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  • Plan of Action for 2126

    Sorry about delays in creating the thread. Poly went down almost immediately after I posted the turn, and I was busy most of the day. I will make some screenshots now. So far - this are the issues -> scout patrol will be finished in #5 base, start former now? I hope that MW won't appear and destroy the base in single turn when it will be undefended, since it is unbelievable that we have that bad luck. Also, foil/rover should reach land -> I beleive only one movement point will be enough -> if we found a pod should we use pop it and retreat in case the pop produces a MW? Also, if one MV point remains, what to do with foil.
    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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    • DoG and LoV finish production of scout patrols. I believe we could produce CPs at both, but what do you think? I think CT calculated our first SE limit as 9. Hurry CP at FT as per suggestion of Net Warrior. Also, former in DoG will be free for duty, so should we continue to build the road as we planned? We may need to plan base sites #7 and #8.
      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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      • MW path - should we pop the pod or not? In case we do, it would be wise th change production in VS before it - should I change it to PT or NN in that case? Hurried PT would be better than a NN I think (even as NN cost much more), but I want to hear what you think.
        Attached Files
        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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        • Suggested route for our brave Gaian sailors, who will be the first to embark on shores of another continent (if we put aside that all continents of human factions are part of a supercontinet). Should we leave the foil nearby for a turn or two for support in case rover needs to be evacuated, or should we immediately pursue NE path of exploration/return?
          Attached Files
          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


          • And our charming homeland, core of Gaian Union
            to summarize:
            *decide about actions of MW
            *decide about policy of exploration with the Unity Foil
            *production of DoG and LoV
            Attached Files
            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


            • Illuminatus: That was a very clear and nice turn report. Thanks. However, many of the decisions you propose discussing have been previously decided. If we want to change from those decisions, let's at least start where we left off...

              The Mindworm path suggested by Chaos Theory last turn or two turns ago, isn't listed. It's move-move-move (all in fungus), then move-pop pod on the following turn, which leaves 1/3 movement for the mindworm. That's first choice. second choice is to pop immediately with no movement left.

              The poll for what to produce at each base should be cited, as it applied to 'When the bases finish their current builds'. I agreed with that format. Let's stick to our answers from that, or at least argue for/against the majority opinion (and state it) It even referenced the new bases builds.

              As to the foil and rover: drop off the rover. If it's on a pod, that's great. If it pops a worm, try to capture. If fail, should we kill the worm anyways? That was never answered. If the rover lands next to a non-rocky pod, end it's turn so it can pop with a move left over. If lands next to a rocky pod, ignore the pod (too risky, IMO, with a lone rover).

              About the foil: Can we estimate how long it will take the foil to meet up with our mindworm? I had suggested in the Gaia thread that the Mindworm be ferried to another continent, with the North being the obvious candidate. I don't think this has been thoroughly discussed though. Let me make a list of things to decide:
              • Ferry the mindworm to another continent? Which one?
              • Move the foil to intercept our mindworm as fast as possible, or explore along the way, leaving the mindworm some time to pop pods at home as it heads north?
              • Follow the votes from the poll on 'What to build at X base', or re-decide each turn? (I say, make a poll every 3-7 turns to update our choices)


              There are some upcoming former moves we need to consider as well. Let's get specific.

              -Smack
              Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game

              Comment


              • Our bureaucracy limit at +2 effic is 9 bases. At +0, it's just 6.

                If we find a coastal rocky pod, we can disembark the rover on it, consuming just a single movement point.

                If the rover finds one mindworm and fails to capture, kill it. If it finds more than one, try to capture each; if all fail, escape to the foil.

                If the foil finds the shore with movement remaining, after making sure the rover doesn't need to reboard, head north.
                "Cutlery confused Stalin"
                -BBC news

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                • Hmmm, is this the route suggested?

                  Fine route, but the problem is that things do not appear to be predecided in planning threads, and poll with three votes hardly seemed representative. Also, unity foil cannot return so fast for the MW, so question will be, what to do with the MW in future?
                  Former moving north of DoG is fine, I guess, but what will we do in 2127 with two formers which finish solar collectors? Perhaps it is time to seed forests, or to move east and build road which will connect base #6?
                  Also, poll suggests producing an extra colony pod, while CP for base #6 is being produced in FT? We would go over the b limit according to the poll results. That still leaves the question what to produce in bases. I think I will go and make a new poll for base production. I think it is better to decide about future movement of MW and UF from the presend of next turn -> if we find a fungal pathway in landbridge to the north (which does exist), it would be faster for MW to reach Hive, than to wait and use UF to move it north. We should wait for next turn to decide.
                  So we need to verify what to build in all bases again, since poll results would indicate that we should produce more CPs than needed -> also, should we go and accumulate PTs for SP, or go and expand till the second B-limit with the police? We agreed on the MW path then (follow CTs path), and how to manage Unity Rover.
                  Last edited by Illuminatus; August 8, 2004, 07:31.
                  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


                  • That's all good, except if we want the foil/ferry to return, which I'm of the impression, we do. Like I said though, we may have 1-3 extra turns with the foil if we allow the mw to explore/pop fully. This suggests using the foil as safety for the rover. I don't see much advantage in exploring with the foil (your loop back to base route) instead. We won't want to pop pods, and the foil is more useful as a ferry for the MW and then a probe team or two.

                    If you see this before the poll, you need to edit it to allow multiple votes. Also, we must be satisfied with 3-5 total votes. That's all we have active!

                    As to the B-drone limit: We don't want to switch out of planned, for the simple reason that it costs so much. My impression is that no-one wants to plant b-drone bases without some way to quell the drones. Thus, no more CP's until rec-commons in our core bases. This might be timed nicely with our bases getting to 3 population (1 doctor).

                    Location for base 6 could be in the flats taking advantage of the nut+min bonuses, making it a great SP or CP base later. What do you think?
                    Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game

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                    • I though we agreed about base #6 being on original base site #3 base. Either is fine with me. So we agreed that we won't produce any more CPs either (except the current one in FT). I think we are better plotting a diagonal course to future site of MW, roughly three of four tilea bove, but I wait till the turn is in, beofre we start plotting the course.
                      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 think we are agreed r/e base 6 being on the original base 3 site. However, I'm proposing that we just consider going to the Uranium Flats instead. I don't think it's really any better, and there are many trade-offs. But if we're not going to be ICSing for another 10-20 turns, it's worth considering from the energy/production standpoint. I think if we do the math we'll show it's about equal over 20 turns (the extra turns to get there), but will pay for itself after that. The problem is that it's far away, hard to defend, and 'wastes' several turns that could be productive. Overall, I favor the original site, but thought that this should be looked at as an option.

                        -S
                        Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game

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                        • Do I understand the way b-drone’s work? My understanding is that when you get an in-game message that you are about to exceed the b-drone limit, then if you proceed, one of your bases will get a b-drone. So for the Gaians in this game (where out limit is 9) we’d get 1 b-drone when we have 10 bases, a 2nd b-drone when we have 19 bases, a 3rd for the 28th base, etc.

                          If this is correct then by NOT exceeding the b-drone limit, we sacrifice the benefits of the bases 11-18 just to avoid 1 crippled base. If this is correct then I vote to just keep building CP’s until we run out of room. Our best source of new energy with this faction is with new bases so let’s keep building them.

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                          • A b-drone is created for every base beyond the limit.

                            Our Eff running Planned is Zero == 6 bases.

                            We have only Doctors to handle extra drones.
                            Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game

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                            • Nono, you get a b-drone for each base that exceeds the limit if I am correct. I don't think it wouldn't be important at all if it works the way you decribe.
                              edit: xpost with smacksim
                              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


                              • At 6 bases we have 0 bdrones per base (0 total)
                                At 12 bases we have 1 bdrone per base (12 total)

                                That means that, on average, we gain bdrones in 2 bases for each base we found after the 6th. Exactly which bases get them is a function of the global base list, which could not be put into a turn simulator at this point.
                                "Cutlery confused Stalin"
                                -BBC news

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