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2142 End Turn and 2143 Discussion

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  • 2142 End Turn and 2143 Discussion

    I just downloaded the turn and took a look.

    Sparta is offering Treaty and Gene Splicing.

    I think we want to accept the treaty but not the Tech (250EC is too much and will not help us with getting the PEG).

    I don't know how we go about accepting the Treaty but not the tech.

    DA renamed their leader Geo.

    Yang looks like he is making the commnad nexus in 2 different bases at the same time.

    No one built the PTS yet.

    If no one builds it this turn we can get it next turn at Morgan industries. We will need to rush the crawler a Morgan industries and rearrange our crawlers this turn to have in range of Morgan industries next turn.

    We can build the base between the mineral bonus and pod in the northwest. We can then start building half an SP on wheels there and pop the pod with one of the formers northeast of Morgan Mussels.

    I cannot see the Spartan foil.



    Please see the Spartan Embassy for Kassiopiea's reply. He seems to be surpisingly vague on the details of how much money they will get.


    Mead

  • #2
    Yea, I also say veto the tech trade, we can't afford to lose 250 credits at this point, even if it is a fair assessment of our tech cost.

    Comment


    • #3
      I think they stole Gene Splicing. Hell with trading them for Gene Splicing at that price for now, we could buy 3 real probe teams for that price and steal it ourself (yes, I know that will affect relations).

      Comment


      • #4
        Don't forget to rush the foil in the west, and rush a probe team if a city in range is making one. A transport foil, while slower, won't create unhappiness. Also, make some cheap scouts to go east for exploration, see if the Spartans will try quietly land troops and eventually take down those fungal towers.

        Comment


        • #5
          I should be able to play the turn within 14 hours from now.
          "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
            Sounds good.

            -- 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


            • #7
              Populations:

              G: 13
              H: 50
              A: 13
              M: 12 (36 in two turns )
              S: 14


              The Spartans have the Gaian commlink and Ind Auto. The Spartans don't have Ind Econ, so they traded or stole to get IA. The Gaians have Mobility now, so maybe it was an IA-Mob trade. When the Spartans said they recently met someone and tried to figure out if we had their commlink, they were probably referring to meeting the Gaians.

              PTS will start next turn. We'll need 20% psych to prevent riots. Van Eud should work the energy bonus to make sure it has enough energy to get 2 psych. SSR should work its rainy square to make sure it has enough nuts.

              We have four CP's queued up. Morgan Mussels is currently scheduled for downsizing from 3 to 2 to 1, with two CP's after the foil finishes this turn. That makes six new bases. We'll need 40-50% psych when those are founded. It's probably worth switching to Dem (if we meet Zak and he trades Eth Calc) or building Rec Coms everywhere (if we get Soc Psych somehow).
              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


              • #8
                ...
                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


                • #9
                  hmmm...
                  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


                  • #10
                    I'd like to see the fungal tower cleared off, but I can't envisage it happening in any reasonable time before fungi tanks. Another base on a river, pop the pod adjacent to the base might be worthwhile. Will we be going through a mineral focus phase?
                    #play s.-cd#g+c-ga#+dgfg#+cf----q.c
                    #endgame

                    Quantum P. is a champion: http://geocities.com/zztexpert/docs/upoprgv4.html

                    Comment


                    • #11
                      Yes on the mineral focus. We may still build some roads out to the last base sites, and put a sensor under the base site at the chokepoint. After that, though, getting three forests and a Rec Tank at each size three base is the best way to boost our min output.

                      The fungal tower could net quite a few credits, but right now I'd like preserve our scouts for exploration.
                      "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


                      • #12
                        Glad to see we'll have a foil next turn. Hopefully playing these turns doesn't take large amounts of time.

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                        • #13
                          The erratic Spartan mood indicates to me that we should prepare defenses. After PTS is built, I recommend coastal or near-coastal bases get at least two synth rovers and two defense attorneys. We could have two to four roaming litigators for emergency recapture of bases that might still fall.

                          We could possibly ask the Spartans about purchasing HEC. If not that, maybe Impact, for possibly retaking bases.
                          "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


                          • #14
                            I second that plan. However, I don´t think we could really hold them back if they decided to wpe us out. We need better offence in order to destroy intruders before they can attack...
                            Heinrich, King of Germany, Duke of Saxony in Cyclotron's amazing Holy Roman Empire NES
                            Let me eat your yummy brain!
                            "be like Micha!" - Cyclotron

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                            • #15
                              We could use a sea sensor net, to spot incoming ships. I'm not talking about sensors built by formers... just having some units spread out in the sea surrounding our continent. Unfortunately, it's pretty expensive any way you do it. Supply foils eventually pay for themselves but are pretty expensive. Transports cost support. 'Gator boats are expensive, and are better utilized for infiltrating and stealing techs.

                              I don't know if it's practical at this stage.

                              If we can get HEC and GS, we'd be two techs from DAP. That would be more effective, and possibly even faster than building a string of ships.
                              "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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