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Mission year 2124: we got IA.

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  • Mission year 2124: we got IA.

    Switching to wealth gives us 4 more energy per turn and it now takes 5 turns for techs down from 6.

    We can choose Bio Genetics,Progenitor Psych,Doctrine Mobility, and Applied physics. I think the call is Bio-Gen right?

    Our headquarters goes from 6 energy per turn to 8 per turn. We seem to be getting +2 from the switch to 4 econ.

    Morgan Industries can be switched to a crawler at a loss of 2 minerals. It will have 11, and we can rush the crawler there or 44 to full completion.

    Morgan Metallurgy is 2 turns away from building a Cpod, and it is size 2 now, I'd assume we don't want to change that.

    Morgan Vulcanology has 8 minerals towards a CP or crawler.

    Red Fungus Resort has 9 minerals towards a CP or crawler.

  • #2
    We can rush the Cpod in Morgan Metallury, and a Crawler in Morgan industries for the cash that we have(44 for the crawler, 11 for the cpod, both to completion).

    As for the chart, we are above everyone but the AI players.

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    • #3
      Finally, the Gaians are running planned, the angels,Gaians and us are at 5 pop, and the spartans are at 4 pop.

      And the Hive is ignoring our transmissions.

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      • #4
        Thanks for the summary, Whoha.

        Absolutely, Biogen, for HGP.

        I haven't opened the turn, but I think Mor Vul needs to switch back to the nutrient bonus.
        "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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        • #5
          A crawler will give a return of 2 mins/turn. A base square gives a return of 1 min & 4 energy (assuming 1 energy lost to inefficiency) in addition to supporting a unit for free. Therefore, CPs are preferable to crawlers. I presume we will build 3 CPs from now until we get the HGP.

          What is the number of minerals at which an extra min costs 4 energy instead of 3? We will be rush building many units with a cost of 27 minerals. Which is the optimal number of minerals to rush it at? It will be >10 mins <17 mins (cost is 25 energy). I'd set it when each extra min costs 3 energy instead of 4. We will be rush building a lot, so will want to get the most out of our joules. We also have wealth now, and might slow down our tech a bit if we need the money.

          3 of the 4 bases should make a CP. If Morgan Industries is the odd man out, then switch it over.

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          • #6
            crawlers give us the HGP though :P.

            I think the plan is to rush 3 crawlers and then cps. We are getting 17 energy per turn right now also.


            Originally posted by jtsisyoda
            Thanks for the summary, Whoha.

            Absolutely, Biogen, for HGP.

            I haven't opened the turn, but I think Mor Vul needs to switch back to the nutrient bonus.
            that will cause growth sooner(2 turns as opposed to 4) and lose some 1 energy and 1 mineral/per turn towards a crawler/cp. Of course A switch is inevitable unless we rush the cp, but I'd like to wait 4 turns.
            Last edited by Whoha; August 5, 2004, 10:05.

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            • #7
              Once you hit 10 minerals, units are less than 3 ec's per mineral. What I usually do is try to understand at each turn what bases will be past 10 mins, and figure out how much rushing costs at each base. If I can rush everything, I do, but if I can't, I calculate what gains the most resources for the money... like arginine just said about crawlers versus bases (especially if you count the worker and wealth, which makes it 2 mins, 1 support, and maybe 6 energy). Only in very rare circumstances do I not rush something (past 10 mins) that I can afford.

              I think we'll have plenty of money to rush the CP at MorVul in 3 turns, so I'd rather grow in 2. It will gain two base turns at the new base (4 mins, 12 energy!), and two crawler turns if that's what we build after the CP. A major component of the benefit of rushing is that everything else you build there in the future will come out sooner, too.
              "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
                sounds good then.

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                • #9
                  I thought we were going to get 6 or 7 bases, and then build some crawlers. We talk about that here



                  but we didn't reach an agreement.

                  I say we rush Morgan Met's CP. If Morgan Industries will grow soon (~3 turns) grow it, and decide which base will make a crawler. We should switch all our bases to forests if they don't have a monolith or special to work. If it has more than 10 mins, rush it.

                  We might want to have another person besides the CEO be able to complete turns. We are the slowest faction on taking turns...

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                  • #10
                    Yea If Chaunk hasn't checked in do the turn yoda.

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                    • #11
                      Chaunk hasn't posted in other games so I think Yoda will infact have to play this turn.

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                      • #12
                        Ok, I'll start it right away... just got back from work.
                        "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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                        • #13
                          I meant as in another person able to take the initiative and take the turn. Right now Chanuk has to consistently play a turn every one or two days. If there was another person around, he won't have to be so punctual.

                          I would envision giving jtsisyoda the authority to complete turns on his own without waiting for Chanuk to be late. A quick summary of the turn gets posted here so it's not like anything disastorous will pass by the rest of us.

                          I consider the turns right now to be pretty routine.

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                          • #14
                            Mastery is in seizing every opportunity and treating nothing as routine. That I learned from chess.

                            ****

                            I altered the plans a little and I think we'll be happy with the result.

                            Mor Ind will continue with a CP and RFR will switch to a crawler. This will gain two base turns at the upcoming western base, a total of 6 minerals and maybe 16 energy for that benefit alone. (This assumes we commit the former team for just a bit longer-- all three have to work to road to the base site.) Also, Mor Ind will not have to work a two nutrient square for the next 10 years, since it won't be at size two... so working forest instead will gain 10 minerals. It can also work the energy bonus just like the crawler would have. It won't lose two minerals for retasking to a crawler. RFR can start on a second crawler two turns earlier than it would if it built a CP, gaining maybe two energy then two minerals. The first crawler out of RFR will spend one turn on a river getting two energy, then one turn on the energy forest, then re-home to Mor Ind and continue on the energy forest. We lose just a bit from the delay on the first crawler rollout, not benefitting from the node for two more turns, the travel and rehoming, but it's on the order of 10 energy. As you can see, that pales next to the list of gains above.

                            Populations:
                            Gaians: 5
                            Angels: 5
                            Morganites: 5
                            Spartans: 4

                            *****

                            Next turn, 2125...

                            RFR can rush the crawler (40 ec?). Doctors at Mor Ind and Mor Vul. Scout disbands at Mor Vul. Start crawler at Mor Met. Former team roads west until the site on the river is roaded in 2138, just in time for the CP out of Mor Ind.

                            *****

                            Then for 2126...

                            Rush CP's at Mor Ind and Mor Vul (around 25 ec each). Doctor at RFR, and start another crawler there.
                            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

                            Comment


                            • #15
                              Whoha edit: and arginine end edit, it might be problematic if Chaunk and I both had a green light at the outset for playing the turn. We'd inevitably end up with two turns to post, and we shouldn't put ourselves in that position. It doesn't seem legal. Sometimes we post the turn so others can review it, which I think is good practice. And then since Chaunk and I are available at different hours, one can start it, then the other can modify if necessary and post to the turn tracking thread.

                              The end-turn save...
                              Attached Files
                              Last edited by jtsisyoda; August 6, 2004, 00:21.
                              "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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