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Game Discussion, Turn 2101 - 2120

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  • #76
    DP

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    • #77
      Hmmmm, I also noticed that we could pop that pod to the north next turn instead of exploring more of the river. The downside is that the rover will only get 1 move (vs. 6 moves along the river) and won't be scouting in the direction of likely future base expansion.
      Civ IV is digital crack. If you are a college student in the middle of the semester, don't touch it with a 10-foot pole. I'm serious.

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      • #78
        Originally posted by Kody
        Every time you pop a pod you get 1 lab point.
        Wow didn't know that. You're brilliant Kody.

        But Drogue says they're fair so they must be.
        Indeed.

        Originally posted by Zeiter
        Hmmmm, I also noticed that we could pop that pod to the north next turn instead of exploring more of the river. The downside is that the rover will only get 1 move (vs. 6 moves along the river) and won't be scouting in the direction of likely future base expansion.
        Yeah I've thought of that as well. The downside of popping that pod on a ricky tile could be that we geta windwrm and can't fee. However since before MY 2115 worms are only at half strength, that shouldn't be too much of a problem. An advantage of popping a pod on a rcky tule could be that we have a higher advantage of getting a mineral bonus. At east that's my impression - nt scientifically proven of course...

        Anyway, currently there's a rover under prduction in Sparta Command, so even if move that rover down the river, we'll soon have a new rover to pop that pod north.

        Srry for the typos, but I don't feel like correcting theM .
        Contraria sunt Complementa. -- Niels Bohr
        Mods: SMAniaC (SMAC) & Planetfall (Civ4)

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        • #79
          "I live the way I type: fast and with lots of typos."
          The post quote I just got. It fits the situation.

          Something else:
          Here is something to think about while you wait: The Tao doesn't take sides; it gives birth to both wins and losses. The Guru doesn't take sides; she welcomes both hackers and lusers. The Tao is like a stack: the data changes but not the structure. the more you use it, the deeper it becomes; the more you talk of it, the less you understand. Hold on to the root.
          Contraria sunt Complementa. -- Niels Bohr
          Mods: SMAniaC (SMAC) & Planetfall (Civ4)

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          • #80
            I'd hold off popping that pod north of the monolith until we get a base established that brings it into the base radius.

            While it's true that for the first 14 years the mindworms are at 1/3rd strength, we gain nothing but a rover morale upgrade if we do pop a worm and then it butts its head(s) against us

            While getting a tech might be useful (Kody - do we know if Buster disabled techs-from-pods?) we can't do anythging with another tech right now, and can't utilize a mineral tile until we get it within a base radius - whereas getting a facilities completion or an Ogre or summat for a base would be a real bonus.

            So I'd vote for moving the rover downriver next turn to see what's there, following with the colony pod turn after next (2 tiles, founding the base with 1 MP left, assuming a habitable riverbed)

            Then scout north around the Unity seedpod with Sparta Command's new rover for a likely site for base #3 (Sparta Command's eventual Colony Pod)

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            • #81
              Drogue or Method

              Can you open the scenario editor and confirm which boxes Buster has flagged under the "Scenario Rules" section.

              It should be just this:



              Thanx in advance

              G.

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              • #82
                An advantage of popping a pod on a rcky tule could be that we have a higher advantage of getting a mineral bonus. At east that's my impression - nt scientifically proven of course...
                Nope the resources from pod popping come out in a special grid format. I once was testing pod popping so I made a huge map full of pods and monorails. I was testing what happens when you turn off particular results and then I noticed there was a pattern to how the resources were laid out.

                Minerals and energy tend to occur less frequently in the grid than nutrients. I'll need to test it find out the pattern though. Once you pop a energy bonus or a mineral bonus I think you'll be fairly certain of how the grid is laid out and will know which pods can give which resource bonuses.

                Actually I think I'll post a picture of it and a quick article in my next newscast.

                Stay tuned.

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                • #83
                  Wow, I must say that is some beautiful terrain. Look at all those rolling/rainy tiles!

                  Are we still agreed to move the CP two more tiles down the river, and build it on that flat/moist river square? Then perhaps we should switch its production to a CC, then pop the pod near the new city. It would be great if we got a nutrient bonus.
                  Civ IV is digital crack. If you are a college student in the middle of the semester, don't touch it with a 10-foot pole. I'm serious.

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                  • #84
                    Originally posted by Zeiter
                    Wow, I must say that is some beautiful terrain. Look at all those rolling/rainy tiles!
                    I agree - I take back all those snide comments I made about my scenario-test start sites being better!!

                    Are we still agreed to move the CP two more tiles down the river, and build it on that flat/moist river square?
                    That has my vote

                    Then perhaps we should switch its production to a CC, then pop the pod near the new city. It would be great if we got a nutrient bonus.
                    I'd be inclined, again, to put a Command Center into production before popping the pod in case we get a facs completion goody (which we couldn't, obviously, get if we had a colony pod a-building). Then pop the pod. We'll have 9 out of the ten boxes filled in any event, so unless we popped a nut special a colony pod would come too quickly, so another rover would be my choice, then a colony pod.

                    G.

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                    • #85
                      Originally posted by Maniac
                      Also we can see the population size of the other human factions. Morganites have zero, Gaians one, and Angels two.
                      How can you see that? Isn't the alphax.txt flag set to zero?

                      G.

                      edit: - hmm - I reset mine to 1, and now I can see the faction profiles of the other 3 factions. I thought that #RULES was embedded in the game - I guess not (I wonder what other alphax.txt rules we can change to our advantage - maybe set the research rate at 200% of standard? - or maybe 100% offensive bonus for attacking along roads, or mobile units attacking in the open ........... heh heh heh)

                      (I must scenario test some things)

                      Just kidding - it would obviously be a cheat to play with different alphax.txt versions - wouldn't it?

                      Drogue/Method - perhaps you need to establish that all turnplayers are playing with the same alphax.txt

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                      • #86
                        Santiago Citadel on coordinates (58.18)

                        Originally posted by Googlie
                        I'd be inclined, again, to put a Command Center into production before popping the pod in case we get a facs completion goody (which we couldn't, obviously, get if we had a colony pod a-building). Then pop the pod.
                        Does that mean you would prefer to move our rover on (58.20) as soon as possible to the Unity pod location? Or would you first want to explore the two remaining river tiles (56.20) and (57.21) before going to the pod location? In that case though the rover will only have 2/3 movement points left to pop the pod, with thus 1/3 chance that it won't be popped this year. Should that happen, would you want to continue command center production under the hope that we still get a materials pod next year, or would you immediately switch to rover production to prevent a mineral loss?

                        Edit: Btw guys, do you want to continue using this thread for all turnplay comments and suggestions, or use Googlie's 2101-2120 turn reporting thread? Just asking so I know where to post turn reports.
                        Contraria sunt Complementa. -- Niels Bohr
                        Mods: SMAniaC (SMAC) & Planetfall (Civ4)

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                        • #87
                          I'd be inclined to found SC2, put a CC in production and pop the pod. If we don't get a facs completion we'll likely get some other goody that can be used immediately (like a monolith, nut or min special, Unity Rover, tech, credits, etc)

                          G.

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                          • #88
                            Originally posted by Googlie
                            I'd be inclined to found SC2, put a CC in production and pop the pod.
                            OK, so not exploring (56.20) and (57.21) for now?

                            **
                            Btw, what would you all think about hurrying the Sparta Command rover production with 3 minerals at a cost of 7 credits right now? It would mean we'd get the rover one turn earlier. Or should we save our credits for now?
                            Contraria sunt Complementa. -- Niels Bohr
                            Mods: SMAniaC (SMAC) & Planetfall (Civ4)

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                            • #89
                              sorry I'm late.

                              I support rushing that rover. We could use that to pop pods. The other rover we can either move south or move into the crater.

                              and I'm okay with the second city site by the way.

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                              • #90
                                Torn .... torn .... torn ....

                                The more i look at our position the more I like the option of moving the colony pod its full 3 mp's downriver, and getting to 57:21 to found the base there in 2104, on what is either a lake or a shoreline (and we can use the rover to determine which by some advance exploration)
                                Last edited by Googlie; July 6, 2004, 09:16.

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