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  • I suggest route move SW-then straight W -> we should reach continent in 5 moves aka year 2125.
    I am very worried for DoG. It is completely undefended against MW attacks, and there is over 20 fungus squares that can spawn MWs! Couldn't we move SL form FT to DoG to protect it and move SP from GL to FT? Also, I vote for formers after we producr enough CPs to reach first limit.
    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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    • The spore launcher would take 3 turns to get to base #4 - just as long as it would take to build its own garrison. If you're really worried, however, we can move the former back into the base.

      Edit: Oh yeah, fungus! It would still probably take 2 turns.
      "Cutlery confused Stalin"
      -BBC news

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      • Re: Plan of Action for 2124

        Originally posted by Chaos Theory
        What to produce in bases 1, 4 and 5?
        Could we either re-post the what-to-build poll, use names, or use a map and key when bringing this up? Without visuals, it's tough...

        If Illuminatus has an instinct about moving a garrison or building a garrison and repeats it three times, I say, lets do it.

        I agree with suggested plans of action. I say 'use your judgement' on popping the pod by the MW. If there's a clear fungus highway instead, perhaps ignore the pod for now.
        Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game

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        • Posting this reduced image since my FTP connection seems unusable...

          The mindworm does *not* appear to have 2 tiles of fungus immediately ahead of it.

          Base 1 = Gaia's Landing
          Base 2 = Fallow Times
          Base 3 = Virgin Soil
          Base 4 = Dreams of Green
          Base 5 is unnamed, since it has not yet been founded
          Attached Files
          Last edited by Chaos Theory; August 2, 2004, 20:24.
          "Cutlery confused Stalin"
          -BBC news

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          • Thanks for the key Chaos.

            B-1: GL finishing the CP... --> Probe team? Scout?

            B-4: Scout, agreed

            B-5: Has it been decided on this base's location? My vote is for former first in most cases.
            Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game

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            • We can build a lot of things at Gaia's Landing, but don't need anything in particular. Given that, I'd favor more former power, as crawlers aren't yet an option. A probe team is also a possibility, as we can guess with some accuracy where enemies are.

              I'm not sure if Base 5's location has been determined yet, but I'm for dropping it two tiles southwest of Gaia's Landing.
              "Cutlery confused Stalin"
              -BBC news

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              • I am for dropping it too SW. Perhaps we could build garrison there too in the future, to secure bases. However, is it former or Scout Patrol first, is not particulary imporant. Former power sound good.
                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'll add my vote for 2 to the sw as well. It's fast, gives us a coastal base on a 'protected' side, and, though tight with GLanding, can be kept small or later improved with land raising.

                  I'll defer on pod-popping vs. worm going n/nw to others. Advantages either way. If you do pop it, remember to put something big in the nearest queue.
                  Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game

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                  • Plan of Action for 2125

                    Native mindworm should impale itself on our defending former.

                    Unity foil heads westish, dependent on fungal barricades or possible IoDs

                    Mindworm heads west, towards some more fungal paths

                    Found base 5 - current consensus seems to be to build a former there


                    Decisions:

                    How do we set up our garrisons for the short term? Base #4 completes its garrison in 2126 - we can move the spore launcher back to either base 1 or 2, and have the garrison in 2 cover whichever is left vacant, or we can have the spore launcher cover base 5 for another turn, until its garrison is complete, then do the above.

                    In 2126, our mindworm will have an opportunity to pop a pod with the last 1/3 of its move. Is this a good idea or should it take a more roundabout route that gets it there a turn later, but with 1/3 move remaining, to mop up any mess?

                    "Cutlery confused Stalin"
                    -BBC news

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                    • 2126 mindworm planning:

                      The route in blue is the common part of the two routes I proposed

                      The purple part is the more dangerous, but quicker route

                      The yellow part is the less dangerous, but slower route
                      Attached Files
                      "Cutlery confused Stalin"
                      -BBC news

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                      • Well thought out CT r/e the mindworm. I'd go for the slower path, just so we have a good chance to catch a native. Our foil probably won't be back soon enough to reccomend the faster route. Either is acceptable though.
                        Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game

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                        • I think the foil may make landfall by 2126 and may even be able to start on the return trip. The course appears to be W-W-W and landfall, baring obstructions.

                          As long as we're roaded and police is not an issue, one garrison should be able to cover more than one base, especially with formers in the neighborhood in case of dire emergency. So maybe we can go exploring a little, or maybe switch to a probe team in VS.

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                          • Originally posted by smacksim
                            Well thought out CT r/e the mindworm. I'd go for the slower path, just so we have a good chance to catch a native. Our foil probably won't be back soon enough to reccomend the faster route.
                            Exactly.
                            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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                            • Attempted to move spore launcher to base #4. Although it failed, it spotted a mindworm 1 tile west of base #4
                              * Chaos Theory looks at Illuminatus...
                              I told you so. Dreams of Green has a high risk of danger, bordering with region of nearly 20 fungus tiles. While region betweeen first three bases is of no risk to MW spawning, this does. If it wasn't for our whining base would be lost next turn, since it would be left undefended (we wouldn't spot the MW). There are risks from MW spawning in fungal higway, placeholder 15, north of Ebbin Flow and east of Virgin Soil according to that, but the risk of spawning in Ruins is very high. Perhaps we should send SL in future to patrolit, spotting MWs, and perahps capturing one of two.
                              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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                              • Agreed, one of our natives belongs in the Ruins area full time.

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