Announcement

Collapse
No announcement yet.

Lordship of Development

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

  • Originally posted by Net Warrior
    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.
    I would agree with this, except for one thing: We are going to want to send 2+ colony pods into the Uranium Flats. That's why I'm thinking: Former back to base and attempt East at 2/3's movement. road, and then the spore launcher will allow us to enter the fungus unimpeded. We can de-fungus and then road. Meanwhile, a new former can proceed as you outline, linking us in defense. But either plan is good.

    Great thinking and planning team!
    Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game

    Comment


    • Map of possible routes and bases
      Attached Files
      Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game

      Comment


      • Those are great base sites smacsim. I'm just visiting the city from 2 weeks holiday, going away for a week tonight, so let me check If I understood correctly. Base #3 site has already been decided to be one square east of the CP featured in your pic. base #4 site is under debate, you suggest the site 2 suares north of the CP featured in the pic. I agree. This form the 4-base powerchain.

        Then the later bases. I suggest we head to the flats next and build at least one base there asap, later 2 more bases to take full advantage of the flats. Also bases SW of GL and NW of FT require immediate attention. So something along the lines of base #5 uranium flats, base #6 and 7 to the coasts NW and SW of the cities, to have at least one port.
        Que l’Univers n’est qu’un défaut dans la pureté de Non-être.

        - Paul Valery

        Comment


        • Yeah, that's the suggestion. I just use MS paint so don't put in text for those updates. I save Photoshop for other more important things.

          The only problem I have with base 5 being in the Flats is that the CP for that will be from Gaia's Landing. Since we've already got a piece of road and a monolith, I suggest heading down the hill to our south coast. But you might be right. It might be worth the hike over the fungus to the Flats. It's very debatable.

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

          Comment


          • I say we drop the next CP from Gaia's Landing just two tiles southwest. We can put another base on the other side of the monolith later if we want, but a gap of four tiles from HQ to base #5 is just too much.

            In the Uranium Flats, we can also pack in the bases a little. How about one two tiles northwest of the nutrient bonus? We can put another between the nutrient bonus and the mineral bonus, and eventually another at the end of the river. We can place other bases in the Flats as needed. I'll make a picture with my idea of good base sites when I get home.

            As for the nut and min boni, the nut gets a condensor-farm and the min can get a borehole. Each can be forested before that's possible, of course.
            "Cutlery confused Stalin"
            -BBC news

            Comment


            • I used to hate the whole idea of putting bases on special resources. But I recently tried it and of course, am now a big fan. A base on the Nut will be a CP machine, especially with the nearby Mineral. It's Nuts in the hand, not in the bush. (that's disgusting, but I didn't mean it that way, honest).

              I've had thoughts along the same lines r/e base 5. The monolith is kinda in the way of the best non-fungus site. We can have a few base-space-base bases. It will only amplify our turn advantage until the very very late game when we wish we had more worker space. But we'll have won by then.
              Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game

              Comment


              • Turn's in!

                Will do as smacksim proposed when I get to playing it, unless anyone brings up substantial objections.
                "Cutlery confused Stalin"
                -BBC news

                Comment


                • I see no substantial objections.
                  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 don’t understand the case for moving the former to the flats, roading while it goes, NE-E-E-NE. I calculate that it will take 17 or 18 turns to complete a road into that rocky river tile at 63,75. At the latest the CP at GL will be ready to move, the road will still only one tile long. So, this plan is not based on turn advantage for the next GL CP.

                    My alternate plan is to road N-N-E, connecting our 1st 3 bases in 7 turns. From there the former could move to the flats E-SE and remove the fungus and road that flat river square in another 9 or 10 turns. This gives us access to the flats in 16 to 17 turns, one turn sooner that the plan above. Additionally, the added benefits of connected bases speak for itself.

                    I’d be happy to learn, if I’ve overlooked anything.

                    Comment


                    • I agree with you Net. The road wouldn't be ready in time and isn't as useful a position as I thought.

                      The other thing to do is to finish the road to base 5's possible site, then turn around and do as you suggest.
                      Last edited by smacksim; July 21, 2004, 19:03.
                      Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game

                      Comment


                      • Mid-turn emergency!

                        The spore launcher found 2 mind worms (had to happen sooner or later)

                        This puts our CP at some risk if it moves to its proscribed destination. Do we still want to move it there?

                        By the way, the unity foil popped a rover, but wasn't in a position to bring it to land safely.
                        Attached Files
                        "Cutlery confused Stalin"
                        -BBC news

                        Comment


                        • Playing the Believers with a -1 planet rating I had a MW move 2 squares thru the fungus to kill my unity rover so I know they are capable. How probably it would be, I just have no idea. We could always just play it safe and move the CP NE

                          Great news about the foil pop!

                          Comment


                          • From my limited observations, mind worms don't seem particularly aggressive towards factions with non-negative planet ratings, but it's still an awful risk to move the CP closer to a mind worm (which would have 3:1 combat odds against the CP)

                            If we want to be really cautious, we can redirect this CP to the site for base #4, and then when we get the 4th CP (3 more turns) we can send that to the site for base #3, which shouldn't be so dangerous by then.
                            "Cutlery confused Stalin"
                            -BBC news

                            Comment


                            • Hmmmm...Even NE would be vulnerable

                              Comment


                              • Maybe you should hold the turn for a while and wait for others to weigh in. The only totally safe course is away from that fungus square it's now adjecent to. I just have no idea of how risky it is to stay connected to it.

                                Comment

                                Working...
                                X