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Urgent: 2105 Question

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  • Urgent: 2105 Question

    After popping a NetNode to completion at MorInd, we now have a delightful problem. We have the possibility of getting IndEcon in 2 turns, but there is a risk involved.

    We have 2 options:

    Option A

    If we set sliders to 20/0/80 AND pop 2 pods this next turn (2106), then we will get IndEcon in 2107, 2 turns time. The risk is that we may only pop one pod. Although we can see two pods with units next to them this turn, one of those pods is in fungus. There is only a 33% chance the scout will make it into the fungus to pop the pod.

    Should the scout fail, then we will lose at least 33% of our labs production for 2108, which would be when we get IndEcon. Should the scout succeed, then we get IndEcon a turn early and all rejoice etc.

    There is also a chance that even if the scout fails to move into the fungus, the other scout will pop the pod and complete a second net node, meaning we can easily gain the labs points we need. Long shot I'd say

    Option B

    If we set labs to 50/0/50, then we resign ourselves to not getting IndEcon until 2108, 3 turns from now. In the mean time, we would gain an extra 3 e.c.s/turn and the labs point lost in 2108 would be ~12% at most. We would however, end up with 3 fewer labs accumulated in 2108 towards centauri ecology in this case.

    More detailed descriptions and some number crunching etc, can be found here .

    Remember also, that only posted votes count. You must post and say what you voted for, for your vote to count.

    You have 24 hours
    7
    Option A (20/0/80)
    85.71%
    6
    Option B (50/0/50)
    14.29%
    1

    The poll is expired.

    Last edited by AndiD; July 10, 2004, 15:35.
    Play hangman.

  • #2
    AndiD, Drogue or Method, please change this title to "Urgent: 2105 Question"

    Thank you!
    Play hangman.

    Comment


    • #3
      Done.

      Comment


      • #4
        Voted 20/0/80 since we can set the sliders back later as needed.

        -- 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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        • #5
          20/0/80. Any chance that we can get it by 2107 is worth it.
          Veni Vidi Castravi Illegitimos

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          • #6
            I am basicaly going with a Modified Plan A.

            Set sliders to 80/20 BUT go for the Pod that is NOT in fungus and is on the slopes of Mt. Drouge, its to the south of our Eastern most scout and presents no risk. We can then save the fungus Pod for a later date when its inside a bases radius which is best for reducing the changes of mind worms anyways.

            Edit: Oh just realized that you ment we need to pop both Pods next turn not in 2 turns, that woud preclude us from poping the Mt. Drouge Pod. I say try the fungus Pod first and if we bounce off re-evaluate.
            Last edited by Impaler[WrG]; July 10, 2004, 20:04.
            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
              I also voted for option A, try to pop the fungus pod first though. If it bounces off we are stuck with 2008 ind econ.

              Comment


              • #8
                anyway to clarify. Set the sliders, attempt to pop the fungus pod, If it fails reset the sliders.

                I do not see a risk here(if the pod pop fails then we go on as normal, if it suceeds we get ind econ in 2107), but did not know that popping pods gave science points until this, so someone tell me what im missing please.

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                • #9
                  I'm feel not qualified to vote in this poll (I did not know popping pods would affect research, other than the occasional fee tech).

                  You guys are doing an awesome job with the early game.

                  Because we have some much cash on hand, and will get a lot more once we get to FM, I am not concernd about the different effect on on EC income. It's a non-issue.

                  I am concerned about the effect on lab production. Exercise your best judgement (guess if necessary) on our prospects of popping two pods.

                  If you think we stand a better than 50% chance of popping two pods, And that will allow us to get tech faster, then go for it, but;

                  I you feel that there is less than a 50% chance of getting the tech faster (or there is a sigificant chance of one of our bases being eaten by a MW if we are too aggressive) then wait.

                  Mead


                  PS

                  Good work on getting the Net Node!!! I am learning a lot in this game. Usually, in SP (especially in the Morgane games I have been playing since I joined this team) I start off slower.

                  Comment


                  • #10
                    I vote 20/80, Option A. Try the eastern pod in the fungus and the southern pod (trying for a node). Then adjust the slider back to 50/50 if the eastern scout bounces off and we don't get a node.

                    Also, use the river to pop the southern pod. Maybe there is a second pod nearby that we could try popping if the eastern scout bounces.

                    I believe this is worth a stretch.
                    "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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                    • #11
                      CwJ.

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                      • #12
                        Fairly conclusive results, so I'll do plan A, and post the turn now.
                        Play hangman.

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                        • #13
                          Whoha, each pod pop gives one lab point.
                          "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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