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  • 2102 End Turn + 2103 discussion

    The Spartans founded a single base last turn. I'm starting to think the angels turned both their colony pods into one base...

    Attacked fungal tower, won fight, got morale upgrade. Took 60% damage. 10e.c. gain.

    Founded Morgan industries next to pod. It's also next to pod to it's south. Lets wait until InfNet to pop it, and try and get a network node Production changed to synth garrison - the most expensive thing we could pop.

    Popped pod. Energy bonus (Very strange that, I don't think I've EVER popped an energy bonus as my first pop. It's almost always a monolith or a nut bonus.) Changed MorInd back to scout

    Moved the CP down SW. This is another rainy rolling square on a river. After discussion here founded the new base there. Morgan Metallurgy said the game, and I said ok.

    Adjusted sliders to 30/10/60 for tech in 2. If we can pop the pod next to MorMet, then we should adjust to 50/0/50 for one extra e.c and no research lost. We will currently lose 1 research point when we research our next tech (Which will be InfNetworks, but I haven't selected that yet.). This is because our cost is 14, we have 1 accumulated from the pod, and next turn we will have 8. We would therefore need 6 more points. At 30/10/60, we are producing 7, but any labs points beyond exactly what is needed for the tech are lost, so we will lose one labs point from MorMet.

    However, setting to 50/0/50 will net us 5 research points. This is one short of our target of six, so if we can pop a pod then we'll be exactly right. I want to try and leave the pod by MorInd to see if we can get a NetNode for free from it. However, if we can pop both pods (Unlikley, they're both on fungus), then we can leave sliders at 30/10/60 for 3 tech points towards our next tech, whcih will probably cost 28 points, although it may be 14 again. Theres a slim chance it will be 31 points.

    End turn file attatched, images in next post.
    Attached Files
    Play hangman.

  • #2
    Morgan industries as it looks at the end of 2102 Note, this is a 1024x768 gif, and is a fairly large file 100kb or so. I'll look at what file format is best in the future.

    Morgan Metallurgy as it looks at the end of 2102

    I've attatched our factions view at the end of the turn to this thread. I will delete the attatchment later, and when I do, you'll be able to find it here.
    Attached Files
    Play hangman.

    Comment


    • #3
      Popped pod. Energy bonus (Very strange that, I don't think I've EVER popped an energy bonus as my first pop. It's almost always a monolith or a nut bonus.)
      See here.

      Comment


      • #4
        *Bump!*
        Play hangman.

        Comment


        • #5
          If we get resource bonuses, the NE pod will be either energy or mins, while the SW pod will be nuts.
          "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


          • #6
            We get our first tech in 2 turns. Not bad. I believe our majority opinion so far was InfoNets, Ind Econ, Cent Eco, Plan Nets, IA.

            FM will boost our energy collection from 8 to 14. We should have pretty insane research for quite a while.

            We could send the scouts along the rivers but still keep them right next to the pods. That way we explore a bit, but are ready to pop the pods as soon as we get InfoNets. Net Nodes would be nice. We could rest that damaged scout, so we have a backup popper in case the other scout bounces off the fungus.

            If the river coming down from Mt. Planet goes up to a non-rocky square, that would be a great spot for a base: +2 energy, +1 min. Our bases would be pretty close, but some later bases could be spaced out a bit to make sure we get at least 7 squares per base.
            "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
              I'm solidly behind JT's idea of a third river base on the ash-cone of Mt. Planet (in the river square). As he says, we can spread out our next round of bases a bit further if necessary.

              On the production front, sure, we can switch to NetNodes in hopes of a lucky pop, so long as we're not delayed in colony pod production, our top priority.

              Comment


              • #8
                We can switch back with no mineral loss, but at this stage, it would just mean we'd have to buy a few more mins... 10-20 e.c is nothing compared to a net node a this point IMHO.

                Yep, volcano base sounds good. I didn't think you could found a base there I must admit, so providing you can, lets do that for our third base. I suggest that the next base from Industry goes 2 spaces west if possible, or on the coast if we can see that from that square. We would then expand north and south from those four core bases.
                Play hangman.

                Comment


                • #9
                  If we get resource bonuses, the NE pod will be either energy or mins, while the SW pod will be nuts.
                  Resources bonuses never appear in fungus.

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                  • #10
                    A damn shame that. The tile's Rocky, isn't it? With a mineral bonus, mine, road, and the fact it's a Volcano tile....
                    Veni Vidi Castravi Illegitimos

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                    • #11
                      8 mins for 11 former turns?, if memory serves.

                      -- 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

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                      • #12
                        Something like that. Doesn't seem quite as worth it when you put it like that, until you consider the amount of Formers that could be supported with that many mins.
                        Veni Vidi Castravi Illegitimos

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                        • #13
                          Yeah it's a rocky tile, but it's not volcanic. Hence, it'd be "only" 7 min production, which is massive. Brilliant tile to work early in the game. But that won't happen. Neither will worms or fungus, so it seems quite likely that we'll get an AA, tech or materials pod.

                          With that in mind, lets not pop either of the pods until we've researched our first tech. A "free" tech at this stage could really hurt us, but when we've already got a tech on the board, it might actually help us (Possibly enabling a fairly early biogenics).
                          Play hangman.

                          Comment


                          • #14
                            Turns up.

                            I'll play in probably 14-16 hours, so unless anyone has any final demands, I'll do the following:

                            Not change the sliders so as to get a tech next turn.

                            Explore a little with the scouts (MorInd will go down the river SW, then ideally S, but that may not happen, whilst MorMet will go SE, NE, NE, unless there's a pod on that final square. Independent scout will rest to get to 80% damaged.)

                            I won't pop any pods this turn, and we'll start pod popping again next turn, aiming for free net nodes.

                            MorInd & MorMet will be set to produce Colony Pods. This makes no difference at this stage really, as we can change before 10 mins.


                            I'll play this plan if there is sufficient agreement to it within the above timeframe. If there is a clear majority in another direction, then I'll do that. Otherwise, we'll wait some more for agreement.
                            Play hangman.

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                            • #15
                              Looks fine to me.
                              Veni Vidi Castravi Illegitimos

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