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2118 end turn + 2119 discussion

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  • 2118 end turn + 2119 discussion

    I'll be playing the turn in the next 4-6 hours, unless Chaunk shows up. This is your last chance for any move suggestions for this turn. I'd like to stress that roads to new base sites can't be laid until we decide where the new bases will be. There were some options in the previous thread from several people. Voice your opinion so we can plan ahead.
    "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

  • #2
    We got Planetary Networks, IA is in the selection.

    6 turns to IA at 50/50, tech cost is 105, 20 per turn.
    if we go 30/70 we can get it in 5 turns, but we lose 9 ecs per turn.

    As for base sites I like the Mineral bonus site, 1 by the coast next to the energy bonus at sea we can see, and the paths that keep the Hive in check. We should realize that everyone will likely be doing this, and may be able to move some units through his territory(legal teams).

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    • #3
      of the human factions we are currently the strongest, hive is still Giant though, lets see what kind of goodies hes got, probably jungles, bore holes,etc.

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      • #4
        erm of the human factions, we are the highest on the power graph, we probably aren't the strongest.

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        • #5
          Initally posted in 2117 end turn + 2118 discussion but moved here.


          I downloaded and looked at 2118.

          It looks boring. Good, but still boring.

          We got Plan Nets (good) the ability to make probe units and are given a decision on which way we want to research next.

          I have not paid too much attention to what we are chosing next so I thought we may be going with IA for Wealth and the crawlers.

          I guess we can keep on sending our scout south to explore and meet the neighbors. We can also continue to have our formers make roads. And we can wait for our bases to grow so they can make more CPs.

          I'll be gone for a little while, but hopefully by the time I return we will have made contact with some factions plus get more stuff to work with and do.


          Mead

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          • #6
            Ok, I have an end-turn file, but depending on any last minute ideas or mistake-catches, there could be alterations.
            Attached Files
            "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
              The scout explored a little... it can continue east.

              Morg Ind is working the energy bonus. This gets us IA one turn sooner. It will be a forest in 3-4 turns, depending on whether one or two formers complete it. We'll get IA right before Morg Ind has 10 mins, so we can rush a crawler ASAP (after going Wealth, though, probably). Other bases can continue with their CP's, which will finish a turn or three after we get IA. Then they'll all make one crawler, then one CP. Morg Ind should be able to build three crawlers in that time frame, since it has the early start and it won't build a CP. That gives six crawlers for HGP. By the time it's done, we'll have seven bases and three CP's moving toward their sites. Then we can make even more!

              Check out the yucky picture below for base site ideas.

              In general, I recommend placing bases at the closer sites first, rather than the better sites first. In other words, the area northwest with the min special is no doubt the best area, but the delay is too costly right now.

              I believe site #1 is superior to #3. It has the volcano min and energy bonuses, it has a rainy rolling square to the southwest, it's not vulnerable to the sea, and it's well placed to shuttle crawlers toward the center. It won't crowd Morg Vulc too much, because the whole southern slope will still be available.

              Site #2 is quick, easy, and effective-- it can work the monolith while Morg Met switches to the rainy rolling river.

              The CP out of Morg Proc is a little tougher. There's no easy way to road to an ideal site. We could use the river to get most of the way to site #5, itself on a river. I recommend not putting a base on the high energy special... it's perfect for solaring and crawling 6 energy.
              Attached Files
              "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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              • #8
                BTW, I designed slow probes, armored and unarmored, and named them "Defense Litigator (Synth)" and "Defense Litigator", respectively. Too bad it won't let you rename the default probe to Prosecutor or District Attorney.
                "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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                • #9
                  Nice analysis

                  I vote sites 2, 5 for the first two CPs and 1 for the 3rd CPs, as it has no monolith to work. I do find site 9 appealing, and site 8 when forested would give a nice 4 mins / turn. I figure site 2 will be relocated later on.

                  It looks like we already have a choke point against Yang: put a sensor at the southernmost former, and use the fungus as a defensive barrier to stick units into.

                  Have we thought to see about how much energy we will need to make for all of the upcoming rushbuilding?

                  If anyone really cares, litigators are technically offensive. it would be technically correct to call the synth probe 'defense team'.
                  Last edited by arginine; July 26, 2004, 01:12.

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                  • #10
                    Thanks.

                    Turn posted.

                    A sensor might a good use of that former's time. He's a little "out of play" atm.

                    We're making lots of cash and can't spend it all. I wouldn't worry about that too much.

                    I didn't know litigators were actually offensive. You learn something new every day, I guess. To avoid embarassing ourselves to the other factions, i'll change it to Defense Team next turn.
                    "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
                      And I'm back... need to catch up reading threads though...

                      I like 1, 2 and 5 or somewhere near 6. 6 would be nutriently poor, but would have a good mins output with a few crawlers. 5 would be the otherway round as I see it, good nuts wise, but lacking mins. Either way, we should build on both spots asap methinks.

                      I always like to call my defense probes "Formers", my normal probes "Rover Formers" and foil/cruiser probes "Sea Formers". Confuses anyone with infiltration no end

                      Are we going to rename those bases at all from Morgan X?
                      Play hangman.

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                      • #12
                        Are the tiles under the most south former the ismus towards the hive? Is that all we need to defend over land? Would be good.
                        For the bases i like the order 2 5 and 6
                        6 because its a link to the sweet leisure river where we can found 2 good bases

                        3 is an interesting spot, but it should be defended with 2 or 3 lawyers, it is on our eastern cape and wil probably be the closest city to our competitors.
                        http://www.danasoft.com/sig/scare2140.jpg

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                        • #13
                          I do not see 2 on that map.

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                          • #14
                            There is a yellow 2 on a yellow former... (perhaps use pink numbers next time? )

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                            • #15
                              Wow.

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