to be prepared for the change in support and the sudden increase in minerals. Crawler need

    to be reallocated to take advantage of the rehome effect.

    However, only Rokossovky, Base1 and Base3 will be affected within the next 6 years unless the crawler

    from Jamski makes it all the way to the mines speeding up the colony pod production. Base4 still needs

    to be factored in if that is the case.
    ___________________________________
    Last edited by Kody; September 27, 2003, 23:52.

    Comment


    • Preturn 2139

      Things not completed
      - Checking that the rebuild of the headquarters is completed in 2143
      - Checking mircomanagement of the reallocated crawlers
      - Making sure there is enough energy to rush all the facilities.

      Other details
      * Name change Jamski Peninsula

      Non-Military Units
      (10,18) colony pod - build city
      (10,18) scout - hold
      (8,18) Former - move (10,18), rehome ,build forest (9,17)
      (8,18) Former - move (10,18), rehome ,build forest (9,17)
      (26,30) Former - build sensor
      (26,30) Former - build sensor
      (17,21) Former - build farm (15,21)
      (18,16) Former - build sensor (18,20), cancel sensor, next turn move central planning, rehome, build farm (15,21)
      (20,16) Former (homed octavianburg) - move (HongHu KongHu), rehome, build road (17,15)
      (20,16) Former - build forest (17,15)
      (23,11) Former - build road (23,9)
      (23,11) Former - build road (23,9)
      (22,16) Former - build sensor
      (25,15) Former - build sensor (22,16)
      (29,19) Former - build road (30,22)
      (29,23) Former - build road (30,22)
      (26,26) Former - build road (25,29)
      (18,24) Former - build sensor (18,26)
      (18,26) Former - build road (18,28)
      (22,20) Former - level rocky (23,21)
      (22,26) Former - build sensor (23,23),cancel sensor,next turn level rocky (23,21)

      $Military Units
      (29,23) independant scout - hold
      (29,23) scout - goto Kommuniza City, hold (DON'T REHOME YET)
      (15,27) Rover - move (18,26)
      (11,17) Rover - move (10,22)
      (22,16) Scout - hold
      (25,29) Scout - hold (DON'T REHOME YET)
      (25,15) Scout - hold (may have been already held)

      Worker reallocation
      Vevtopia - move worker from "river rolling rainy" to "rolling rainy"
      Base1 - move worker from "rolling rainy" to "river rolling rainy"

      Production
      Base1 - build former, stockpile, rush 8 ECs

      Rehome Notes
      Former - Octavianburg -> HongHu KongHu
      Former - Voltariograd -> Base1
      Former - Central Planning -> Base1
      Former(next turn)- HongHu KongHu -> Central Planning
      Former(next turn)- HongHu KongHu -> Base2
      Former(next turn)- Voltariograd -> Base2

      Support reallocation notes
      * Can shift 1 scout Kommuniza -> Googliegrad
      * Can shift 1 scout Rokosskvygrad -> Kommuniza
      __________________________________________________ _______

      Production
      Kommuniza - build colony pod, stockpile
      Googliegrad - build former, stockpile
      Rokossovky - build recycling tanks, stockpile
      Central Planning - build recycling tanks, stockpile
      Vevtopia - rush 20 ECs

      Crawler allocation
      (28,24) crawler - move (27,23), minerals 4
      (27,23) crawler - move (28,24), minerals 2
      (17,19) crawler - move (14,18), rehome Vevtopia, move (16,18), minerals 2
      (18,20) crawler - move (22,20), rehome Voltairograd, move (18,26), minerals 2
      (18,26) crawler - move (18,20), minerals 7
      (23,15) crawler - move (23,19), minerals 2
      (24,20) crawler - move (23,15), minerals 2
      (26,20) crawler - move (24,20), minerals 2
      (29,21) crawler - move (29,19), rehome The Hive, move (26,20), minerals 2

      Worker reallocation
      Voltariograd - move worker from "forest" to "rocky nut"
      Central Planning - move worker from "forest" to "river forest"

      __________________________________________________ _______

      Production
      HongHu-KongHu - build former, stockpile
      Voltariograd - build former, stockpile
      Octavianburg - rush 22 ECs
      Rokossovky - rush 34 ECs
      The Hive - build crawler, stockpile rush 21 ECs
      Jamski Clove - build colony pod, stockpile

      Comment


      • Preturn 2139

        Things not completed
        - Final check, making all the moves from scratch

        Other details
        * Name change Jamski Peninsula
        * next base "Utopia base"
        * label base site "Michanapolis"
        * label base site "New Moscow"

        Starting ECs = 156
        End turn ECs = 56
        Next turn ECs = 115

        Non-Military Units
        (10,18) colony pod - build city
        (10,18) scout - hold
        (8,18) Former - move (10,18), rehome ,build forest (9,17)
        (8,18) Former - move (10,18), rehome ,build forest (9,17)
        (26,30) Former - build sensor
        (26,30) Former - build sensor
        (17,21) Former - build farm (15,21)
        (18,16) Former - build sensor (18,20), cancel sensor, next turn move central planning, rehome, build farm (15,21)
        (20,16) Former (homed octavianburg) - move (HongHu KongHu), rehome, build road (17,15)
        (20,16) Former - build forest (17,15)
        (23,11) Former - build road (23,9)
        (23,11) Former - build road (23,9)
        (22,16) Former - build sensor
        (25,15) Former - build sensor (22,16)
        (29,19) Former - build road (30,22)
        (29,23) Former - build road (30,22)
        (26,26) Former - build road (25,29)
        (18,24) Former - build sensor (18,26)
        (18,26) Former - build road (18,28)
        (22,20) Former - level rocky (23,21)
        (22,26) Former - build sensor (23,23),cancel sensor,next turn level rocky (23,21)

        Military Units
        (29,23) independant scout - hold
        (29,23) scout - goto Kommuniza City, hold (DON'T REHOME YET)
        (15,27) Rover - move (18,26)
        (11,17) Rover - move (10,22)
        (22,16) Scout - hold
        (25,29) Scout - hold (DON'T REHOME YET)
        (25,15) Scout - hold (may have been already held)

        Worker reallocation
        Vevtopia - move worker from "river rolling rainy" to "rolling rainy"
        Base1 - move worker from "rolling rainy" to "river rolling rainy"
        Voltariograd - move worker from "forest" to "rocky nut"
        Central Planning - move worker from "forest" to "river forest"

        Crawler allocation
        (28,24) crawler - move (27,23), minerals 4
        (27,23) crawler - move (28,24), minerals 2
        (17,19) crawler - move (14,18), rehome Vevtopia, move (16,18), minerals 2
        (18,20) crawler - move (22,20), rehome Voltairograd, move (22,22), minerals 2
        (22,22) crawler - move (18,20), minerals 7
        (23,15) crawler - move (23,19), minerals 2
        (24,20) crawler - move (23,15), minerals 2
        (26,20) crawler - move (24,20), minerals 2
        (29,21) crawler - move (29,19), rehome The Hive, move (26,20), minerals 2

        Production
        Base1 - build former, stockpile, rush 8 ECs
        Kommuniza - build colony pod, stockpile
        Googliegrad - build former, stockpile
        Rokossovky - build recycling tanks, stockpile, rush 34 ECs
        Central Planning - build recycling tanks, stockpile
        Vevtopia - rush 20 ECs
        HongHu-KongHu - build former, stockpile
        Voltariograd - Build Command Nexus, next turn build former, stockpile
        Octavianburg - rush 22 ECs
        The Hive - build crawler, stockpile rush 16 ECs
        Jamski Clove - build colony pod, stockpile

        Rehome Notes
        Former - Octavianburg -> HongHu KongHu
        Former - Voltariograd -> Base1
        Former - Central Planning -> Base1
        Former(next turn)- HongHu KongHu -> Central Planning
        Former(next turn)- HongHu KongHu -> Base2
        Former(next turn)- Voltariograd -> Base2

        Support reallocation notes
        * Can shift 1 scout Kommuniza -> Googliegrad
        * Can shift 1 scout Rokosskvygrad -> Kommuniza

        ___________________________________________
        * Need to ensure that there will be enough ECs to rush buy the network nodes the recycling tanks, and the new headquarters. We will have to spend most of our money on rushing the facilities in the upcoming turns.

        * Replanting Bases
        - Replanting Vevtopia for more population
        - Disbanding Jamski Clove and moving to New Jamski (This will be delayed)
        - Replanting Kommuniza City and The Hive with sensors underneath.
        * May be delaying Command Nexus for 2142 or 2143. This is because it's a real pain building the SP at the same time as organising the two science cities, headquarter move, and base rebuilds.
        * Also use the Crawler rehome effect to get double crawled minerals during the replant.
        * In Central Planning and Rokossovkygrad build recycling tank and network node, grow those bases to size four and use colony pod from The Hive disbanding to increase to size 5. Set 1 librarian in Rokossvokygrad, 2 librarians in Central Planning.
        * New Jamski and Base2 can be made into science cities as well.
        Last edited by Kody; September 30, 2003, 06:35.

        Comment


        • Base1 = Utopia base
          Base2 = Michanapolis (for his great efforts in the Hive)

          Comment


          • Originally posted by Kody
            Base2 = Michanapolis (for his great efforts in the Hive)
            Heinrich, King of Germany, Duke of Saxony in Cyclotron's amazing Holy Roman Empire NES
            Let me eat your yummy brain!
            "be like Micha!" - Cyclotron

            Comment


            • Report 2139:



              TeamsHavesHave NotsVotes
              UnivBioGen, IN, CE, PN, IE, IAAP, Loyalty12
              CCBioGen, IN, CE, PN, IE, IA, APLoyalty19
              PEACEIN, CE, PN, IE, IABioGen, AP, Loyalty17



              No SP is currently being built.

              Drones' production
              base 1: SC 0 turns
              base 2: CP 3 turns
              base 3: SC 3 turns
              base 4: SC 3 turns
              base 5: PT 0 turns
              base 6: SC 0 turns
              base 7: DP 3 turns
              base 8: SC 0 turns
              base 9: SC 6 turn

              Looks like CC has started pop booming.
              Also PEACE is offering Mobility.
              Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

              Grapefruit Garden

              Comment


              • Promoter of Public Morale
                Alpha Centauri Democracy Game

                Comment


                • Looks like CC has started pop booming.
                  I doubt it VERY much - they have -1 growth and I'm really hoping they didn't get demo/planned/creche in every base/golden age already...

                  If they did I'll be very surprised - and worried.

                  -Jam
                  1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
                  That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
                  Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
                  Taht 'ventisular link be woo to clyck.

                  Comment


                  • Sorry my fault. They still haven't switched to demo yet. They just happened to have growth in couple of their bases I guess.

                    (That was put there just to see if anybody is reading my report. )
                    Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

                    Grapefruit Garden

                    Comment


                    • Been looking at HongHu's report.

                      The peace are leading in tech, but they have fewer techs that we know of. I'm starting to worry what those other techs are. Maybe we should ask ourselves, what techs would they have that we don't have..... They've said they're after HEC, gene splicing, and nonlinear mathematics so it's probably not those. So what have they been researching.

                      To be ahead of the drones in tech they have to have 10 techs. Five of which we don't Have. 2 would be Mobility and Flexibility. Another 1 would be IB.

                      That means they've gotten 2 more techs. What other techs are available that we know they have the prereqs for, and they haven't asked to trade for.
                      Last edited by Kody; October 2, 2003, 21:04.

                      Comment


                      • Preturn 2140

                        Simulator Notes

                        Things not completed
                        * need to play the possibilities a few turns ahead.
                        - The tech trading
                        - if we get flexibility or will get it soon need to switch to foil probes

                        Other details
                        * label base site "Michanapolis"
                        * label base site "New Moscow"
                        Starting ECs = 110

                        Non-Military Units
                        (18,20) Former - move central planning, rehome, build farm (15,21), goto (14,21)
                        (15,21) Former - move (14,21), level land
                        (23,23) Former - level rocky (23,21)
                        (23,21) Former - level rocky
                        (9,17) Former - build sensor (6,18), turn 2141 [build road]
                        (9,17) Former - build sensor (6,18), turn 2141 [build road]
                        (26,30) Former - build road (28,28), turn 2141 [build sensor, cancel], turn 2142 [move (26,26), build sensor, rehome Kommuniza City]
                        (26,30) Former - build road (28,28), turn 2141 [build sensor, cancel], turn 2142 [move (26,26), build sensor, rehome Kommuniza City]
                        (Utopia Base) Former - build road (10,16)
                        (25,29) Former - build road (23,29)
                        (Googliegrad) Former - build road (23,29)
                        (18,26) Former - rehome Michanapolis, build Forest (18,28)
                        (22,16) Former - build road (25,17)
                        (22,16) Former - build road (25,17)
                        (23,9) Former - build road (23,7)
                        (23,9) Former - build road (23,7)
                        (17,15) Former - build Forest
                        (17,15) Former - build road (15,15)
                        (30,22) Former - build mine
                        (30,22) Former - build mine

                        (Kommuniza City) Colony Pod - move (26,30), Build "New Moscow"
                        (18,26) Colony Pod - Build "Michanapolis"
                        (14,18) Colony Pod - goto (6,18)

                        Military Units
                        (Googliegrad) Scout - rehome Googliegrad (from Kommuniza City), hold
                        (Michanapolis) Scout - rehome Michanapolis (from Googliegrad), hold
                        (Kommuniza City) scout - move New Moscow, hold, turn 2141 [rehome New Moscow (from Rokossovkygrad, hold)]
                        (10,20) rover - move (10,22)
                        (Michanapolis) rover - move (HongHu-KongHu), #subject to change

                        Crawler allocation
                        (The Hive) Crawler - Move (29,21), crawl 2 minerals
                        (23,15) Crawler - Move (Jamski Clove), rehome, move (23,15), crawl 2 minerals
                        (St Octavianburg) crawler - move (23,11), crawl 2 minerals
                        (16,18) crawler - move (17,19), crawl 7 minerals
                        (22,22) crawler - move (26,20), crawl 2 minerals
                        (26,20) crawler - move (22,22), crawl 2 minerals
                        (24,20) crawler - move (Volatriograd), rehome, move (24,20), crawl 2 minerals
                        (18,18) crawler - move (23,19), crawl 2 minerals
                        (23,19) crawler - move (18,18), crawl 2 minerals

                        Worker reallocation
                        Central Planning - worker "river forest", move to "forest"
                        Michanaplois - worker "rolling rainy", move to "river forest"
                        Vevtopia - worker "rolling rainy", move to "forest"

                        Production
                        Voltariograd - build former, stockpile
                        Kommuniza City - build scout, stockpile
                        Vevtopia - crawler, stockpile, rush buy 13 ECs
                        Utopia Base - Former, stockpile
                        Michanapolis - Former, stockpile, rush buy 8 ECs
                        New Moscow - Former, stockpile, rush buy 8 ECs
                        Googliegrad - Former, stockpile
                        St Octavaianbug - Former, stockpile
                        The Hive - crimson guard, stockpile rush 2 ECs
                        Rokossovkygrad - crimson guard, stockpile rush 8 ECs
                        Jamski Clove - rush buy 5 ECs
                        Central Planning - no change (next turn rush for 18 ECs)

                        Rehome Notes
                        Scout - Kommuniza City -> Googliegrad
                        Scout - Googliegrad -> Michanapolis
                        Former- HongHu KongHu -> Central Planning
                        Former- HongHu KongHu -> Michanapolis
                        Former- Voltariograd -> Michanapolis

                        Support reallocation notes
                        *Turn 2141 scout - Rokossovkygrad -> New Moscow
                        *Turn 2142 Former - Jamski Clove -> Kommuniza City
                        *Turn 2142 Former - Rokossovkygrad -> Kommuniza City

                        ___________________________________________
                        * Need to ensure that there will be enough ECs to rush buy the network nodes the recycling tanks, and the new headquarters. We will have to spend most of our money on rushing the facilities in the upcoming turns.

                        * Replanting Bases
                        - Replanting Vevtopia for more population
                        - Disbanding Jamski Clove and moving to New Jamski (This will be delayed)
                        - Replanting Kommuniza City and The Hive with sensors underneath.
                        * May be delaying Command Nexus for 2142 or 2143. This is because it's a real pain building the SP at the same time as organising the two science cities, headquarter move, and base rebuilds.
                        * Also use the Crawler rehome effect to get double crawled minerals during the replant.
                        * In Central Planning and Rokossovkygrad build recycling tank and network node, grow those bases to size four and use colony pod from The Hive disbanding to increase to size 5. Set 1 librarian in Rokossvokygrad, 2 librarians in Central Planning.
                        * New Jamski and Michanapolis can be made into science cities as well.
                        Last edited by Kody; October 3, 2003, 23:16.

                        Comment


                        • Need to check for instance where Hive builds another crawler instead of a Crimson Guard.

                          Rehome one of Rokossovkygrad's crawlers to Voltariograd to enable former to build twice in a row at Voltariograd. Also check the Moving the Hive crawlers onto the mines.

                          Then run simulation up to 2145

                          Comment


                          • Turn 2141

                            Non-Military Units
                            (9,17) Former - build road
                            (9,17) Former - build road
                            (26,30) Former - build sensor, cancel, turn 2142 [move (26,26), build sensor, rehome Kommuniza City]
                            (26,30) Former - build sensor, cancel, turn 2142 [move (26,26), build sensor, rehome Kommuniza City]
                            (18,28) Former - move Michanapolis, rehome, build Forest (18,28)

                            Military Units
                            (New Moscow) scout - rehome New Moscow (from Rokossovkygrad, hold

                            Production
                            Central Planning - no change (next turn rush for 18 ECs)

                            Rehome Notes
                            Former- HongHu KongHu -> Michanapolis
                            Former- rokossovkygrad -> Kommuniza City
                            Former- rokossovkygrad -> Kommuniza City
                            scout - rokossovkygrad -> New Moscow
                            Last edited by Kody; October 4, 2003, 07:55.

                            Comment


                            • Okay the preturn is ready, but I'm going to do any adjustments for flexibility after we get the turn.

                              Comment


                              • Turn update - to date

                                Simulator Bdrone level was set to 1 for Octavaian. Hence adjustment needs to be made for Octavian's buil queue. Switch to scout instead of former.

                                Lots of mind worms advancing towards our bases. Rover dispatched to handle them.

                                Comment

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