Announcement

Collapse
No announcement yet.

Lordship of Development

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • *After going to planned go for IA with every lab point possible
    *Forget the Hive, use transport+some unit to find which human factions is our neighbour to the west as soon as possible
    *Discover NE and NW parts
    *Formers, formers, formers and CPs
    *One base to the NW, rest go for Uranium flats
    *a garrison per base should be enough for now

    BTW I support Smacksim's suggestion
    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

    Comment


    • I'll make comments that I think of, but if I need to do something minor, and no one has commented on it, I need to pick something myself. Something major, and I can post a mid-turn state.
      "Cutlery confused Stalin"
      -BBC news

      Comment


      • Plan of Action for 2121

        Move former north to continue road

        Move northern scout back to base for eventual policing

        Scout with spore launcher

        Move north with mind worm

        Move northeasterly with foil

        Move up river with rover, popping the pod and finishing in the base (unless we want to grab a monolith upgrade/repair instead - can't remember the rover's morale)


        General policy:

        As we will always have a police rating of >= -1 (future societies don't count), we can always use police. This is one of our strengths, and we should leverage it. However, police cost minerals to build and support, so we shouldn't use them before we need to. Therefore, once we have more than a few bases, each one should be garrisoned with some small unit, no larger than 1-3-1. These can be given non-lethal methods when we discover Intellectual Integrity.

        "Cutlery confused Stalin"
        -BBC news

        Comment


        • Our worldview @ 2120. Hive is off the charts power wise, meaning jungle+lasers or (shudder) jungle+impact. The Uni are right behind and have highest tech and military rating: Found a Battle Ogre or two, huh? One mindworm is all it takes Uni....

          I know you can't see it in the image, but I'm a little worried about a possible land-bridge in the Uranium Flats SE. Angels would love to send a probe that way....

          Agree with moves for 2121. Rover might as well go to a monolith as it's likely he'll be heading away from them soon after healing. (I mean, the turn after popping the pod, but either would be a smart play)

          See the Gaia thread for some long term planning maps
          Attached Files
          Last edited by smacksim; July 27, 2004, 07:33.
          Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game

          Comment



          • As you can see, any team is not very likely to send probes from east, unless it is AI. So we can expect possible probes from west and north.

            Some landbridges, including the east one, are quite sure as you see on this map from Gaia. Not all possible questionmark landbridges have been explored yet, however.
            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

            Comment


            • If you need to do sth minor you should ask first in future. I think that is the best - no point in planning only part of the orders.
              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

              Comment


              • More maps
                Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game

                Comment


                • Detracting, eh . We all check GAIA regulary.
                  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

                  Comment


                  • The southwesternmost questionable land bridge would be west of the Ruins, so we've confirmed it doesn't exist.

                    On the other hand, it does look like there is lots of land to the west, if we want to go that way.
                    "Cutlery confused Stalin"
                    -BBC news

                    Comment


                    • I don't like leaving Virgin Soil undefended. Move the scout N. Move the spore launcher W to eventually police Fallow Times.

                      Switch production in Fallow Times to CP.

                      Heal MW and then explore the land bridge to the SE.

                      Keep in mind that when we make the Planned SE switch, we'll grow faster and need police sooner. Also, the CP in GL should be ready in 6 turns, not 8
                      Last edited by Net Warrior; July 28, 2004, 07:31.

                      Comment


                      • I cannot remember if the switch you propose in FT would incur a mineral loss or not. Could proposed switches address that?

                        I think that's the base where we started with a probe team, ate a mineral to switch to a former. Now we're going to eat another mineral to switch to a CP? I hope not.

                        I still like the idea of moving our natives north for some sailing adventures. The final exploration of our own continent can wait a little bit (the SW of Ur Flats). Denying land bridges is important though.

                        I'm fine with using the spoor chucker for police as it's not that talented at other things. But the MW I still think should go north. We'll be in the flats in 10 turns with a CP to finish exploring. It's only that land bridge that bugs me.
                        Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game

                        Comment


                        • Darn, Net Warrior's offline again, but Googlie's here, which can mean only one thing. The turn is on it's way. We really need more people participating in the turn planning. It's too often 2 vs 1 on a plan, where the 1 person has some good points.

                          I really can't condone switching the production at Virgin Soil...

                          Edit: Oh, I mistook Fallow Time for Virgin Soil. See Net's post below.
                          Last edited by smacksim; July 28, 2004, 10:11.
                          Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game

                          Comment


                          • I dunno, CP is better is base grows quick, but if mineral is going to be lost... Must check presend.
                            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

                            Comment


                            • The switch to a CP at Fallow Times is free. I don't like switching production at Virgin Soil either; we need a forner there. I'm ok with holding off exporing that SE land bridge till later and getting the worm on the foil for some adventures abroad. I really must repeat, however, that I'd like all bases protected; so move the scout N adjecent to VS.

                              (Shrr....a quick post from work )

                              Comment


                              • Thanks for clarifying.

                                I think we'd all like to have all our bases protected with a garrison. If something does happen, we can all say 'I told you we needed scouts!', but that doesn't change the theory that taking some risk is often profitable.

                                For 4 bases we have:
                                2 Scouts
                                1 MW
                                1 Rover
                                1 SL
                                1 Foil

                                of which, we are only supporting one! That's 3 bases free to have a former and CP at no mineral cost. It's 2-3 turns X 3 bases = 6-9 base turns not spent building scouts. That's almost a whole CP in turn advantage, and many turns spent without incurring mineral support anywhere. I'm not saying we shouldn't make garrisons, but that we should take all this advantage into consideration and hence, 'get away with' as few garrisons as we possibly can, until minerals are not such an issue.
                                Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game

                                Comment

                                Working...
                                X