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Lordship of Development

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  • MW's heal to 100% in fungus so hit "L" and leave there.

    Move the spore launcher to Virgin Soil and pop the pod in passing.

    Move rover N and possibly support the CP with it.

    Move the foil N-N.

    Virgin Soil- build former
    Fallow Times-multiple CP's

    Move slider to 50-50 for 3 EC's and research in 10. With addition of 4th base we'll produce 5 EC's per turn. We should be able to make the Planned SE switch in 6 turns or 7 at the latest. With 4 bases we lose 8 production each turn we are NOT in Planned.

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    • Foil: How about NW N as a compromise? Explore most squares and keep a little away from our own coast.
      Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game

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      • I'm ok with NW-N for the foil

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        • Gaian intelligence Report:

          The Spartans did not play their turn in the last 24 hours, though their turnplayer did post on the forums. This probably means little, but it could be a sign of first contact between the factions. As the Spartans and Angels both have fast units, it's likely they'll contact first.

          Of course, as I said that, he posted the turn
          Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game

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          • If you are correct, that would mean that they share the large continent to our NE. Let's watch the power graph and faction profiles closely for signs of tech trades and resulting SE changes.

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            • Plan of Action for 2119

              Southern scout can't move much because of impending growth

              Northern scout heads east towards pod

              Spore launcher approaches that pod - both units will handle popping it

              Unity rover moves northish, to explore the area west of base #2 eventually, and in the long term meet back up with the unity foil to explore other lands

              Mind worm heals

              Move CP to base site #4

              "Cutlery confused Stalin"
              -BBC news

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              • Base 4: Former in queue (2 turns from now)

                Worm-rover explore

                Foil N-N or N-NE. Note, it would be o.k. pop more pods I think. When are we going to need a foil? A probe team seems an unlikely build for 15 years or so. Even better though would be to load a MW on the foil and land it somewhere else to troll and pod-pop far from home. If we find another worm on this end of our island, let's consider putting it to sea.

                Pop pod with Spore launcher with scout watching (2 turns)

                Former keep roading North

                Looking good Gaia!

                Notes on future base sites. The square just NE of our rover looks like a good future site once cleared of fungus. It's a strong coastal position pointing the way to our enemies across the sea.
                Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game

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                • Next turn, the mind worm should have 30% damage, so if we attack another mind worm, we should have slightly better than 50-50 odds, but there's also the substantial chance to capture. Of course finding a nearby monolith would solve this.
                  "Cutlery confused Stalin"
                  -BBC news

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                  • Future forming plans:

                    Existing former moves north, roads, and solars.
                    New former at base #3 moves southwest, roads, and can then move south to speed up the solar, if needed.

                    Then road both east and west, setting up forests where opportune (such as adjacent to base #2, on the west).
                    "Cutlery confused Stalin"
                    -BBC news

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                    • Nothing to comment, even as I still push for establishing contact with another faction.
                      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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                      • Well, there might be a land route to another faction, and if there is, the unity rover is best positioned to take it. The foil can take it across a sea should no land route exist.
                        "Cutlery confused Stalin"
                        -BBC news

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                        • Infact, if wee in future combine foil and rover-we are sure to establish contact in 6-9 turns. And if we do not establish contact immediately, we can pop any pods the other faction hasn't yet found .
                          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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                          • A mindworm is a better choice for surfing than the rover. Other natives don't attack our mindworms, but they'll slice up our rover which will spend two-thirds of it's existence trying to heal. If we have the choice, go with a MW.
                            Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game

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                            • As MW's are able to heal completely while in the fungus, they are the obvious choice for long distance operations, IMHO.

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                              • Healing:

                                Units heal 10% per turn they do not move, attack, or get attacked. "Turn" refers to a game year, start to finish, native life to the last player. I'm not sure when during a turn units heal, but I think it's at the start of the turn after those conditions are satisfied.

                                Units in friendly territory heal 10% more
                                Units in bases heal 10% more, or completely if the appropriate facility is in the base
                                Native life in fungus heals 10% more (may not stack with base effect)

                                Note that units in pactmates' bases heal 20% per turn, vs 30% per turn in friendly bases.

                                Units cannot heal to less than 20% damage, unless:
                                They are in bases
                                They are native life in fungus
                                You have the Nano Factory
                                Also possibly if you have the pholus mutagen and your units are in fungus, not sure on that.
                                "Cutlery confused Stalin"
                                -BBC news

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