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Lordship of Development
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My proposal for next year:
Rush the former for 9 ECs, not sure whether to build a scout patrol or colony pod next.
Move the CP north to found a base on the subsequent turn. Produce a scout patrol here.
Not sure what to do with the scout, maybe send it east to get a better idea of the terrain near our HQ, maybe send it west to try to find some good terrain. If we produce a CP at HQ, we'll want to bring that scout back to HQ after ~9 turns to serve as police for at least a few turns."Cutlery confused Stalin"
-BBC news
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As you can see, I decided to have a single thread for turn planing. With multiple threads it would be . Thread has been renamed to Department of Internal Affairs (if someone has a better name be free to suggest it).
Agree with CT in everything, scout should go northwest or west (decide after moving colony pod - if there is nothing interesting north, I would go west).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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Damn, no worm yet. 'Here Worm, come to Deirdre!'
Good moves though.
'Internal Affairs' could be anything. How about 'Department of Newton' (Our laws of motion...ok. Not good) or 'Brownian Motion', or 'Greengo' or 'Department of Tactical Oversight'
-SAldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game
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If I could, I'm pretty sure this is unrelated to any game information, I would like to suggest a topped turn report thread where the end save and report for all turns were added, perhaps even a link to the individual turn discussion thread.
After the ACDGII I found this is the easiest way for people to review and reference afterwards. Just my 2 cents.
[Edit] I'm considering this post a non-spam post.Last edited by Snowflake; August 2, 2004, 10:19.Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski
Grapefruit Garden
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Originally posted by HongHu
If I could, I'm pretty sure this is unrelated to any game information, I would like to suggest a topped turn report thread where the end save and report for all turns were added, perhaps even a link to the individual turn discussion thread.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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Our turn is ready. So basically - rush former with 9 credits, move CP north. Next production for Gaia's Landing is colony pod. What with scout patrol? Should it move eastwards and return to HQ after some time, or move in other direction. I would move it west, then south, and explore/troll around fungus for our mindworm (we need it soon). Also, what about second base name? Temple of Planet?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 agree with rushing the former for 9EC's. I think we should move the CP north before moving the scout. If there is a fungus square connected to that square then move the scout patrol in with the CP for security. If NO fungus square is attached then move the scout patrol SW into the untrod fungus square looking for a MW. I agree with colony pod for next production. Regarding base naming, I like going with the game generated name until we're inspired to change it.
BTW, The Data Angels have jumped ahead in the graph so most likely they,ve planted their 2nd base aleady (or maybe they pod popped a tech).
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Probably started on river on popped sth with their probe. Nice point about fungus. We should make trolling a MW a priority, since it will give us great exploration bonuses.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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Green Spots are possible base locations. It looks like a tight squeeze around the water. Perhaps we need to check that out a bit more before committing a CP in that direction.
-SAldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game
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It depends if there is fungus north (which we shall see after moving Colony Pod). Smacksim, I believe you are the turnplayer. Could you move Colony Pod north and than make a midturn save and a screenshot?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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Observing that screenshot, I notice two things. First, texture on the square north of our units shows that it doesn't continue NW and NE (there is no darkgreen patches at the square border). That means that those squares aren't rainy, so they probably are rocky or fungus covered. Since there is rockiness here already (westwards), they are very likely be fungus covered. I suggest moving the CP north, and if my assumption on those squares being fungus squares is true, I suggest moving Scout Patrol north too. It will protect base then, and we can troll fungus northwards of our second base.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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