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  • 2103 end turn + 2104 discussion

    124 e.c. +2/turn.
    7 research points/turn. Tech next turn.

    population 2.

    The Gaians and spartans still have only one population. The angels still have two.

    We have a large amount of rivers in our starting land, which decreases the necessitiy for roads.

    Mount Planet renamed to Mount Drogue.

    MorInd & MorMet working on colony pods. 14 turns to complete, growth in 10 for both.

    There is an aditional pod S,S, of the pod by MorMet. It may be worth popping if we don't get a net node for mormet as attempt 2.

    All three scouts moved as described previously, and all three are stood next to 2 pods.
    Attached Files
    Play hangman.

  • #2
    Our view at 2103
    Attached Files
    Play hangman.

    Comment


    • #3
      Hey guys,
      great start, I even think there is nothing to discuss any more

      we will have to wait till the mid turn.
      I would like to know if its all the same river, that would make it possible to fast expand.

      As the CGE i'm rather horofic about the no garrissons aproach, since our both citys have 2 adjacent fungus tiles. I would like to see 1 scout on the river that can cover both city's.

      Until PlaNet we will need it, syntmetal probes will help us out later on, but we need to get that far

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

      Comment


      • #4
        is the scout at mount drogue on a rocky square?

        Comment


        • #5
          No, flat as I recall... open the turn and see.
          Play hangman.

          Comment


          • #6
            I think its obvius that the newly discoverd river connects into the pre-existing river system. The three tributaries should all merge together and then flow South East across some broad flat land before entering the sea. The branch our bases are one is the Credit River (making the headwaters just west of Morgan Industries the "Credit Source") the Branch coming from Mount Drouge is the Drouge River and the new River I am sugjesting we call the Fungus River.

            Next turn we should try using the damaged Alpha scout to pop the Pod first, if it fails then use the newer scout (refered to as Gama Scout). Otherwise send Gama Scout Eastward into fresh territory. Likewise use the Beta Scout from Morgan HQ to pop the other fungal Pod.

            Safan consernes are legit and hopefully soon we can provide a bit of protection but for the imediate future I want us to keep Poping, the damaged scout might be returned to Morgan Metalurgy to heal up and as it dose that it will provide some protection.

            Further Colonization is best done southward and Eastward (on slopes of Mount Drouge) of Morgan Metalurgy. The land south of Morgan Industries seems some what barren but the land to the west may be wetter once we reach the coast which I estimate to be 4 or so tiles west of Morgan Industries.
            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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            • #7
              Originally posted by Impaler[WrG]
              Next turn we should try using the damaged Alpha scout to pop the Pod first, if it fails then use the newer scout (refered to as Gama Scout). Otherwise send Gama Scout Eastward into fresh territory. Likewise use the Beta Scout from Morgan HQ to pop the other fungal Pod.

              Safan consernes are legit and hopefully soon we can provide a bit of protection but for the imediate future I want us to keep Poping, the damaged scout might be returned to Morgan Metalurgy to heal up and as it dose that it will provide some protection.
              I agree with this. However, the two supported scouts need to be back in their bases in 11 turns time, so they can't explore too far IMHO. We need to use the mins they're supporting to make formers, which are a far better use of mins. The independent scout will be a more than adequate garrison for a long time yet

              Originally posted by Impaler[WrG]
              Further Colonization is best done southward and Eastward (on slopes of Mount Drouge) of Morgan Metalurgy. The land south of Morgan Industries seems some what barren but the land to the west may be wetter once we reach the coast which I estimate to be 4 or so tiles west of Morgan Industries.
              Not sure about that. The land east of Mount Drogue will be extremely arid and unhospitable. Not ideal for bases without rec tanks. The land SW of Morgan industries will start to look better soon enough, it's just on a slope. I propose we expand on the river as far as we can, then fill out the rest of the continent as we need to. Probably not perfect expansion as our core will be lower than it should be, but thats ok I reackon.
              Play hangman.

              Comment


              • #8
                Re: 2103 end turn + 2104 discussion

                Originally posted by Chaunk
                Mount Planet renamed to Mount Drogue.


                /me is pleased
                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

                Comment


                • #9
                  We definitely need to follow the river for our current expansion plans as far as it will take us. It's free energy and movement, of which we would be mad not to avail ourselves.

                  As to safan's concerns about defense, I feel that we should make a concerted effort to discern which base has a contiguous path of xenofungus connected to it, and garrison our free scout there. If they both are threatened by a single-turn worm attack, then I think we're just going to have to trust to luck until we can put down a few more bases. We cannot afford to have either base's production halved at this critical juncture.

                  As to the actual movement of the scout units, I'll once again defer to their department heads, and of course the judgement of the CEO, except to say that every mineral is critical in this stage of colonization.

                  Comment


                  • #10
                    When we get formers, they can act just as effectivly as scouts in defending a base, and in the first 50 turns, will almost always be successful. Formers + probe teams are morgans best garrisons for a long while IMHO.

                    Currently I have no standing orders for the scouts exploration. I beleive Rubin is the CSO, but until I get some orders, I'll just continue as I see fit.
                    Play hangman.

                    Comment


                    • #11
                      We definitely need to follow the river for our current expansion plans as far as it will take us. It's free energy and movement, of which we would be mad not to avail ourselves.
                      Incomprehensible riches can be ours if we can but
                      stretch our arms wide enough to dip from this eternal river of wealth.

                      Depending on what's in the pod and the surrounding area, the tile s, se of Morgan Metallurgy looks promising as a base site.

                      Also, after Cent. Eco. we want to road north for the rainy squares.

                      --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


                      • #12
                        The river from Mt. Drogue does start on a flat square, so our third base should definitely go there.

                        When we get formers, it might be good to road two squares directly north of MorgCon. Those flat tiles are the cheapest to road, and there are rainy squares up there, as #endgame points out.

                        There are at least three river squares in the unexplored area to the south, though. Maybe SW,S,SE from MorgInd for the fourth base? It will depend on the territory we uncover.

                        As I've said before, I prefer to go light on scouts. Keep in mind the savings from not having the scout can be cashed in for emergency scout builds later if worms show up. Since we'll have formers near home for last-resort defense, I suggest the independent scout should later on continue exploring, possibly toward Yang.
                        "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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