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Plan of Action for 2149

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  • Plan of Action for 2149

    Plant two more bases next turn, exhausting our CPs. Switching to Demo becomes much more attractive, except for the detail of not having EthCalc.

    Pop the pod northwest of our northernmost colony pod, after planting a base on its spot ((60, 60), IIRC). As it will be next to a base, nothing worse than an earthquake can happen, and an earthquake at such a high elevation wouldn't do much anyway. If we get lucky, we can get an instant rush build (which would be a crawler-2-2 monstrosity).

    More forming.

    Rush Rec Commons where most economical, set doctors elsewhere.

    "Cutlery confused Stalin"
    -BBC news

  • #2
    Looks nice.... I forgot to ask earlier, all the placeholders, I assume they are base spots for later? That's what I usually mark, so just making sure....

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    • #3
      No, they're placeholder landmarks. In case there's a cap on how many are allowed, and that's reached, we can still make new ones by deleting the placeholders.
      "Cutlery confused Stalin"
      -BBC news

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      • #4
        One small thing, Hive output of impact units is scary, and if he amasses them more and starts moving them - we are have a big problem. Even with Flex, with hurrying it would take 8-9 turns to produce a sea former and move it to the landbridge and then mop it down. I hope we have some sort of defense initiative, except delaying them - perhaps constructing a defense perimeter of units in fungus? I think we will have land connection with them for 15-19 turns more, which is a troubling prospect.
        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


        • #5
          I wonder what the Hive will do, actually. We will be able to tell immediately if Yang goes on the warpath, but not necessarily where. I say our defense plan is:

          1) Our advance mind worm buys us 1-2 turns and kills one or more units before being overrun. We won't know if Yang is going after us until the first unit reaches our worm.
          2) We take advantage of the long time it will take Yang to reach us to build some probe teams and possibly offensive units. Direct defense is futile. Yang's rovers should have pulled ahead of the pack and should be vulnerable to probing.
          3) Use Yang's rovers and possibly a few laser units and a mind worm to hold off Yang until we can cut the path of reinforcements with a sea former.
          4) Bludgeon the remaining invaders to death.
          "Cutlery confused Stalin"
          -BBC news

          Comment


          • #6
            Re: Yangs rovers - I see a MW standing on "Hold orders" in a farm on the landbridge - why not move it in the forest to N?
            rovers won't get him anyway, because they can only move 1square per turn in forest.
            Also - we can bring in other MW (either that which will be laden on foil next turn, or that which is 3 moves away to SE, or even both), so we can even buy >1 turn.
            If we stack all of our MWs in first forest tile then the defending scheme is:

            4(!) rovers come in the square just before MWs, we use 3 MWs to kill 3 rovers and leave 4th severely wounded or even killed.

            Probe can aid exploring and maybe capturing last rover, to prevent more rovers coming in
            OR
            probe can stay aside (in farm square and wait if rovers break through (after 2 or more turns of heavy fighting)
            and capture first coming rover (I think only 1 of them will manage to get through at first), and use it against other comers.

            We could buy us at least 3 turns that way, but I really doubt that Yang would crush such a defense in less than 6 turns.
            We can forget the pod popping for say 10 turns and bring in also the SL, to weaken stacks of rovers (they're likely to stack in that forest square)

            But in general, as AI lacks the skill to concentrate it's army before attacking, I think that there won't be >2 rovers per turn to kill, so we can heal our units and stay at that defensive position for a long time.

            And if there comes 2 rovers, we don't have to kill em both if our MWs are wounded, because we can:
            1.bombard
            2.kill the 1st rover
            and the 2nd rover will be slightly wounded with no big chance to win a MW (remember that our MWs will be gaining strenght ).
            Last edited by binTravkin; November 22, 2004, 11:00.
            -- What history has taught us is that people do not learn from history.
            -- Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning.

            Comment


            • #7
              Originally posted by binTravkin
              Re: Yangs rovers - I see a MW standing on "Hold orders" in a farm on the landbridge - why not move it in the forest to N?
              rovers won't get him anyway, because they can only move 1square per turn in forest.
              We need a foil there to scout on the turn it moves, or there's a chance it'll find a rover next to where it moves, which would kill it the following turn.

              Also - we can bring in other MW (either that which will be laden on foil next turn, or that which is 3 moves away to SE, or even both), so we can even buy >1 turn.
              If we stack all of our MWs in first forest tile then the defending scheme is:

              4(!) rovers come in the square just before MWs, we use 3 MWs to kill 3 rovers and leave 4th severely wounded or even killed.

              Probe can aid exploring and maybe capturing last rover, to prevent more rovers coming in
              OR
              probe can stay aside (in farm square and wait if rovers break through (after 2 or more turns of heavy fighting)
              and capture first coming rover (I think only 1 of them will manage to get through at first), and use it against other comers.

              We could buy us at least 3 turns that way, but I really doubt that Yang would crush such a defense in less than 6 turns.
              We can forget the pod popping for say 10 turns and bring in also the SL, to weaken stacks of rovers (they're likely to stack in that forest square)

              But in general, as AI lacks the skill to concentrate it's army before attacking, I think that there won't be >2 rovers per turn to kill, so we can heal our units and stay at that defensive position for a long time.

              And if there comes 2 rovers, we don't have to kill em both if our MWs are wounded, because we can:
              1.bombard
              2.kill the 1st rover
              and the 2nd rover will be slightly wounded with no big chance to win a MW (remember that our MWs will be gaining strenght ).
              This is a possibility. However, it chews up all our native life, leaving it unavailable for patroling our coast. There is a risk the Spartans will try to infiltrate our datalinks with a probe on a transport foil. If you perceive the Hive to be that much of a threat, this might be worthwhile.
              "Cutlery confused Stalin"
              -BBC news

              Comment


              • #8
                This is a possibility. However, it chews up all our native life, leaving it unavailable for patroling our coast. There is a risk the Spartans will try to infiltrate our datalinks with a probe on a transport foil. If you perceive the Hive to be that much of a threat, this might be worthwhile.
                I'll make a poll about this.
                My plan was NOT to have all NL + probe transferred towards N, but as much as possible - this option has it's flexiblity.
                -- What history has taught us is that people do not learn from history.
                -- Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning.

                Comment


                • #9
                  Turn's in! Nothing remarkable.
                  "Cutlery confused Stalin"
                  -BBC news

                  Comment


                  • #10
                    Well, then we just have to prepare for our defense plans.
                    You can see the poll - it's agreed, that all 3 MWs should be coming in for defense.

                    If there are no sudden obstacles, we can muster our defensive force (without SL) in 3 turns (counting hi one in), scoutin the coast of the landbridge as we do it.

                    Also - we should try to pop that seapod near landbridge right after we do it.

                    AND: - I think you could play it ASAP, if only there are no diplomatical issues.. (move and build orders are clear, it seems)
                    -- What history has taught us is that people do not learn from history.
                    -- Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning.

                    Comment

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