We should have the turn in around 24-26 hours. Any proposals? Some stuff is decided, but not everything.
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2181-2190
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imho
we need more boreholes to that end i suggest cities such as RPS and EM build formers for several turns,and then gang them up to get boreholes up asap. and adding condensers en masse would be
we only have 15 formers. i have a singeplayer game at this date2186 with 180 formers and 270 crawlers and plasma shard intercepters just started being builtif you want to stop terrorism; stop participating in it
''Oh,Commissar,if we could put the potatoes in one pile,they would reach the foot of God''.But,replied the commissar,''This is the Soviet Union.There is no God''.''Thats all right'' said the worker,''There are no potatoes''
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So we do:
- clean police, 2 rows cost
- clean formers, 3 rows cost
This would be several more minerls per base, as we might have 1 police and 3-4 formers even.
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This is an interesting period for us. There is a lot happening.
We discover tech and exchange tech with Gaians
We exchange with Gaians units with tech attributes
We build SP, the HSA
We steal techs from Yang (all agreed on this?)
We probably will be in vendetta with YangOn the ISDG 2012 team at the heart of CiviLIZation
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2187
- From events this turn, nothing interesting really happened.
KP gets supply crawler
SH gets recreation commons
GP supply crawler
GM drop-AAA
FH supply crawler
MP sea formers - New building proposals:
KP Energy Bank, as we discussed this before
SH supply crawler, to add to HSA, details later
GP Tree Farm
GM drop-AAA? or other unit? we have both CC and Bioenh. there
FH supply crawler?
MP Aerospace Cmplx or Recycling tanks? - Hurry:
EM - energy bank for 64 EC
TL - recycling tanks, 44 EC
SH - supply for 12 EC, coz we may have 1 min less. In 2188 we get something 1 row cost, like a police for example, then we have around 0 to 3 minerals for SP and we can just use 10 crawlers or without much loss when paying energy if less than using 10 crawlers. Additional police unit will be for sure handy, since we soon gonna have more bases.
DC can get recreation commons hurried next turn. I would also replace worker on borehole to RPS next turn. For borehole might stay in DC. - Crawlers, as shown in the picture.
GM - it would make a forest for new worker and crawler would harves tile outside any base radius
FH - new one would go make more nutrients
SH - would go temporarily out of pop booming, but one more specialist there and more crawlers around for the turn in 2189. We are kinda out of good tiles in 6 tile range for now
GP - new one to harvest 1-3-1 for 3 minerals. We could go for -1 nutrient in the base for a turn or 2, having more specialists. Another one as Geo proposed last turn, but I was not lucky. So the crawler goes making 2 nuts from 2-1-1, and 2-2-2 gets worker. This crawler could be possibly taken by a LIT for HSA, as I drawn it is possible.
I also marked 12 crawlers that might be in range for the SP, just be sure, we might need only 11 for security, 12 should be sufficient.
KP crawler can be rehomed to EM and make those 2 nutrients. - Replace air cover above foil probe near Yang Mine
- We have 2 F-6 in GL, do we try air cover for second foil probe behind Gaian territory? Or we leave them for our own defense, as Forester suggests, I think the defense is very important, so would follow Forester's advice here maybe.
Could we ask Gaians for air cover? They have only 3 bombers and no fighters at the moment. - The sea former from MP might go do kelp farm on the tile near sea fungus. this is in hope that kelp will use fungus to spread faster. The other sea former might go to either of the 2 tiles, to make kelp farm for HS or new base.
- Colony pod move 3 tiles to new location using the unity rover for escort, as it is now.
- Some more air patrol with planes and Sioux we have.
- Snake make try to find some mindworms. I ask again here, does flying over fungus with copter make mindworms to appear?
- Fungy MK1 near GM may not do road there, maybe enter road this turn, then in 2188 start clearing fungus on that tile, rainy rolling and 1300 elevation, good for farm solar, so we should clear it ASAP (it is near GL)
- Two formers north of HS may enter the rainy flat tile and make road and sensor. I guess HS may make soon a colony pod and establish new base there.
- The drop-militia from GM goes dropped into Chiron Preserve base of Gaians and turned control over to Gaians. Just a thought, they are going to have just this one unit, so according to the rules they mau upgrade it by workshop to drop clean scout. This would make it possible to drop them back in 2188 to us? I have to ask Gaians about it. Then we have clean ability a turn earlier.
- And the drop-AAA maybe to Gemka's Loft this turn? later to EM?
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- From events this turn, nothing interesting really happened.
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Two further points to note:
Spartans have AMA. So we can trade this tech to Gaians and Morgan if we want to now without worrying about Spartans getting it
Interestingly Zak doesn't have AMA and is interested in trading it for PE or Doc: Ini. But would it hurt our tech rate too much if we traded it now. Spartans will give Uni AMA won't they? so it might be good to get in first.
Did anybody notice Spartans have built the Supercollider.On the ISDG 2012 team at the heart of CiviLIZation
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If Spartans have Applied relativity, then there is fast way to silksteel armor then photon wall armor
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I think a new base at 19, 47 is a good idea.
Mart would you just check that the drop scout we handed over to Gaians in Chiron Preserve, retained drop capability? I copied your move and the drop scout changed to an ordinary scout?
Yes to Kelp farm at 16, 54On the ISDG 2012 team at the heart of CiviLIZation
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Originally posted by Hercules
Mart would you just check that the drop scout we handed over to Gaians in Chiron Preserve, retained drop capability? I copied your move and the drop scout changed to an ordinary scout?
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Ok, I have checked the stuff in scenario editor and the fact is, that it seems to be the regular game feature. I tried two scouts with drop ability, different designs and they turned out to be simple scouts after turning over the control. Then I tried 1^-2-1 unit and it retained its drop ability. Then we have no choice here, but continue with transferring to Gaians our drop-AAA unit.
I have more bad news. I further tried to simulate our operation using actual drop-AAA. I was succesful to drop it and transfer control, but when the same unit was transferred back after upgrade to clean, drop it turned out to be again drop-AAA NOT clean!!! I tried with a new unit, and it worked the same, again it became after the transfer an AAA one NOT clean!
I attempted to backengineer the drop-AAA into drop clean former, worked. So we have no choice, but:
1) we drop to Gaians our "drop-AAA unit"
2) Gaians make drop,clean former and drop it back.
I checked also:
- making drop,clean former takes 5 rows!
upgrading either:
- former
- clean former
to drop,clean former costs 50 EC.
Quite expensive operation.
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I send the following to Gaians:
To Gaian Union,
Here are some recent finds pertaining to our operation of exchanging the abilities of drop and clean units. It is very important, that we both understand implications.
It appears, that when a drop-militia unit or any other drop scout unit is transferred to a faction for backengineering, it turns out to be just a scout.
I have checked the stuff in scenario editor and the fact is, that it seems to be the regular game feature. I tried two scouts with drop ability, different designs and they turned out to be simple scouts after turning over the control. Then I tried 1^-2-1 unit and it retained its drop ability. Then we have no choice here, but continue with transferring to you, Gaians our drop-AAA unit.
I have more bad news. I further tried to simulate our operation using actual drop-AAA. I was succesful to drop it and transfer control, but when the same unit was transferred back after upgrade to clean,drop it turned out to be again drop-AAA NOT clean!!! I tried with a new unit, and it worked the same, again it became after the transfer an AAA one NOT clean!
I attempted to backengineer the drop-AAA into drop,clean former, worked ok. After transfer the unit retained its capability as clean drop former. So we have no choice, but:
1) We drop to you our "drop-AAA unit"
2) You backengineer it to drop,clean former
2) You make drop,clean former and drop it back to us.
I checked also:
- making drop,clean former takes 5 rows!
upgrading either:
- former
- clean former
to drop,clean former costs 50 EC.
Any proposals on your side how we could proceed with these new findings?
Data Angels
IT Mart
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