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  • #91
    We must take in consideration that at least two factions could behave aggresively (Spartans and Angels).
    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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    • #92
      MY 2102 turn discussion thread

      Okay, our turn will arrive soon, so we need to discuss needed things. Fix energy allocation + move SP and CP north?
      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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      • #93
        Sounds like this is the general consensus:

        Move scout north
        If scout succeeds (which is likely), move CP north
        If scout fails, move CP either southwest or south (onto pod)

        Move SE sliders to produce 2 labs and 0 energy at HQ (probably 80/20)

        Choose Information Networks to research. If for some reason this is not available, choose Industrial Base to research.


        Anything on here you don't like, or anything missing you want, speak up!

        In the unlikely event the turn gets here and we have consensus before 1600 GMT, I'll play the turn. Otherwise, I'll be gone.
        "Cutlery confused Stalin"
        -BBC news

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        • #94
          Hey, the turn is here! Everyone has about 12 hours to weigh in on the current turn plan. If consensus remains at that point, I'm playing the turn and sending it on.
          "Cutlery confused Stalin"
          -BBC news

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          • #95
            I'd still like to change production to a scout patrol and pop that pod with it ASAP. It's going to take at least 3 more years to build a former, 2 years to move it into place, and 6 years to build a solar collector. Instead, we can pop the pod in 2 turns and maybe get a special or a monolith, or energy or EC's to rush our next build (the former).

            Other than that (which I've already been overruled on) I agree with Chaos Theory's plan.

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            • #96
              sorry, double post

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              • #97
                Well, another plan is to move the CP north, and if it doesn't find a worm, move the scout patrol south. I'll quickly try to establish the odds of moving through fungus for the Gaians.

                Timetable for the former:

                2101: 10 mins accumulated, 2/turn, hurry cost of 20
                2102: 12 mins accumulated, 2/turn, hurry cost of 14-15
                2103: 14 mins accumulated, 2/turn, hurry cost of 9 (hurry now!)
                2104: Former completed, start on {scout patrol, colony pod}
                "Cutlery confused Stalin"
                -BBC news

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                • #98
                  Originally posted by Chaos Theory
                  Sounds like this is the general consensus:

                  Move scout north
                  If scout succeeds (which is likely), move CP north
                  If scout fails, move CP either southwest or south (onto pod)

                  Move SE sliders to produce 2 labs and 0 energy at HQ (probably 80/20)

                  Choose Information Networks to research. If for some reason this is not available, choose Industrial Base to research.
                  (really this time )

                  I'm of mixed minds about that unity pod. Most of me says wait, but you have a good point r/e some EC's. However, since we will be attempting to move the scout in another direction, if it fails, our CP will be alone. It should survive a MW, but what a horror if it didn't. No, I think we chould move adjacent to the Unity pod, build a base, build a scout, put a facility in both queues, and then pop it. If this means waiting for Biogenetics, so be it. This is all of course in the case that the scout doesn't make it into the fungus, which I'm sure she will.

                  Oh, comeon Mind Worm, be in there!

                  -Smack

                  {Edit: Forgot to say that if the scout discovers an endless fungal field to the north (if it obviously extends off the visible), then I think we should also then move the CP SW in that case } -S
                  Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game

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                  • #99
                    A colony pod (or other noncombat unit) defending against a Mind Worm this early in fungus has 2:3 odds.
                    "Cutlery confused Stalin"
                    -BBC news

                    Comment


                    • Some quick numbers about Gaians moving in fungus:

                      With average native life, in several games, moving my two starting CPs and one scout in fungus, not having founded a base, and usually moving into previously-unentered fungus:

                      38 successful entries
                      8 unsuccessful tries
                      13 native life (7 worms, 6 spore launchers)

                      If we discard the native life as a neutral outcome, then we have a ~17% chance of failing to move into a fungal tile.
                      "Cutlery confused Stalin"
                      -BBC news

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                      • If we lose the CP, our game is destroyed. Even if it's only a small chance I say better save than sorry and we should keep the CP and scout together.

                        Comment


                        • If the scout fails to move north (unlikely, but not that unlikely), then where should the CP go?

                          If it goes north, it becomes unaccompanied, though ideally only for a single turn in fungus

                          If it goes south, it pops a pod which may be better saved, or may be better popped now. If it pops worms, not only might the CP be in danger, but the HQ, too.

                          If it goes southwest, no particular risks are assumed, and it can form a base on the following turn.
                          "Cutlery confused Stalin"
                          -BBC news

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                          • I gotta go with Chaos on that. We can't be perfectly safe and have any chance either. This is a small risk worth taking. Popping the pod with a CP is magnitude riskier, and even that isn't so bad. The SW, not on the pod, is my vote for the scout-no-move case.

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

                            Comment


                            • Ok then, so it's SW if the scout can't go north

                              Comment


                              • I throw my vote for SW too, if scout doesn't make it.
                                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

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