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2144 End Turn and 2145 Discussion

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  • 2144 End Turn and 2145 Discussion

    Current Status

    Gaians
    Pop 13
    Social Engineering
    frontier, planned, wealth, none

    Hive
    Pop 53
    police state, planned, survival, none

    Data Angels
    Pop 13
    frontier, planned, wealth, none

    Spartans
    Pop 17
    frontier, planned, survival, none

    Morgan
    Pop 34
    frontier, free market, wealth, none
    Cash on Hand 75



    LABS

    Progentitore Tech
    Every 4 years, one year to go.
    (Are we going to feel lab truncation? What does that mean?)

    Tech Cost 239, Accum 236, Per turn 61

    Net Income 56 (prior to share to Sparta)


    Income from Commerce 10
    We owe Sparta 5 this turn.


    Military Situation
    I can't see the any non Morgn unit. There are no native life forms in sight (other than the fungul tower that isn't moving anytime soon).


    Military Suggestions

    We need *-1-2 Probes. They are the only effective defense we have. I suggest switching our production of syn rovers to probe rovers in ZZT and Impala Poly.

    Let an invader try to take one of our cities. If they do, we should probe techs and units from them. The probes will cost nothing to support and are more of a threat, than any syn rover.

    The syn rover might slow down an invader, but will not stop an invader. The probes will capture an invader's units.

    Keep our southern probe parked in the fungus to guard the southern approach.

    Keep a certain amount of cash on hand so that we can probe any enemy units that invade our territory.


    Other Thoughts/Concerns

    1. Change the CP to a probe foil in Morgan Mussels. Get it launched from the western shores (Morgan Mussels) as soon as possible.

    2. Continue the western movemnet of that trans foil out of Morgan Mussels and towards the (hoped for) location of the Peackeepers and Uni as soon as possible.

    3. Keep enough cash on hand to allow us to make use of our probes. They (their ability to buy enemy units) are the only effective defense we have.

    4. Continue the crawler construction for the PEG.

    5. Whohabitat - move a worker from forest square to farm square to prevent starvation.

    6. Morgan Aero - move a worke from flat rainy square to forest square to get more mineral production.

    7. As mentioned above, change Morgan Mussels from a CP to a Gator Boat. Rehome 'half an SP on wheels to there to help production, and have that crawler crawl a safe forst square near Morgan Ind.


    Possible Rushes this Turn

    We need to send 5 ECs to Sparta to honor the treaty.

    After that we have 70 ECs.

    Mead Metal - CP 37 - 8 (4 min) = 29
    Money Valley - CP 28 - 12 (6 min) =16
    Vander Eud - Gator Boat 81 - 12 (6 min if we move a worker to a volcano square) = 69

    Normally, I think we should not rush the Gator Boat in Vander Eud before the CPs, but right now I feel it is more important to launch that boat now to reach out to our neighbors, than to rush the CPs.


    Mead

  • #2
    Lab truncations means that 8 labs at Morgan Industries goes to the great beyond.

    Comment


    • #3
      Re: 2144 End Turn and 2145 Discussion

      Originally posted by Mead
      ***
      Keep a certain amount of cash on hand so that we can probe any enemy units that invade our territory.

      ***

      Possible Rushes this Turn

      We need to send 5 ECs to Sparta to honor the treaty.

      After that we have 70 ECs.

      Mead Metal - CP 37 - 8 (4 min) = 29
      Money Valley - CP 28 - 12 (6 min) =16
      Vander Eud - Gator Boat 81 - 12 (6 min if we move a worker to a volcano square) = 69

      Normally, I think we should not rush the Gator Boat in Vander Eud before the CPs, but right now I feel it is more important to launch that boat now to reach out to our neighbors, than to rush the CPs.
      Come to think of it, I wouldn't mind too much if we waited until next year to rush the probe foil in Vander Eud. It involves some risk, and one more turn until we send it out on the high seas to contact and infiltrate, but having two more bases sooner (and cash left over) may justify waiting.

      Speaking of new bases, where are we going to place them?

      Mead

      Comment


      • #4
        Mead you may want to go ahead and play the turn, how much time is left?

        Comment


        • #5
          Originally posted by Whoha
          Mead you may want to go ahead and play the turn, how much time is left?
          I think we have plenty of time. The turn was posted by the DA on 24-10-2004 at 14:18.

          I am pretty sure that jtisyoda can and will play the turn. If he does not play it I can play it in about 20 hours from now.

          If I was to play the turn I would move the 2 new CPs to locations stated in the new base thread. I would also rush the two new CPs and save cash for rushing the gator boat in Vander Eud next turn. Most of the other stuff I would do I have already suggested in my previous post.

          I would like suggestions as to Teraforming.

          Mead

          PS

          Drouge, it is my understanding that jtisyoda will play the turn. It's been over 6 months since I last served as a 'Turnplayer' in an ACDG. I'm rusty and would prefer to play the turn only in an emergency until I get up to speed. I'm going offline for now, but should check back in about 20 hours.

          PPS

          jtisyoda, don't forget to send 5 ECs to the Spartan's for their portion of the 'Morgan Bonus' profitsharing. The best thing I like about the 5 year deal is that it is a 5 year treaty deal. So, unless the treaty is breached, we should not worry too much about them attacking us for now, unless they want to play dirty. They'll only be able to do that once. I hope they realize the costs of breaking thier word exceeds the one time benefits.

          Comment


          • #6
            actually mead, the 1 time benefit could be 15 size 3 cities with 2 wonders. Still though 5 turns is a short time to wait.

            Comment


            • #7
              I'll play the turn in the next few hours.
              "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
                I would rush the probe foil. I feel contact ASAP with the other humans is important. I figure the transport and probe foil will be good enough to get contact.

                Comment


                • #9
                  The foil bumped into an IOD, which bites... it retreated to base.

                  I posted something to the Spartan Embassy to try to get an eth calc deal going. It could be the key to peace with Sparta.

                  I believe we should do both synth rovers and probe counterattackers. Two synth rovers in coastal bases means any invader really needs two transports (or a cruiser transport) to take a base. This makes it twice as hard to invade. Then if they have to defend against probes, too, that will redouble the difficulty again.

                  ...still playing the 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

                  Comment


                  • #10
                    Imp Pol is working the e-bonus this turn, which saves two labs from truncation. Mor Ind should go back to working it next turn.

                    Mead Met, Whohabitat, and Money V should start SC's next turn. We only need six, the Half-SP, and a little cash for PEG. With luck, we can start Adap Econ next turn and finish in three or four. The SC's will be finishing right around that time. We should also have time for a couple more synth rovers and probes by then, too. If we can get to 2150 without being attacked, we'll be very strong. It won't be a quiet strong, though. Everyone will know. I'm thinking SSR is the place for PEG... it's the only area with two-min squares available... all of our forest is already being worked.

                    The former at Imp Pol should go SE and forest, for RFR's benefit. (Then it could clear the fungus to the SW of there.)

                    The four formers we'll have near Whohabitat can farm (25,21), road toward the chokepoint, clear the fungus, and plant a sensor.

                    The formers in the NW can either do more roads and forest in the heartland, or road toward a new base site if one presents itself.

                    As far as new bases, I sent the CP out of SSR to the east. Next, it could go directly north three squares, to an inland spot with two rolling moist squares. It would starve down to two, but that's still better than size one, and really there just aren't any rainy squares in the east yet, so we may have to bite the bullet on a couple of these new bases.

                    Van Eud could build a former after the Gator Boat, to plant forest over there.

                    I sent 5 ec's to the Spartans pre-accepted.
                    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


                    • #11
                      F4 screen
                      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


                      • #12
                        The map...
                        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


                        • #13
                          Oh, I almost forgot...





                          Woohoo for the PTS!
                          "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 am dissapointed we did not rush the gator boat, especially with the Isle of the Deep that will delay our transport at least 2 turns

                            Comment


                            • #15
                              Hmm, now that we can crank out the CPs, we've hit another bottleneck: formers. Also if we crank out more bases now we are going to get more drones. We can take care of the drones by cranking up psych (expensive), going democracy or making size 2 bases.

                              I've said my preference for the medium range future ~15 years is ICS to ~27 bases with size 2 bases, lots of forest, and 20% psych.

                              Given that the Spartans have offered a recent tech deal and they have eco: eng and should have doc: loyal, I think we should go police state, crank out crawlers to use the rocky squares, use size 2 bases to minimize unhappiness and pack our new bases in close to the capital to minimize inefficiency. Yes, this will be contingent upon getting a deal with the Spartans.
                              Last edited by arginine; October 26, 2004, 17:17.

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