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  • Plan of Action for 2112

    Move northern scout south to base #2

    Rush CP at Gaia's Landing for 30 ECs

    Continue to explore Uranium Flats with spore launcher (Note: the eastern edge of the Uranium Flats is cut off in the image. It does not connect to land through an archipelago.)

    We should also pull the scout patrol out of Gaia's Landing and continue to explore right around HQ, since we won't need it for drone control next turn. We could really use a few extra credits with which to rush the CP at base #2 (will cost 15 if we do it as soon as possible).


    Decisions:

    Found two more pods, though they're still not on fungus. If we pop them, the worst that will happen is that mindworms will come out and attack the spore launcher, at 1:2 odds. If we wait much longer, they'll have 3:2 odds. I say we pop an adjacent pod (say the one to the north) we also explore the uranium flats. Others want to wait on the pods, but we've found 6 of them already (plus one more already popped). What say you?
    Attached Files
    "Cutlery confused Stalin"
    -BBC news

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    • Pop away I say. Now that GL is at size 2, a rush wouldn't hurt. Just remember to rush at the end of turn after moving our dowdy spore launcher. As you point out, this frees the pin on Queens Pawn at 3...er wrong game. Frees the pin on our scout patrol at GL.
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      • 3. For sure . It's summer and many people are only checking in intermittantly. The turnplay over the last week has been excellent, after a slow start. Perhaps some of the veterans of previous ACDGs are merely waiting for things to get interesting. Even in hindsight, I think we've made all the right moves.
        Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game

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        • Originally posted by Chaos Theory
          Back now, will play the turn if it hasn't been played already.

          I noticed only the two of us posted in this thread. That means each other Gaian
          3) Hasn't come by the thread yet/was too busy since the thread started
          I will return next week. I have only sporadical time now. But I am wondering about others
          SMAC/X FAQ | Chiron Archives
          The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man. --G.B.Shaw

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          • I'm pretty certain that MW's won't attack our spore launder so popping pods with it before or after 2114 is not an issue. The real problem is getting an earthquare or a fungal bloom and killing or disabling The Uranium Flats. I'd like to wait till we have those pods within a base radius to improve our chances of popping well.

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            • I recommend that the spore launcher move NW-NW-NW to that rocky river tile. Then W-SW-W thru the fungus to arrive as an escort for our newest CP. (IIRC, natives enter fungus for 1/3 movement point.)

              It's also finally time to pop that pod near GL with our soon to be "unpinned" scout. I hope we get some EC's , as we're burning our bridges behinds us, EC wise, with the upcomming rush and we've "Planned" on it. So, W into the fungus for him.
              Last edited by Net Warrior; July 17, 2004, 08:19.

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              • An earthquake will be a possibility whether or not we have bases next to the unity pods. Fungal blooms there would be very annoying, but not irreparable.

                We don't have to worry too much about the CP from Gaia's Landing, since we've already travelled through some of the fungus near where it's going. It can also build a scout with its free mins if its position looks too dangerous. Incidentally, we need to decide what it builds: scout, former, or CP.

                Base #3 will have a choice of a 1-1-2 tile or a 2-1-0 tile. If we go with the 2-1-0, the base will grow in 11 turns (ignoring a switch to Planned); if we pick the 1-1-2 it will grow in 21 turns, but will speed our research significantly.
                "Cutlery confused Stalin"
                -BBC news

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                • Originally posted by Net Warrior
                  I'm pretty certain that MW's won't attack our spore launder so popping pods with it before or after 2114 is not an issue. The real problem is getting an earthquare or a fungal bloom and killing or disabling The Uranium Flats. I'd like to wait till we have those pods within a base radius to improve our chances of popping well.
                  By reducing the chance for MWs from a pop, we increase the chance of other 'bad' events, no? Let's pop some pods. Our FT scout, now a resident of GL can easily wump any maurauding worms. Of course we are planning on moving him in the opposite direction?

                  About exploring: We have almost enough base sites to reach the first b-drone limit. Exploring is less of a priori a priority. It doesn't actually do anything for us. Popping pods may just give us the ECs to rush formers to prep base sites to expand more quickly. Capturing a MW would be excellent as well.

                  You know my opinion on the tiles to work at the new base: 2-1-0. We won't catch zak by squeezing every research point out of 3 measly bases. We need lots of bases first.

                  -Smack

                  Edit: All three units make sense to build. I guess if I had to decide, it'd be another scout patrol to team up with the spore launcher in trolling fungus. Also, it could swap with the spore launcher as garrison.
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                  • There's no sense trying to catch Zak for research, but the faster we can get to IA, the better. Still, population growth is the more reliable route to power.
                    "Cutlery confused Stalin"
                    -BBC news

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                    • The turn is in Spartan hands and Maniac's online, so it should be with us soon. I really like this turn rate! Go ACDG go. I don't know if we're really decided on everything, but we're close enough to say: Go for it Chaos!
                      Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game

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                      • Plan of Action for 2113

                        Move CP at Gaia's Landing north, to found a base near the Uranium Flats at the site suggested by smacksim in the Gaia thread.

                        Heal northern scout


                        Decisions:

                        We should move the southern scout to the pod next to it, unless we determine there's something better for it to do.

                        What do we do with our spore launcher? We've found plenty of good terrain for bases past our bureauc limit (though I'm of the opinion that we pay that limit little heed). We can bring it back to defend base #3, or we can continue exploring with it, though we're very unlikely to find other factions unless we go a long ways.

                        What next for the southern scout patrol after it pops the pod? Back to Gaia's Landing for defense/police?
                        Attached Files
                        "Cutlery confused Stalin"
                        -BBC news

                        Comment


                        • Er, isn't our scout supposed to be in the base to prevent drones/use of doctor? I guess, since we're rushing it's only one turn. Maybe I've lost track of the plan.

                          Exploring with Spore Launcher. If we could get far enough away from home, we'd probably catch more independents (scouts, rovers, worms) than near home. But it seems we're on an island. Perhaps we could troll along the south pole to arrive at another continent, popping as we go. Whatever we do, a MW is much better than a spore launcher for exploring. A scout is in between. The problem with the spore launcher is that it can't fight things it doesn't capture. Our next native has a good chance of capture, so I suggest that if you want to keep exploring with the spore launcher, to do so until we've caught another native, then return the SL to a base as a free garrison.

                          Southern scout should pop the pod if we have something worth rushing in queue. After the CP, are we going for another CP at Gaias Landing? If so, put something else in the queue until 10 minerals: Former is my choice...can be re-homed to base 3. Net Node is o.k., but the upkeep doesn't help us.

                          Lets try to keep a scout going back and forth between GL and base 3, after founding base 3, as police and defender while they spew out more CPs. This is another argument for making a scout at base 3 and exploring further with our scout and/or trading explore duty with our SL.

                          Pop the pod
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                          • Since Gaia's Landing will finish its CP next turn, its population will drop to 1 before drone riots are checked. It's just like when you rush drone control just before or during riots.
                            "Cutlery confused Stalin"
                            -BBC news

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                            • Where is the next base to be? 66,56?

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                              • The spot smacksim marked is 3 tiles northeast of Gaia's Landing, whatever its coordinates are.
                                "Cutlery confused Stalin"
                                -BBC news

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