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Game Discussion - Turn 2101 onwards

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  • Game Discussion - Turn 2101 onwards

    Here's your first 9 squares so you can start some discussion.
    Attached Files

  • #2
    Mmm, no bonusses in view...

    For our first moves I propose to let the first colony pod go NW 1 tile over the river and let it stop there for the moment (only 1/3 movement spent then), then we have some extra view in that direction already. The second colony pod could go over the river due east (2/3 movement spent) and halt there temporarily.
    We could decide then which direction to sent the Scout and Probe Team after reviewing from there... The first colony pod can always return to the starting position to found a base there, and the second colony pod is, in case the first won't be used to found a base on the starting spot, be used to found a base there since it is IMO also a good starting site (being flat).
    He who knows others is wise.
    He who knows himself is enlightened.
    -- Lao Tsu

    SMAC(X) Marsscenario

    Comment


    • #3
      With the second CP do you mean 2mps east or 1mp but a total of 2mp overall.

      Secondly our probe could scout out a good bit along the river but I would be keen to find some resource squares.

      Note our global posoition at 16, 88 which might invite us to believe other factions are located East and North.
      On the ISDG 2012 team at the heart of CiviLIZation

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      • #4
        With the second pod I mean moving following the river, first NE (19.65, I guess), then SE (20.66 if I don't screw up the grid system). 2/3 of it's movement spent then for this turn, the remaining 1/3 can be used to found a colony there if by seeing the new map info we decide it's a good spot.

        The whole point of moving those pods only part of their movement point is that some extra map info is gathered on which we may find resources already. If not, we need to decide on which direction to sent one of the the other units, and which.
        He who knows others is wise.
        He who knows himself is enlightened.
        -- Lao Tsu

        SMAC(X) Marsscenario

        Comment


        • #5
          Moving the Cpods 1 square along each of the rivers would be a good start.

          If we see the end of the river, we send the probe team in the -other- direction.
          If we don't, send the probe team downstream.

          The Scout Patrol should probably go south one tile in search of what's in the black area, but I'd have to make that decision as our Cpods explore.

          Comment


          • #6
            Starting techs are: mobility, industrial base, social pysch

            Comment


            • #7
              Got it.

              Comment


              • #8
                If Mod 0 is unavailable, Ecology can't be selected.
                We go IB (can't select mod 0)
                Then CE/IndEcon (csmod 2)
                Then IndEcon/CE (csmod 1)
                Then IndAuto (csmod 0)
                The best of the possible options.
                Alright guys, get yer things packed. It's time to rock and roll.

                Comment


                • #9
                  I like Geo's suggestion (and Enigma's). Follow the river in both directions with the CPs, and see what that opens up. If nothing interesting shows, we can use the probe to see a bit more before we commit either of our CPs...
                  ---
                  Shiny

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                  • #10
                    It will be more of a guess than anything.
                    We'll found both our bases this turn, but (provided the rivers don't run to fungus) that can be done 3 ways.

                    Moreover, in the Heart of Fire PBEM I saw the massive benefit starting a base on a nut special can have.
                    If we find a nut bonus, we might want to delay a base plant by a turn to start a base there.

                    +1 Energy (river) gets PWND by +2 Nutrients.

                    Comment


                    • #11
                      In case the cp's don't find anything interesting...

                      For the scout I suggest moving it first NE to 17.65 and then a jump due north. It doesn't matter if it can't do that with 2/3 movements, the point is to see what's there. I prefer the scout following this route because it only has 1 movement, the probe, having 2, can check further in any of the other directions.
                      He who knows others is wise.
                      He who knows himself is enlightened.
                      -- Lao Tsu

                      SMAC(X) Marsscenario

                      Comment


                      • #12
                        Geo do you mean the NW 17, 65 or NE 19.65

                        Seems good. I agree about the Nut special if we find one or two.
                        On the ISDG 2012 team at the heart of CiviLIZation

                        Comment


                        • #13
                          Interesting re the techs, but see research thread for more detail.

                          I think Cent Ecol will be offered, first time round. And we will bel on a beeline for Ind Auto. Interestingly, unless I got it wrong (very possible) Doc: Flex keeps been offered, each turn.
                          On the ISDG 2012 team at the heart of CiviLIZation

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                          • #14
                            Starting techs options are: mobility, industrial base, social pysch

                            That means Centauri Ecology won't be offered you need to choose from one of the above.

                            I think I was a little unclear about that.

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                            • #15
                              Geo's idea has merit,
                              but once again I'd need to make that call as the Cpods explore.

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