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  • #46
    Thanks for the update HongHu will take it into consideration
    A university faculty is 500 egoists with a common parking problem

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    • #47
      I have been thinking a little more about this pop booming thing. Seems like we are about to miss the narrow window. Currently we have 15 bases. As soon as we plant another two to three bases the second brueaucracy limit will be reached and no base would be able to pop boom through GA.

      Also, we may need to talk to Kody about the list above. After the replant of the Hive, I assume the bdrone level of each base might change and thus the list may have to be revised. It is crucial that we get the list revised and things planned out to see if any base could be brought up for pop booming before we plant 2 or 3 more bases. So this is within 2 to 3 turns I'd say.
      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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      • #48
        Ok plan on what to do for the other bases and with the colony pods is being worked on and comeing soon. Today hopefully. Jam is now terraforming minister under me as vice chairman of homeland planning reporting directly to Voltaire. Still hope to fill other positions soon.
        A university faculty is 500 egoists with a common parking problem

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        • #49
          Ok here is the plan for the next turn going to do city by city haven't looked at terraformers yet waiting for jam for a bit on that, though general ideas, need farms everywhere now!! All places that are building solar panels that are not on bonuses should be canceled now.

          Ok here we go city by city this is long so probably will only interest you if you are in my committie (read jam) but anyone who wants to comment all are welcome just don't say I didn't warn you!

          Central planning: build crawler former, boom to seven (might be there already)

          gogliegrad: add one pod put cralwer on farm for four nutrients work on creche

          Clove: pod for rebuild hurry perhaps, first to another city second rebuild

          Michanopolis: partial hurry node add pod prepare to boom when node done add farms

          Rokassygrad: move cralwer from energy to food boom to seven

          Utopia base: Pts boom (make two pods for other cites)

          vandenburg: convoy food rather than min to take care of hunger farm asap!!

          vevtopia: add pod, make two doctors boom to five, possibly to seven move pods to food when nessecary build farms asap!

          Voltagrad: here have to add that pod back to the city no way really to avoid it I can see (none thats good anyway) however also add another one to this city then boom it

          Hong Ku: add pod terraform farms prepare to boom
          (node creche build)

          Kommumisa city: farms!! ASAP add pod build terraformer
          or creche
          Moscow: Again farms (seeing a pattern here?) build terraformer add pop bring population to five

          Octavonburg: farms and creche prepare to boom add pod

          Static uni: prepare to boom build couple of terraformers than node crech

          Hive: rebuild
          A university faculty is 500 egoists with a common parking problem

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          • #50
            Great job dacole. Will have to look in more details when I have time. One question, do we have any facilites in Utopia base? If so then it doesn't fit too well for pod factory otherwise may be good.

            Also have you made sure that pop boom is still possible? Have you run the senerio through the simulator?

            Looks like we are adding 6 pods to existing bases and will build 3 new bases?
            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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            • #51
              Remember don't add anything other than stockpile in the queue. We want to take advantage of that like everybody else does.
              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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              • #52
                Also looks like utopia is a good base for pod factory. Verdersburg already stopped hunger because of the completion of the rec tank.

                Please double check all your farm orders. My impression is for some bases we already have some farms existing or finishing up. We may need to move or build some crawlers to crawl the farm though, and free some workers to work on forest which will add one more food each worker.

                In the immediate future I see in the building queue should consist crawler for some bases (the ones that need to crawl food and currently do not have available crawlers), node for some bases (especially for the ones we crawl energy as well as having librarains), creche for some bases (the ones prepare to boom). For others I suggest clean formers.
                Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

                Grapefruit Garden

                Comment


                • #53
                  If the deal with CC goes through then we should think about ways to utilitze this opportunity when we are alloacting ecs away from reseach. Perhaps we could increase the psych allocation so that we can pop boom in multiple bases. We need to look for bases that are close to meet the condition. If we are able to produce many size 5 bases, we will be able to use librarains and drarastically increase our tech rate after 2152.
                  Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

                  Grapefruit Garden

                  Comment


                  • #54
                    I would suggest increaseing economy or perhaps researching different things though I don't like that option really. Plans for next turn, I hope to set up a pod factory such that every turn we will have one pod produced. This would require finding a city at size four or three that could continually boom and that we could put both crawlers on mines in. This way we would get 14 minerals a turn a colony pod and if we did the booming correctly, never loose population. The pods produced would be sent to every city until it was up to size seven. Now yes I know most of our cities can't support this population however in a chat with kody I learned a great technique called resource phaseing. Basicly every other turn we make all our citizens libraians then the next turn workers. So first turn we are at seven all our workers base goes into riot, but that turn minearls food ect are taken the next turn is when the minerals would be lost. However on the turn a base goes into riot you turn all the citizens into specialists (I would reccomend librarians) city doesn't starve because its built up enough food the previous turn and goes out of riot. Repeat ad nauseum. Now we wouldn't want to do this for long (unless we wanted to go for a transcend victory..but I wouldn't reccomend it even then) since our mineral production falls drasticly in this plan since we are produceing minerals every other turn. Good parts of this plan is that it allows us to pop boom our bases now and get the rewards from it (increased tech from librarians) while we are still finishing up the nessecary infastructure. Haven't found a good city to do this with yet but shouldn't be that hard to find really. Let me know what you think!
                    A university faculty is 500 egoists with a common parking problem

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                    • #55
                      Interestin. Perhaps we could try that with only one base first, and that base should then produce many crawlers that go for nuts. Once we get the nutrients to maintain the pop, the base boom is stable and we can work on the min and energy output.

                      At least we could work out a detailed plan for this, and ten test it with any sim. If it works the way we want it to work, we could implement it in one of our next turns.
                      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

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                      • #56
                        The pod factory idea is an excellent one. We should definitely put it into action. I will look at the turn see if I could help in finding a base to do this when I have time.

                        The immediate action for the next turns 2149 and 2150 is a different question. For these turns we are supposed to lower ecs allocated to research so we will not complete eco eng until 2151 or 2152. Therefore we have more ecs to allocate than usual. I don't really think we should allocate 100% to economy. Instead I think it presents us a very nice opportunity to get pop booming. Please give it more thought comrades.
                        Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

                        Grapefruit Garden

                        Comment


                        • #57
                          The continous pod factory is more useful if you want to have a low micromanagement solution. Or you've already passed the 4th b-drone limit.

                          In the mean time PTS booming is more efficient.

                          The resource pulsing can already be used on central planning, just need to fix a couple of problems with work allocation. Rokossovkygrad sadly golden aged, boomed, starved, lost population, boomed lost golden age, starved and is still struggling to get to size 7.

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                          • #58
                            Cashing Crawlers in for Cloudbase and Cyborg Fac

                            I originally made this suggestion in the Reconcilliation Thread, but I decided to move my response to his thread to Kody's response since this seemed a better place for the discussion.

                            I noted hat it looked like, if we got the necessary tech in time, that we could get both Cloudbase and Cyborg Fac in the same turn.

                            Kody responded:

                            quote:
                            Originally posted by Kody


                            ***

                            The problem is a large number of the crawlers we have currently are in use. We definiately need to keep all the crawlers on condensor farm nut bonuses that are feeding our population. Also 2 crawlers dedicated to crawling the 2 energy bonuses, also 4 crawler dedicated to crawling mineral bonuses.

                            That doesn't leave enough crawlers around to instant build those SPs. In addition crawlers only move 1 move per turn. That means all those crawlers would need to be drawn in from all the far reaches of our empire.

                            END QUOTE



                            My response (yes, it may sound a bit cold hearted to our unfortunate citizens).

                            I understand that, as they should be, our crawlers are put to use once they are completed. Using them to rush build a couple of SPs would mean that our future production would be set back several turns. I understand that we may even end up starving some of our citizens by cashing some of the crawlers harvesting nuts, but the overall good, health, and glory of the Hive are better served by getting Cloudbase and Cyborg Fac. Even if a few of our citizens must, for the greater good, starve.

                            Getting both the Cyborg Fac and Cloudbase would almost certainly mean that we are militarily unassailable.

                            Even though I have only started playing SMAX recently, I have grown to love the Cloudbase Academy and I feel that losing Cloudbase to another faction would be devastaing.

                            Mead

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                            • #59
                              I know, but instead of starving our citizens perhaps we start building extra crawlers now?

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                              • #60
                                Originally posted by Kody
                                I know, but instead of starving our citizens perhaps we start building extra crawlers now?

                                Sound good to me.


                                I know we have will to balance the crawler builds against our other requirements, but I think we can build a few more crawlers.

                                If, however, despite our increased crawler production we still need to cash in some that are gainfully employed producing nuts to get these two SPs, I think we should do so without hesitation. Please note that almost no matter how many crawlers we build, when it comes time to rush build the SP we will have a lot of them off producing (nuts, mins, or mins) because even though we may be making the extra crawlers primarily so we can rush build the SPs, we will still put them to work until we need to cash them in.


                                Mead

                                PS
                                I noticed looking over all the factions on the Security Status Screen that the Hive, by far, has the greatest number of crawlers and formers. This represents our true potential for mass, growth, and dominance.

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