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Game Discussion - Turn 2101 onwards

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  • #16
    Slot position already taken into account. Regarding RTs vs. FM vs. CentEcol I've become neutral about it after a few test games with rushed RTs. The extra mineral from the RTs comes in handy supporting the odd scout and you can work a 1-2 (= forest) square as well as a 2-1 and still be growing. (=> more flexibilty)
    With some changes in my behaviour I did not experience cash shortage anymore and I learnt in the WaitingGame that a river can replace roads and therefore CentEcol in a way.

    It may well be that our first tech choice will depend on the special resource under that pod and the revealed squares by then...

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    • #17
      Originally posted by Impaler[WrG]
      To Drouge: will the Mods police the use of the games limited Landmarks? Should we be lockin our share of the landmarks imediatly? What is our share? I belive 64 is the max but natural landmarks count against that so (64- Naturals)/4 = Team share?
      I think equal is best, though I won't make a big deal unless we run out, in which case I will ask people with more than their share to remove some.
      Smile
      For though he was master of the world, he was not quite sure what to do next
      But he would think of something

      "Hm. I suppose I should get my waffle a santa hat." - Kuciwalker

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      • #18
        I think we'd best avoid landmarks for now. Too many players know how to use those as a method for finding the opponents beforehand. Better to use them later on, after we've met, when we feel like taunting the other teams.
        Veni Vidi Castravi Illegitimos

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        • #19
          starting techs: mobility, information networks, social pysch

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          • #20
            Originally posted by Kody
            starting techs: mobility, information networks, social pysch
            Well that kinda sucks...

            That means if we want biogenics early, we cannot also get centauri ecology early without delaying IndAuto by 2 techs. We'd have to go:
            InfNet->CentEcol->Biogenics->*Junk*->IndEcon->PlanNets->IndAuto.

            I suggest instead we use this beeline:
            1) InfNet, IndEcon, CentEcol, PlanNet, IA

            Thanks Kody, even if thats news I didn't want to hear...
            Play hangman.

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            • #21
              Sorry to hear that, that reminds me I need to make a note in my journal of the fact that Morgan is missing 10 ECs.

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              • #22
                So the tech trade flag is set?!

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                • #23
                  Damnit, that screws things up. It'll be difficult to get IA before 2130 at that rate. =/ It wouldn't have mattered if we started with CE, but without it, we're going to have some problems.
                  Veni Vidi Castravi Illegitimos

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                  • #24
                    Originally posted by Archaic
                    I think we'd best avoid landmarks for now. Too many players know how to use those as a method for finding the opponents beforehand. Better to use them later on, after we've met, when we feel like taunting the other teams.
                    I agree.

                    I had the same thought myself.

                    Let's hold off naming the landmarks for now.



                    Mead

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                    • #25
                      I would like to do a suggestion: first take the pod with a scout and then decide whats the best: like some said if its a monolith then the S is not that good for a base. I would say if no bonis resources would come I would send 1 cp S and the other N (flat and moist square) and then found citys on those spots: the one would be on a river wich makes a good start for CP production and city founding + the labs ofcourse
                      The other can grow almost as fast by the rainy rolling square.
                      Just my humble opinion
                      I think citys spaced one apart as the first bases are always good: we need to start production asap. If needful we can still abandon later (we wont build many infrastructure anyways in the first 20 turns)

                      As the CGO i ask that all bases have a scout garrison, maybe later the center citys will be allowed to have none
                      Syntmetal is not needed atm

                      CGO SafaN
                      http://www.danasoft.com/sig/scare2140.jpg

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                      • #26
                        Pods are more likely to pop something useful if there's a built base nearby.
                        Veni Vidi Castravi Illegitimos

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                        • #27
                          Pods are more likely to pop something useful if there's a built base nearby.
                          Veni Vidi Castravi Illegitimos

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                          • #28
                            Originally posted by Archaic
                            Pods are more likely to pop something useful if there's a built base nearby.
                            Yeah, and I've got a horrific feeling we might pop a fungal bloom from the pod...

                            I think we should move a pod SW, the scout North, and wait to pop the pod with when the pod in the SW is made into a base there. The other pod then moves NE, or E depending on how the land to the N looks.

                            Whats the opinion on this? I think it'll be best not to pop the pod until we've founded a base, but whats everyone else think? In fact, I think we should wait till be get infNetworks, and then pop it when building a network node in the base next to it. A net node for free at this stage would be a massive help.

                            Techwise, I think we should go for biogenics after IndAuto. We lose the early rectanks, but we'd still be able to get the HGP early enough. It's either that, or no formers till after indauto which i'd rather not do. As Archaic says, if we try and go for all those techs, we'll end up with indauto in the 30's at best, which is terrible. Therefore, I think we'll go for the following beeline:

                            InfNet->CentEcol->IndEcon->PlanNet->IndAuto->Biogenetics.

                            Science officers? Yay, nay? Other people? This has been tested and does work in the game.

                            With regard to garrisons, a standing order to keep a scout garrison would be fine with most factions, but as morgan we'll have some serious support issues trying to do that, never mind the fact that those garrisons won't be doing much police duty for most of the game. I think we need to aproach it on a base by base basis.

                            EDIT: formatting
                            Play hangman.

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                            • #29
                              Previously you suggested InfNet, IndEcon, CentEco, IA, Biogen. Does that work, too? Depending on how things progress, that might be better. We can save that discussion for a few years from now.

                              I prefer to go light (almost zero) garrisons. Better to build only in emergencies.
                              "Give to Caesar what is Caesar's? Pay no attention to Caesar. He doesn't have a clue what's really going on." -Cat's Cradle

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                              • #30
                                Tech beeline is okay (depening on how long the first round of pods take to produce, whether we rush the formers AND the pods afterwards and how long this river extends).
                                After that, it's a tough decision about Dem vs. Flex vs. AdapEcon and thin vs. thick expansion (without or with PTS). Hopefully we will have met someone nice by then...

                                The pod popping could happen by a garrison scout. Possible compromise could be that every base has a scout within reach of 3 tiles (=1 turn with roads).
                                (I've never experienced a fungal bloom on a river yet but that doesn't mean anything of course)

                                Why scouting to the N and not to the S? I wouldn't mind meeting other factions, getting commerce income and techs traded after IA (or Biogen). Further expansion could be alongside the river, netting extra energy, and movement without roads.

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