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  • Aiii. I'd risk it, if we had a scout on the way, but the base will be vulnerable even if the CP isn't attacked next turn. How about swapping destinations with the CP coming from Fallow Time? Extra 2 turn or so. Maybe we should pop in teams near our bases from now on, considering we are garrison-light.

    It is possible the threatening MW will move away down the river, which would allow our Slauncher to get in a blocking position. If you want to try that, I say go for it. Risky, but it would preserve advantage.
    Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game

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    • I like the swappping plan. Move the CP N-N and plant in on the 3rd turn. That only costs 1 turn and it plants the base on a preferred river tile. Go for it!

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      • We'd even get a rolling rainy river tile for the worker. Maybe this turns out to be a blessing in disguise

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        • 3-0 for swapping locations, and we only have about 5 voting members. Proceeding with that plan.
          "Cutlery confused Stalin"
          -BBC news

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          • Plan of Action for 2116

            Move CP to base site #4, found base next turn.

            Try to capture a mindworm with the spore launcher, assuming it survives.

            Move scout patrol east, in case mindworms cause trouble.

            Try to rush CP at base #2

            Try to drop off unity rover on land, so it can trawl fungus/pop pods.

            Once northern scout is free, move east if mindworms are still threatening, otherwise scout west.


            Decisions:

            What next for our former? If we had more formers, I'd say sensor base site #5, but we just have the one. I've seen suggestions for connecting existing bases with roads.

            What to build in base #3?
            Attached Files
            "Cutlery confused Stalin"
            -BBC news

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            • Marked are near-future base sites (numbered), and later base sites, marked with green dots. The orange dots are an alternative placement of bases within the Uranium Flats.
              Attached Files
              "Cutlery confused Stalin"
              -BBC news

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              • Move CP to base site #4, found base next turn. - agree

                Try to capture a MW with the spore launcher, assuming it survives. - agree

                Move scout patrol east, in case MW’s cause trouble. - agree

                Try to rush CP at base #2 - disagree: we get Planned SE choice next turn; let’s save our EC’s for the switch.

                Try to drop off unity rover on land, so it can trawl fungus/pop pods - agree: continue moving foil N to map the coast, and drop rover as opportunity presents itself, maybe at the mouth of our newest river.

                What next for our former? - Follow N-N-E roading plan since base 4 will be there and connected by the time the former finishes in 7 turns.

                What to build in base #3?- too soon to tell How about a probe team which we load into our foil for some covert ops?
                Last edited by Net Warrior; July 21, 2004, 21:08.

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                • Originally posted by Net Warrior

                  Try to rush CP at base #2 - disagree: we get Planned SE choice next turn; let’s save our EC’s for the switch.
                  How about we re-evaluate our energy distribution? It is currently set to 80-20, which is the best way to emphasize labs. It could probably be set to 20-80 to emphasize econ just as strongly, but even that would only generate ~5 energy per turn. We won't have enough to switch to planned anytime soon unless we kill mindworms or pop pods (which we will hopefully do with a captured, real mindworm).
                  "Cutlery confused Stalin"
                  -BBC news

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                  • We just don't have a whole lot of raw energy....yet. I'm fine with balancing the sliders. If we do get to planned, the efficiency hit for non-50-50 sliders is considerable, even for Gaians. Like I said before, we're in no position to do any meaningful research after PlanNets. Let's try to build infrastructure and perhaps trade for techs, then focus on research. We have all the knowledge we need to expand like mad and terraform. We even have a foil to make contact.

                    I like the Probe Team in the queue idea. Maybe we can make that our standard Under-10 minerals build, in case of a free rush.

                    Agree with movement plans. Oh I so want a Mindworm capture!

                    As to switching to planned vs. a rush build. We're aiming for the same objective: Fast growth. Since we don't have the EC's for Planned, and are not likely to have them in the next 5 or so turns, I suggest rushing the CP. Our new rover could find some ECs, so maybe wait one more turn?
                    Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game

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                    • Hey, I just realized. If we put base 4 on our new river SW, that would enclose the monolith, and we'd get 2 energy for the base and 2 for the monolith $ ca-ching

                      Also, balancing the slider now only goes from 1-9 to 2-11, probably better staying at 1-9

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                      • The CP will be done in 2118 if we don't rush it, so if we rush, it's next turn or never. The rush cost will be 7 ECs (we should have 8 at the start of next turn). In so doing, we:

                        Gain 3 minerals directly
                        Lose 2 nutrients and 1 mineral from losing a worker a turn early
                        Gain 2 nutrients, 1 mineral, and 1 energy (put in labs) from having a base 1 turn sooner
                        Gain 2 nutrients and 1 mineral from having a worker at a new base 1 turn sooner
                        Free up our scout patrol

                        Totals:
                        +2 nutrients
                        +4 minerals
                        -7 energy
                        +1 lab point
                        +1 turn of scouting/hunting worms

                        Looks pretty favorable to me


                        Putting base #4 on the river end is certainly a viable option.
                        "Cutlery confused Stalin"
                        -BBC news

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                        • Originally posted by Net Warrior
                          Hey, I just realized. If we put base 4 on our new river SW, that would enclose the monolith, and we'd get 2 energy for the base and 2 for the monolith $ ca-ching

                          Also, balancing the slider now only goes from 1-9 to 2-11, probably better staying at 1-9
                          Edit: Oh I see. You do mean base 4 I think. Not too bad really.

                          Base 4, or base 5? Seems like 4 should be towards the Flats, if not in the flats. Lets see, how many turns would it take to park base 4 on or next to that nut bonus....yuck, 6 or seven turns to move from FT to the middle of the flats. No, I think we should go with our 'power block' of 4 bases originally planned, and now swapped in order of build.

                          So we rush the CP, yes?

                          Looks like our former might want to continue to the coast b/c the mindworms could attack it if it makes a move North
                          Last edited by smacksim; July 21, 2004, 22:14.
                          Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game

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                          • Wow, and I thought the SW river site was a no brainer...ok show me the math The SW river will produce 4 nut, 3 min, and 4 energy, and do so on the CP's 4th turn. Total 11

                            The Nut bonus site will produce 5 nut, 3 min, and 3 energy, and do so in either 7 or 8 turns. Total 11 with 33 or 44 production lost vs the SW river site.

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                            • We'll have the southern scout patrol hunting wayward mindworms anyway, so the former should be protected if it heads north.
                              "Cutlery confused Stalin"
                              -BBC news

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                              • Originally posted by Net Warrior
                                Wow, and I thought the SW river site was a no brainer...ok show me the math The SW river will produce 4 nut, 3 min, and 4 energy, and do so on the CP's 4th turn. Total 11


                                The Nut bonus site will produce 5 nut, 3 min, and 3 energy, and do so in either 7 or 8 turns. Total 11 with 33 or 44 production lost vs the SW river site.
                                Maybe you missed my edit. I think that site is good. I was just calculating the distance/value to the nut bonus outloud in a casual way.

                                The real value of our original base-3 site is it's on the way to the flats, saving at least a turn for any CPs it produces that head that way. It also saves turns on formers it produces, should we want to clear a path through the fungus.

                                There is no question that your river base site is superior for production. It's just a question of when and how.

                                ----------------

                                Former: So you both think it should head north or northeast and not finish a road to the coast? That's fine with me too.

                                ----------------

                                Southern Scout: It won't be in position to protect the initial former move NE. Not for 2+ turns. This is why I was suggesting finishing the road to the coast.
                                Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game

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