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  • 2101 end turn

    Moved the two CPs SW from our starting location, and the scout E. We appear to be in the shadow of Mount Planet, which is nice. We have a fungal tower sitting on a pod directly E of the pod to our south (See picture!). The land we have looks VERY nice

    The Gaians founded one base last turn, and the Angels somehow founded 2. Or at least they have a pop of two already...

    I've not changed our faction name & title etc. Lets change that to whatever may be more apropriate once we've decided on a reason for CEO Morgan to become exCEO Morgan.
    Attached Files
    Last edited by Chaunk; July 3, 2004, 08:33.
    Play hangman.

  • #2
    And the end turn file itself.
    Attached Files
    Play hangman.

    Comment


    • #3
      Very encouraging. With Mount Drogue there, odds are good that the river our pods are now astride goes on a good way before hitting open seas.

      Comment


      • #4
        Think we can take the Fungal tower right away?

        Comment


        • #5
          Tower:
          +50% Tower
          -25% Green (I think?)

          Scout:
          +0% Disciplined

          3:2 bonus for attacking
          and what's the defender's bonus in fungus if native?

          I think.
          -- CTO #endgame
          #play s.-cd#g+c-ga#+dgfg#+cf----q.c
          #endgame

          Quantum P. is a champion: http://geocities.com/zztexpert/docs/upoprgv4.html

          Comment


          • #6
            Originally posted by #endgame
            Tower:
            +50% Tower
            -25% Green (I think?)

            Scout:
            +0% Disciplined

            3:2 bonus for attacking
            and what's the defender's bonus in fungus if native?

            I think.
            -- CTO #endgame
            I think it's +50% for natives in fungus. But the pre-2114 penalty for natives is hefty. If the odds are at least 3:2, I'd say go for it.
            "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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            • #7
              Tower might be very green, in that case it'd be even lower.

              Comment


              • #8
                Re: Angels founding two bases, they must have started on a river.

                So did we agree to send the CP SW one square and found the HQ? That keeps the pod one square away from the base, guaranteeing a positive result.

                Once we populate the river, I advocate putting a base or two on the rim of the Mount (assuming they're not all rocky squares). The base square gets +1 mineral and +1 energy, as good as a river in a crater.

                P.S. Don't forget stockpile in the queue.
                Last edited by jtsisyoda; July 3, 2004, 02:47.
                "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

                Comment


                • #9
                  Mount Drogue is definitely a great place to start!

                  I've always taken out fungal towers successfully before 2114.

                  And if the river goes straight ahead, our second base perhaps could also be planted directly next to the second pod, to pop in safety again.

                  Comment


                  • #10
                    I'm not sure if we agreed on it. My current idea is to:

                    Move a CP SW and found a base, Morgan Industries. Set production temporarily to a synthmetal scout (Most expensive pod-poppable thing), then presumably to a scout patrol if we don't pop that to completion. CQO, CMO agree?
                    Move the other CP SE over the pod.

                    At this point, I'll save and see what we should do from here. A nut bonus would mean that industries could use the initial 10 mins to make a CP just after growth with no scout.

                    Depending what the thought is, the CP will move SE again and found a base. Again save to sort out production unless we can hammer out all the possiblities now.
                    Scout attacks fungal tower and hopefully wins. Odds will be 16:7 at this stage. (3 vs 1.31)
                    Fiddle with sliders to give maximum tech.
                    Play hangman.

                    Comment


                    • #11
                      The Scout would have to kill the tower before the second CP can proceed SE again.
                      "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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                      • #12
                        Quite true. Should probably attack the tower first then?
                        Play hangman.

                        Comment


                        • #13
                          The tower is on a pod

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                          • #14
                            Yes attack the Fungal tower first, its always better to resolve things like that before you start the more predictable builder actions. It lets you modify if neesary.

                            P.S. We need a Reserch and Depelopment Department Thread for Bee-line discusions. *looks at Archaic and AndiD*
                            Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche

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                            • #15
                              Chaunk, I agree that switching to a Synth Garrison before popping the pod is the way to go, in the event of a materials pod. Assuming there is no materials pod, then according to our earlier discussions, the plan is to crank out a scout and look around while we wait for Centauri Ecology to be discovered. Queue stockpile immediately afterward, and the next production item should be a colony pod.

                              As for the second CPod, it's imperative we plant a second base this turn, and along the river will be adequate to our purposes. The build queue plan for that base should be identical to the one outlined for the capital, above.

                              I'm abstaining from any comment on dealing with the Fungal Tower, it's completely outside the scope of the Manufacturing department.

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