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  • Our turn is approaching, and I don't think we have a consensus on what to pop.

    Southern scout:

    Pop: Chaos Theory, smacksim, Illuminatus
    Don't pop:


    Spore launcher:

    Pop: Chaos Theory, Net Warrior?, Illuminatus
    Don't pop: smacksim?


    Unity foil:

    Pop: smacksim
    Don't pop: Illuminatus, Net Warrior, Chaos Theory


    Only a borderline consensus on the spore launcher, but Net Warrior and smacksim can clarify their positions.
    Last edited by Chaos Theory; July 20, 2004, 16:28.
    "Cutlery confused Stalin"
    -BBC news

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    • What the heck, lets pop with both the scout and spore launcher. We need goodies, and we msut hope we won't get any baddies.
      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 go with the majority. These are risk management rather than tactical questions.

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

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        • Problem is, with the scout in the fungus he defends at 1/2 strength vs a MW. Let's pop one with the scout first and decide where we need the spore launcher after that.

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          • Hi I'm new here.
            ok,I agree with the moves.

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            • Welcome Colonyan. Jump right in if you have turn-play suggestions
              Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game

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              • Turn is here. Good luck Chaos Theory!
                Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game

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                • Greetings Colonyan and welcome

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                  • Plan of Action for 2115

                    If we do not get enough ECs to rush the CP at base #2, the scout there needs to stay put.

                    Continue exploring the western seas


                    Decisions:

                    We have some more attractive base sites now! Southwest of Gaia's Landing is quite nice with the addition of a Monolith! The Uranium flats gained a nutrient bonus, as well. Despite these nice pod pops, we still didn't get what we wanted. Unless a pod yields ECs next turn (or soon after), we will need to produce base #2's CP the slow way. Base #2 grows to size 2 next turn.

                    I advocate switching Gaia's Landing to a CP, since we have a nice base site to the immediate southwest now.

                    Our spore launcher is in a position to pop yet another pod, but in time a base should be planted next to it. Should we pop it now with some risk, or pop it later with less risk?

                    Our foil is now adjacent to a non-fungus sea pod. Should we pop that, now that the odds of worms are lower?

                    When monoliths are found, when should the discovering units receive morale upgrades from them? I'd say always, except maybe when the unit still has moves remaining.

                    I started our former on a road to the southwest, but I haven't heard many opinions on what to do with our former.

                    Do we still want to send the CP from base #2 northwest?

                    Where next for the southern scout patrol? I say north.
                    Attached Files
                    "Cutlery confused Stalin"
                    -BBC news

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                    • Re: Plan of Action for 2115

                      Originally posted by Chaos Theory
                      I advocate switching Gaia's Landing to a CP, since we have a nice base site to the immediate southwest now.
                      While GL is working on a CP, any pods that might rush-buy for us will be transferred to the next closest base, meaning a possible CP rush for Fallow Time. Of course, base 3 will be closer to southern/eastern pod-pops when it's planted. A good reason to have it work on a former either before or after scout patrol.

                      I advocate keeping one garrison active between GL and base 3. This leads me to think that a base NE of Fallow time might be better than heading straight for the sea. A base on that tail end of the river would make a nice base-space-space-base block of our first 4 bases, insuring maximum security once roads are in place. So what do people think about base 4? I originally suggested the NW end of the Ebbin Flow river. It's now looking a little far for safety to me.

                      I'm still 50/50 on sea pods. Usually with the Gaians I wait a little bit and then hit the pods with a fuller force of transports and 1-1-4 foils around the time I run Green. But we do need to take some chances this game.

                      Nice pod-popping by the way CT

                      As to monolith-upgrades, my policy is wait till a unit is Hardened or better. Also, avoid them with damaged probe teams b/c the auto-heal for them. It does make a tasty base site!

                      Road continue to the sw for base 5, or head towards the flats? A 2-2-2 monolith is better than all of the flats this early in the game, with the exception of that Nut bonus. Because we'd waste a single turn turning the former around, I'd, by habit just continue the road. But we could go for the flats right now and set up some 1-2-2 forests. Again, I'm 50/50 on that.
                      Last edited by smacksim; July 21, 2004, 05:33.
                      Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game

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                      • Southern Scout: N or NW to troll on the way to garrison duty.

                        Foil: Pop the lone pod and continue to explore

                        Former: After finishing road, Turn around and head for the flats east, crossing the fungus with the aid of

                        Spore Launcher: Pop pod and head for garrison duty or team-trolling. Perhaps explore on the way.

                        GL: Switch to CP production

                        FT: Pray for free energy or a pod-rush-build

                        CP --> base site
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                        • Agree with smacksim. About the CP from FT, I would prefer for NW site, since it is much closer, but we do not have any units nearby for protection in case something comes out from fungus. Also we have a neat site SW of GL now.
                          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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                          • What can I say? I agree with you smacsim. I like theidea of base-space-space-base powerchain base block. The NE base is therefore my choice too. Also perhaps we should name the massive our cities are on.
                            Que l’Univers n’est qu’un défaut dans la pureté de Non-être.

                            - Paul Valery

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                            • When the former is done with the road, I'd like to move it N-N-E roading as it goes, in order to connect GL, FT, & base 3. This way, one unit can defend any of the 3 bases. With this plan, the former can move into a threatened base as needed while carrying it out. After roading the 3 tiles it can start foresting them, staying close by all the while.

                              Otherwise, I agree with all above.

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                              • Originally posted by laurentius
                                What can I say? I agree with you smacsim. I like theidea of base-space-space-base powerchain base block. The NE base is therefore my choice too. Also perhaps we should name the massive our cities are on.
                                I think we call that a 'Massif'. I agree. It's looking rather pretty up there with a 4-base power block overlooking our soon-to-be empire
                                Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game

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