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Game Discussion, Turn 2121 - 2140

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  • Hmm - turn's up, and I've downloaded and opened it (just to see what the covert ops info is)

    If we want to pursue the turn right now, are these the non-contentious agreed-upon orders?
    • Rush the Colony Pod at SC3 (costs 7 ec's)
    • commence Shinsengumi's disengagement from garrison duty, sending it downriver into the Crater Lakes area with a view to riding the Rio Grande north
    • Continue Rolling Thunder's coastline exploration (north)
    • pop the southern pod with our weaker (morale) rover, using the stronger one as back-up as needed
    • move Invincible 3 tiles west to see if we are land-bridged to the south
    • call Zak and buy Lal's commlink for 25 ec's
    • Call Lal and see if he'll trade or Treaty
    • move sliders to maximize ec revenue for a few turns


    Missed anything?

    Comment


    • I think that's everything. Go for it!
      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.

      Comment


      • Whoooooeeeee ........................

        (Hold on to your hats)

        2126 Report
        • Colony pod at SC3 rushed for 7 ec's
        • Shinsengumi moved from SC3 and is just approaching SC2 en-route to joining the Rio Grande
        • Rolling Thunder continued north and northwest, hugging our eastern coastline. Zak seems to have sailed off - at least he's not in sight of our rovers
        • Invincible moved 3 tiles east - our continent is not connected by a landbridge to any landmass to our south
        • Called up Zak, he still won't trade or treaty, but did sell us Lal's commlink for 25 ec's
        • Called Lal. He, too, won't trade or treaty, so we truced.
        • moved sliders to 70/10/20 (12 ec's per turn) to maximize revenues
        • Popped the southern pod with R-112. Dimensional Rift transported us 15 tiles south to a forested small landmass that seems to be connected in 3 directions


        Maps to follow

        Comment


        • ****, too late.
          Contraria sunt Complementa. -- Niels Bohr
          Mods: SMAniaC (SMAC) & Planetfall (Civ4)

          Comment


          • Originally posted by Primus Pilus
            ok, for clarifcation, i pushed that a CP go to the sth mineral nut when we found it several turns ago. what is our strategy, and better our tactics?
            I'd suggest to first let a former build a road south. If we continue to build CPs without first completing at least part of our road network, we'll start to lose more and more turn advantage because of the CPs spending useless turns in transport to new base sites.
            Contraria sunt Complementa. -- Niels Bohr
            Mods: SMAniaC (SMAC) & Planetfall (Civ4)

            Comment


            • 2126 presend
              Attached Files

              Comment


              • I thought we'd all agreed that the SC3 colony pod was going to still be in the crater (in fact, will be founded next turn)?

                And it'd make more sense for the trannie to take a colony pod south rather than build roads there, wouldn't it? (as previously discussed)

                Comment


                • I'm now gonna have a look at the turn. Could you please wait a bit with posting it in the general forum?
                  Contraria sunt Complementa. -- Niels Bohr
                  Mods: SMAniaC (SMAC) & Planetfall (Civ4)

                  Comment


                  • Googlie, I think you made one mistake and one oversight.

                    First, energy allocations are not yet changed in the presend I have. Might I suggest 60-10-30, as on 70-10-20 we'd lose one labs due to inefficiency in SC2? Or are the extra credits some faster worth losing some labs?

                    Second, you payed two credits too much for the SC3 hurry order. A few years back, you also paid one credit too much for hurrying the SC2 rover Shinsengimu (sp?). That's because unfortunately you still seem to think hurrying units costs 2 credits per mineral, like it is for facilities. However for units it's much more irregular. Could you please have a look at the file I attached below? It could save us a few credits in the future.

                    Oh yeah, perhaps SC3's second worker could be changed to the 2-2-1 tile? (Though I think it won't make a difference for when SC3 will grow next.)

                    Otherwise, turn looking great!
                    Attached Files
                    Last edited by Maniac; August 11, 2004, 09:36.
                    Contraria sunt Complementa. -- Niels Bohr
                    Mods: SMAniaC (SMAC) & Planetfall (Civ4)

                    Comment


                    • Can do (but if its lab points we want, at 30/10/60 we'll get 15 per (and nonlinear math in 8 years) with 3 ec's per turn, but at 60/10/30 it's 9 labs per turn with NLM in13 years but 9 ec's per turn.

                      (At my suggested ec maxxing rate of 70/10/20 it's 12 ec;s per turn with 5 labpoints per and NLM in 27 years.

                      I guess my question is:

                      Do we want
                      • NLM in 8 years with 24 ec's accumulated in those 8 years (at 30/10/60)
                      • NLM in 11 years with 56 ec;s in those 8 years (at 50/10/40)
                      • NLM in 13 years with 72 ec's accumulated in the first 8 years (at 60/10/30)
                      • NLM in 27 years with 96 ec's in those first 8 years (at 70/10/20)


                      I'm on record of preferring the fastest tech rate, but opinion seemed to be to maximize the ec generation and we'll get the techs from probes, hence the maxxing.

                      But I'll go the middle road as there seems to be support for that.

                      But we should develop a coherent strategy with attendant tactics now that we are getting sizeable

                      G.

                      Comment


                      • And if we move a GH worker from a 2/1/0 tile to a 1/1/1 tile we pick up an extra lab point (but delay our growth to size 3 from 15 to 29 turns - not a big deal after we change to planned)

                        Comment


                        • Here's where R-112 ended up:
                          Attached Files

                          Comment


                          • Originally posted by Googlie
                            And if we move a GH worker from a 2/1/0 tile to a 1/1/1 tile we pick up an extra lab point (but delay our growth to size 3 from 15 to 29 turns - not a big deal after we change to planned)
                            Perhaps, if we have a former free somewhere in the future, we could consider planting a forest there?

                            Do we want
                            • NLM in 8 years with 24 ec's accumulated in those 8 years (at 30/10/60)
                            • NLM in 11 years with 56 ec;s in those 8 years (at 50/10/40)
                            • NLM in 13 years with 72 ec's accumulated in the first 8 years (at 60/10/30)
                            • NLM in 27 years with 96 ec's in those first 8 years (at 70/10/20)
                            I'd prefer 60-10-30, as that's the option that gives us the most credits without losing any energy to inefficiency. Also I don't see the need for acquiring NLM very soon. After all, we haven't even infiltrated any faction yet, so we don't know yet if an invasion of one of our neighbours would have a good chance for success. And I hope we won't start a military build-up while we don't know even that. (And I assume we'll need some credits anyway to upgrade 1/2-1-2 rovers to 4-1-2 (?))

                            Also, after we acquired NLM, besides Progenitor Psych there doesn't seem to be any technology we could research that one of our neighbours doesn't have yet: Industrial Base, Biogenetics, Social Psych, Doctrine: Loyalty... I thought that therefore it would be better to try and steal or trade those techs instead of researching them ourselves => no focus on labs production anymore.

                            I thought we'd all agreed that the SC3 colony pod was going to still be in the crater (in fact, will be founded next turn)?
                            Q to be sure: Is the southern crater tile still the next base site?

                            And it'd make more sense for the trannie to take a colony pod south rather than build roads there, wouldn't it? (as previously discussed)
                            Ah yes, forgot about that. So when do we plan to ship such a CP south? After, before or at the same time of the mission to infiltrate the Hive?
                            Contraria sunt Complementa. -- Niels Bohr
                            Mods: SMAniaC (SMAC) & Planetfall (Civ4)

                            Comment


                            • Q to be sure: Is the southern crater tile still the next base site?
                              Yes, as far as I know.

                              Ah yes, forgot about that. So when do we plan to ship such a CP south? After, before or at the same time of the mission to infiltrate the Hive?
                              That would be nice if we could do it at the same time. An added bonus would be that the probe team would be sent back to the newly founded base.

                              I'd prefer 60-10-30, as that's the option that gives us the most credits without losing any energy to inefficiency.
                              Sounds good.

                              As for moving the rifted rover, I'm guessing that the north and east routes just lead back into Hive territory, so I'd go south, and maybe we'll meet another faction.

                              Edit: Actually, now that I look at the map thread and see where it is in the big picture, it looks like moving east would move us closer to where a faction might be. Hmmm, that looks an awful lot like Mount Planet, SE of where R-112 CRV is right now. Didn't the Morganites say that they started out right next to Mount Planet? Of course, they could be lying, but still...well, there's gotta be someone down there, and I guess heading east will get us there, maybe.
                              Last edited by Zeiter; August 11, 2004, 16:09.
                              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.

                              Comment


                              • the rifted rover isn't too bad. It could allow us to contact the data angels, or morganites. whoever is down on the other side of the hive. maybe pop some pods as well.

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