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Game Discussion, Turn 2101 - 2120
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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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Originally posted by Kody
Every time you pop a pod you get 1 lab point.
But Drogue says they're fair so they must be.
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.
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 .
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"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.
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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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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...
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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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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Originally posted by Zeiter
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.
G.
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Originally posted by Maniac
Also we can see the population size of the other human factions. Morganites have zero, Gaians one, and Angels two.
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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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.
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.
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Originally posted by Googlie
I'd be inclined to found SC2, put a CC in production and pop the pod.
**
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?
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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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