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Game Discussion, Turn 2121 - 2140

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  • Originally posted by Zeiter
    I say we slow our research to a snail's pace and concentrate on econ production for a while. Then we can possibly rush a transport in the east coast base, and get probe teams over there very soon. Even with allocations at 60-10-30, we'll get NLmath before we get a chance to probe it. Of course, Zak has a lot of other techs too, so our probe teams will be very busy these upcoming decades, I predict.
    I fully agree with you. So I'll change the energy allocations once again. IMHO there's no point in spending energy on labs when we could steal all the techs we could possibly research. Hopefully Googlie will agree with this once he reads that Zak has all the techs we need.

    What about using the next CP from SC3 to found on the craterbase north location? Then the next CP can go up to the Rio Grande Delta position.
    I'd too prefer an extra crater base, however IIRC especially Googlie and Primus Pilus strongly preferred for a coastal base, so I thought to go with that. Perhaps a poll on the issue would be good?

    For a next crater base though, since we've got so many other possible base locations we'd like to colonize and since it would thus take ages before we could build four in the crater, how about we change the plan and only build three there? Instead of building one on the northern tile in the near or far future (depending on a poll?), how about building one on the NE tile? That way we could also get an extra energy (if it doesn't get lost to inefficiency at least - should test that).

    That's very odd. Perhaps they're trying to use a little psych ops to try to make us curious about what is going on so that we'll end up buying the commlink.
    A few hours ago I sent a PM to GeoModder telling the problem and asking if they can stop that window appearing. I hope this was allowed. He said he'll tell his team but can't give any promises. So based on that response it seems they are indeed doing something they can control which causes the window to appear.
    My guess is they're testing what techs we have by pressing on "Offer all tech" in the diplomacy window. I check that by clicking on "Share tech" which gives the list, but without any tech offer appearing in the diplomacy window. Perhaps I could tell this other method to GeoModder? Or should I keep silent, so we know when they're checking us out?

    BTW, just to clarify, Ogres get +1 police power, do they not? That means, theoretically, we could police 4 units in a single city.
    Indeed.

    As for Chiron Knights and Fiona, I would suggest getting them back to the homeland as quickly as possible.
    Re Chiron Knights, does that mean you'd prefer not to go after that pod on the fungus (visible on the screenshot here)?
    (Either's fine with me - just checking if you're aware of the pod as you can't open the turn to see)
    Contraria sunt Complementa. -- Niels Bohr
    Mods: SMAniaC (SMAC) & Planetfall (Civ4)

    Comment


    • For a next crater base though, since we've got so many other possible base locations we'd like to colonize and since it would thus take ages before we could build four in the crater, how about we change the plan and only build three there? Instead of building one on the northern tile in the near or far future (depending on a poll?), how about building one on the NE tile? That way we could also get an extra energy (if it doesn't get lost to inefficiency at least - should test that).
      Excellent suggestion! And we'd be guaranteed that that base would get planted in 1 turn. I just think that turn advantage alone puts it far above the Rio Grande Delta option at this point. Plus, this base would have 2-2-2 in the base square and likely a 2-2-1 square to work right from the start, plus a scout patrol can skip between it and SC3 in just one turn, which makes this city's defense much easier than defending the Rio Grande Delta base.

      Eventually, as in, maybe another 6 years down the road, I am all for the Rio Grande Delta base. But i just don't think getting another west coast base is urgent enough to compensate for the increased transit time for the CP, and for the fewer resources that such a base would harvest compared to the crater base, which could perhaps name "Fort Buster". And I also think a poll on the idea would be a great idea.

      A few hours ago I sent a PM to GeoModder telling the problem and asking if they can stop that window appearing. I hope this was allowed. He said he'll tell his team but can't give any promises. So based on that response it seems they are indeed doing something they can control which causes the window to appear.
      I think that was a good idea. My guess is that either:
      A) They are checking what techs we have, and this is merely accidental, or
      B) They are doing this on purpose for some odd reason.
      I'd say we've contacted them enough about it. If it continues to happen, we'll know that they are doing it on purpose. If it stops, then either they realized their mistake due to our inquiry, or they decided to abort this possible psychological operation. No need to tell them about the other method.

      Re Chiron Knights, does that mean you'd prefer not to go after that pod on the fungus (visible on the screenshot here)?
      Ah, there's a pod? Cool. Well then, if you think popping it is a good idea, then go for it! But just remember, because it is in fungus,
      1: There's a good chance it'll be a bad pop (MW, something else wierd)
      2: If it is MWs, then Chiron Knights won't be able to attack in the same turn due to the fungus. It would probably win anyway, or it could probably disengage, but we won't get any ECs from it. And try to keep the ogre out of any absolutely unnecessary MW combat.
      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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      • I read the update in the turn reporting thread. That's a pity about SCC Invincible getting that badly damaged. Although, at least it is still alive. And you said that there's a base radius near? I propose we quickly check that out before repairing. If it's a human faction, delaying our repairs would be well worth 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


        • Originally posted by Zeiter
          I read the update in the turn reporting thread. That's a pity about SCC Invincible getting that badly damaged. Although, at least it is still alive. And you said that there's a base radius near? I propose we quickly check that out before repairing. If it's a human faction, delaying our repairs would be well worth it.
          Okay, I'll move SCC Invincible SW-S then, to avoid popping that pod and possibly getting another IoD. (See map thread for screenie)

          Though I think it might be Lal we'll see, and not a human faction. I remember we didn't see the Hive's base radii until we actually met them. So this would mean, because we now do see a base radius, it has to be a base of a faction we've met. Having already located Yang and Zak, that only leaves Lal.

          From the seventh base location thread:
          Edit: Here's another idea: If we go for the green proposal, that would give us time to pre-road the way to the yellow proposal
          Time to plan our factional road network in other words!
          In the past there have been made some proposals for our road network, but that was already a while back, so I can't find back the pictures. Therefore here's another screenshot with a possible road layout. Looking good or suggestions for changes?
          Attached Files
          Contraria sunt Complementa. -- Niels Bohr
          Mods: SMAniaC (SMAC) & Planetfall (Civ4)

          Comment


          • Though I think it might be Lal we'll see, and not a human faction. I remember we didn't see the Hive's base radii until we actually met them. So this would mean, because we now do see a base radius, it has to be a base of a faction we've met. Having already located Yang and Zak, that only leaves Lal.
            Ah, I didn't know that. Good point. Well, if that is the case, then I guess making contact with that base really isn't all that urgent, and we should let SCC Invincible repair first. (although what would the chances be of Lal signing a pact with us and letting us repair in one of his bases? Yeah, probably wishful thinking.)

            And that road network is exactly what I was thinking.
            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


            • road network looks good. And I vote to have Invincible begin repairing. Then we check the base radius- just in case. And settling in the crater before the west coast looks good.

              I don't see such a high priority on the west coast. that will mainly be used later as staging ground for operartions (probe and military) against university and peacekeepers. though we do want to get to probing them soon.

              Comment


              • BTW, what ever happened to the plan for trying to get Lal to loan us ECs? How about we try that again next turn. And, actually, we could go ahead and see if Zak wanted to loan to us too. Or, at least we could check that possibility. I don't see any harm in that.
                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


                • during the turn before last, I did a test, and Lal said he had no credits to loan us.

                  Comment


                  • Midturn Battle Report MY 2132

                    • Angel diplomacy window didn't pop up.
                    • Olympus Academy completes probe team. Production set to formers. Probe team moving towards Gythium Harbour, where the transport will be completed next year.
                    • Chiron Knights popped the unity pod on fungus and got an alien artifact!!! We've been having an extraordinary streak of good luck with the minerals bonus, artifact, second ogre and second artifact.
                    • Fiona, Rolling Thunder (next to pod) and first artifact moving home.
                    • Tomcat-2 tried to move to the mineral bonus tile, but failed this turn. It's now in OA, so it'll certainly get there next turn.
                    • The new scout patrol from SC2 meant for garrison duty in OA isn't necessary yet this year, so I let it upgrade morale to commando (+) at the monolith between OA and SC1.
                    • SCC Invincible repairing.
                    • R-112 moving further north. I guess eventually we should run into a Hive unit, and hopefully Yang will ask us to withdraw. I fear if we would ask him to withdraw, he could declare vendetta.
                    • Issues remaining:
                      Tomcat-1 (which finished cultivating the crater farm near SC2 last year), what should I do? IIRC it was suggested to move it to the central crater tile, but was it supposed to build a road or farm?
                      Would it be allowed to hurry the SC3 CP for 10 credits? Production of SC3 can be boosted to 6 minerals by switching the SC3 and SC4 workers, so that only leaves 4 minerals that would need to be hurried. Another advantage is that Warwag would no longer be needed for garrison duty the next two turns, so it could rush to the SC2 monolith and get an upgrade to elite, which IIRC Zeiter wanted asap.

                    I can finish the turn in some 20 hours. Friday my vacation job ends, so I'll be free (and rich ) again to play the turn more quickly.
                    Attached Files
                    Contraria sunt Complementa. -- Niels Bohr
                    Mods: SMAniaC (SMAC) & Planetfall (Civ4)

                    Comment


                    • Tomcat-1 (which finished cultivating the crater farm near SC2 last year), what should I do? IIRC it was suggested to move it to the central crater tile, but was it supposed to build a road or farm?
                      I suggest a farm. We need have a good square for the new crater base to work.

                      Would it be allowed to hurry the SC3 CP for 10 credits? Production of SC3 can be boosted to 6 minerals by switching the SC3 and SC4 workers, so that only leaves 4 minerals that would need to be hurried. Another advantage is that Warwag would no longer be needed for garrison duty the next two turns, so it could rush to the SC2 monolith and get an upgrade to elite, which IIRC Zeiter wanted asap.
                      Good ideas. I say yes to the hurry, yes to the worker switch, yes to the monolith upgrade. Our army of elites is swelling.
                      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


                      • Ah great! Quick reply!

                        Seeing that with our current somewhat low activity level it seems unlikely three other people would vote for something else, I'll already finish the turn.
                        Contraria sunt Complementa. -- Niels Bohr
                        Mods: SMAniaC (SMAC) & Planetfall (Civ4)

                        Comment


                        • Midturn Battle Report MY 2133

                          • SC3 CP and GH transport production finished and now set to respectively another CP in SC3 and a scout patrol in GH (placeholder - mineral prodcution is 2, so we have four turns to decide what to do based on what needs arise the next few turns).
                          • R-112 tries to move north but bounces on the fungus. That bouncing still revealed some squares though: Monsoon Jungle spotted.
                          • Transport with probe team sent off to Great Collective.
                          • SC3 CP moved to its base founding location.
                          • Second southern alien artifact, Chiron Knights and Fiona moving home.
                          • How about hurrying SC2 former production with 3 credits (one mineral)? That way the unit can be finished next turn.
                          • Rolling Thunder popped the unity pod and is now surrounded by four mind worms. Toast in other words as there's no way to flee. By attacking a worm we can get some credits, but as IIRC a rover that has attacked in its turn can no longer retreat when then attacked by another unit, that's no option either. Theoretically Shinsengumi could drive out of SC1 and attack the southern mind worm, thus opening a retreat route, but Shinsengimu would have to attack at 1/3 strength, meaning the battle odds would I think be only 1.37 against 1.75. Unless people are willing to take that big risk, we have to plan for losing Rolling Thunder and prepare an effective strategy to defend against the worms / maximize planet pearl harvesting the next (few) turn(s).
                            For that purpose the following units can still be moved:
                            - our first alien artifact
                            - Tomcat-2 former. It can for the moment no longer move onto the rocky minerals. How about building a road on (60.18), the tile east of SC2, instead? Or something else?
                            - Shinsengumi, stationed in SC1. It could possibly attack the southern mind worm as stated above, or it could for example move to OA, and wait there to attack a possible mind worm in reach next turn.
                            - SC2 scout patrol, currently located between OA and SC1. If Shinsengumi would move to OA, the scout patrol could garrison SC1.
                            - Warwag: still move to the monolith to become elite, or move straight to OA? If we'd choose to become elite, the unit could with its extra movement point still attack a mind worm just outside OA. If we'd choose to forego the morale upgrade and follow Eurotas up to the square SW of OA, the unit could also attack (with 2/3 strength) a worm on (64.14), NE-NE of OA. (Though that could also be done by Shinsengumi if we moved it to OA this turn.) What to choose?
                            - Rolling Thunder itself. If we attack a worm, which one? Those closest to OA, so that base is less likely to get an unfriendly visit? Or rather those furthest from OA, so our other units have a shot at killing a few other worms too next turn?
                            - Some suggested unit rehomings so we don't have to pay support costs: Ogre moves from SC2 to GH. The GH scout patrol moves the opposite direction and rehomes to SC2, thus removing the GH support costs. Tomcat-2 rehomes to OA which is currently supporting only one unit. The SC2 scout patrol could rehome to SC1. Provided Rolling Thunder is defeated, SC2 then wouldn't need to pay support costs either when Tomcat-4 would be finished next year.
                            At least one consolation is that Rynn and Googlie are currently undergoing an experimental gene rejuvenation therapy (based on data found in the thousands-years old organic parts of our Ogres), so they will still live even if their unit would die bravely in battle.
                          Attached Files
                          Contraria sunt Complementa. -- Niels Bohr
                          Mods: SMAniaC (SMAC) & Planetfall (Civ4)

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                          • Screenie of the situation.
                            Attached Files
                            Contraria sunt Complementa. -- Niels Bohr
                            Mods: SMAniaC (SMAC) & Planetfall (Civ4)

                            Comment


                            • Originally posted by Maniac
                              Midturn Battle Report MY 2133

                              [*]Rolling Thunder popped the unity pod and is now surrounded by four mind worms. Toast in other words as there's no way to flee. By attacking a worm we can get some credits, but as IIRC a rover that has attacked in its turn can no longer retreat when then attacked by another unit, that's no option either.
                              Bad luck, but let's make the best of it. For what it's worth, my advice is to cash in on the MW's. If you are sure that RT cannot retreat next turn if it attacks - attack one of the further mindworms so it won't get away. Then move the Shin and Warwag up to Olympus Academy and prepare for action.

                              Don't send Shinsengumi out on a crazy suicide mission to save RT...

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                              • ...a scout patrol in GH (placeholder - mineral prodcution is 2, so we have four turns to decide what to do based on what needs arise the next few turns).
                                How about a 2-1-4 foil explorer? It should still be 2 min rows, I believe. Some wanted another west coast base so that we could get another foil out there exploring to the west. Since we opted for the third crater base instead, we could go ahead and produce that next foil at GH.

                                How about hurrying SC2 former production with 3 credits (one mineral)? That way the unit can be finished next turn.
                                Sounds good.

                                Rolling Thunder popped the unity pod and is now surrounded by four mind worms.
                                Retreat will not be possible. Just slay one of the worms (I suggest either the northern or eastern one. BTW, is that northern worm an ordinary worm? What's up with the different graphic?) and hope for the best. Meanwhile, get nearby units ready to face the oncoming worms.

                                As for where to move certain units:

                                1st AA: Just get it safe and secure in OA this turn. Next turn we can either move it to SC1 or SC2.

                                Tomcat 2: Road idea sounds great.

                                I agree, move scout patrol to SC1 and shinsengumi to OA.

                                Warwag: Move it to the monolith this turn. Next turn it will be in range to handle any worms that approach OA thanks to its extra move.

                                All of the re-homing ideas sound great.
                                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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