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2150: Pre-planning discussion and build/movement orders

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  • 2150: Pre-planning discussion and build/movement orders

    Some suggestions for discussion:

    When the Command Nexus is completed, scrap the command center in Santiago Citadel for 20 credits.

    In the MY 2149 endturn save, the third former on the RG rocky minerals tile has been put on alert instead of mining the square. Could this former be reactivated next year and be put to work still the same year?

    Sidenote for Googlie: I checked and my settings were to cancel unit orders with clicking on them. Still, last year I could reactivate the alerted MT hoplite succesfully at the beginning of the turn, but not the alerted SC2 hoplite or the former. Were you able to do that?

    Worker relocations

    Relocate the RG 3-1-0 worker to the 0-3-1 mineral tile. Growth will indeed always occur when the nutrient tanks are completely filled. Even when on the turn before growing you give the base an even or negative nut production.

    Relocate SC2 forest worker to 2-1-0.
    Relocate SC1 3-1-0 worker to the forest.
    Relocate GH 2-1-0 worker to the 3-1-0.
    Goal of these last three: SC1's nut tanks are completely filled, so high nut production is no longer necessary. Therefore SC1 can better work the 1-2-2 forest, as that base doesn't lose an energy to inefficiency.

    Unit rehomings

    Switch SC2 garrison (homed to GH) and a SC1 garrison, to prepare for a possible rehoming to GH of the SC1 garrison.

    FB production to a hoplite, to escort the SC3 CP.

    In case we'd want to concentrate support in SC4 and free up RG, which will soon become a highly productive base:

    Switch the FB hoplite (homed to SC4) and a RG hoplite from place.
    Switch the FB hoplite (homed to RG) and a SC4 hoplite from place. Rehome the RG hoplite to SC4.
    Switch the other SC4 hoplite to SC3. Replace it with a SC3 hoplite, to be rehomed to SC4.
    Contraria sunt Complementa. -- Niels Bohr
    Mods: SMAniaC (SMAC) & Planetfall (Civ4)

  • #2
    Re: 2150: Pre-planning discussion and build/movement orders

    Originally posted by Maniac
    When the Command Nexus is completed, scrap the command center in Santiago Citadel for 20 credits.
    (And we'll gain an extra credit per turn as the maintenance costs disappear)

    In the MY 2149 endturn save, the third former on the RG rocky minerals tile has been put on alert instead of mining the square. Could this former be reactivated next year and be put to work still the same year?
    OK (I don't know how it managed to get "On Alert")

    Sidenote for Googlie: I checked and my settings were to cancel unit orders with clicking on them. Still, last year I could reactivate the alerted MT hoplite succesfully at the beginning of the turn, but not the alerted SC2 hoplite or the former. Were you able to do that?
    I had no problem - either with the saved 2149 final turn, to reactivate them, or with re-opening the 2149 original turn

    Some other unit moves:

    In simulations, the Hunter, if it pops an IoD, has 10:7 ofdds and can kill the IoD, so I suggest that we go ahead and put another trance armored speeder crawler in SC4 and MT, and pop that pod
    Last edited by Googlie; December 6, 2004, 00:22.

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    • #3
      2150 turn underwat. Hunter popped a kelp field, so discussion of potentially 4 successive facs complete podpops was moot.

      Comment


      • #4
        2150 moves

        Special Projects
        • Command Nexus built. Scrapped Command Center at SC2
        • Speeder crawlers moved to Sparta Command – MCC opens next year

        Unit Moves
        • ‘On Alert’ Tomcat at RG’s minesite allocated to mine building. Mine completed. All 3 Tomcats changed to road construction.
        • RG’s worker moved to work the mine
        • RT2 1 x NE then 1 x N
        • Shinsengumi moved to Vlad – 3 rovers and Kel board Mercury, move offshore University base
        • Upgraded Warwag and Chiron Knights to Impact Speeder status
        • Invincible SW x 1 (by Gaian Former), S x 1 then SW x 2
        • Pegasus east to round the small peninsula
        • Hunter pops pod – uncovers kelp
        • CRV-112 S x 1 into forest
        • Crypteia to mine NE of OA (en route to Vlad to board Hermes))
        • Colony Pod to OA (en route to Vlad to board Hermes)
        • Hermes SW x 3 towards Vlad
        • Pholus Horsemen to monolith north of Sparta Command – upgrade to Elite
        • Returned Longstrider to same monolith for healing and en-route to Vlad for University probing
        • SC3’s colony pod to road between FB and RG,
        • Crypteia to RG (to tag along with the Colony pod for probe defense when the base is established)

        Worker relocations
        • Relocated the RG 3-1-0 worker to the 0-5-1 mineral tile.
        • Relocated SC2 forest worker to 2-1-0.
        • Relocated SC1 3-1-0 worker to the forest.
        • Relocated GH 2-1-0 worker to the 3-1-0.

        Unit rehomings
        • Switch SC2 garrison (homed to GH) and a SC1 garrison, to prepare for a possible rehoming to GH of the SC1 garrison.
        • Switch the FB hoplite (homed to SC4) and a RG hoplite from place.
        • Switch the FB hoplite (homed to RG) and a SC4 hoplite from place.
        • Rehome the RG hoplite to SC4.
        • Switch the other SC4 hoplite to SC3. Replace it with a SC3 hoplite, to be rehomed to SC4.

        Midturn save attached
        Attached Files

        Comment


        • #5
          Looks all great to me.

          Btw, great news! I could contact Lal in the midturn here attached, and he was willing to trade us High Energy Chemistry!

          After a HEC trade, should we try to sell him as many techs as possible that Zak (and besides Zak only us) also has for 25c a piece or instead refrain from doing so in order to prevent the other factions from ever obtaining them after we might have eradicated the University? (The previous assumption that all techs that Zak has quickly end up in Lal's hands don't seem to be true, so that's no longer a strong argument pro trading I guess.)

          Should we agree to a pact with him btw if he offers it?
          Personally I might be in favour, as it would still be a long time before we could possibly attack him. And we might even decide later to attack Morgan or Yang first instead of Lal.

          One question: if we'd be pacted with Lal, would he still declare war on us when we declare war on Zakharov?

          Even a one-turn pact might be advantagous though: we get infiltration for one turn. (Does he also get our map though? That would be less advantageous...)
          Contraria sunt Complementa. -- Niels Bohr
          Mods: SMAniaC (SMAC) & Planetfall (Civ4)

          Comment


          • #6
            What does Lal want for HEC - Ecol Eng? Do we want to risk Lal trading that to Morgan? Can we then sell HEC to Zak this same turn? (would allow us to update thru the workshop the 2 remaining Unity rovers to Impact)

            I don't think in PBEMs we do risk our map getting out via a Pact. (you can maybe check that by pacting with Zak then seeing if we see the PK map - or vice versa. IIRC we just see - if we pact with Zak - where his units have explored PK territory)

            I don't have a problem with a Lal-Pact (I don't see a Truce or Treaty between Lal and Morgan, suggesting that Lal refused to talk to them) so unless Morgan is out to infiltrate then techsteal from Zak, we'll have enough time to offer ecol Eng to Morgan for other considerations

            Should I go ahead and trade for HEC? and sign a Pact with lal?

            (and if I can sell HEC to Zak, maybe he'll covert that synthsentry at HQ to a plasma one, delaying its completion a turn, and letting us hit him while he has just 2 defenders there!!)

            Comment


            • #7
              Originally posted by Googlie
              I don't think in PBEMs we do risk our map getting out via a Pact. (you can maybe check that by pacting with Zak then seeing if we see the PK map - or vice versa. IIRC we just see - if we pact with Zak - where his units have explored PK territory)
              Just scenario tested it - we do get pactmmates' pactmates maps when we sign a pact

              So id we did pact with lal, we'd get a map of Arcadia (could update our sim maps - I've done it for the Uni, and am working on Morgan's, but that would let us get the elevations and rivers correct for Arcadia as well)

              But anyone infiltrating Lal would then get our maps - not so good

              Interesting. The above is true only if they pacted themselves with Lal. Infiltration or steal maps only gives them what Lal has explored (In single player, the AI will often offer you "I have a nice map of xxx's territory" - that has been removed from MP play in one of the subsequent patches)

              So the downside to pacting with Lal for that 1 turn is small - upside (maps of both lal and zak) is huge.

              I say we go for it
              Last edited by Googlie; December 6, 2004, 16:01.

              Comment


              • #8
                Things are looking good Googlie. Pity we didn't pop another supercrawler

                Originally posted by Googlie
                2150 moves[*]Pholus Horsemen to monolith north of Sparta Command – upgrade to Elite
                Are you by any chance referring to the Castor Horsemen?

                Comment


                • #9
                  Went for it. Traded Loyalty for HEC, and sold Secrets, Prog Psych and Ecol Eng for 25 ec's each

                  Then upgraded the remaining 2 rovers to Impact (as we couldn't do a battlefield one on one aboard the Mercury as it'll prolly be needed for the invasion)

                  Pacted with Lal (the new Arcadia maps are here

                  Funny thing, though - Zak now won't talk to us (jealous maybe )

                  Next turn, before invading, we should try and trade something to him for Env Econ

                  btw - Lal had the Unity Wreckage, so we now can pinpoint the HQ's of the other 3 teams
                  Attached Files
                  Last edited by Googlie; December 6, 2004, 16:56.

                  Comment


                  • #10
                    Originally posted by Snoddasmannen
                    Are you by any chance referring to the Castor Horsemen?
                    Ah - right (I searched every thread and couldn't find that name and logo you'd done!!

                    Comment


                    • #11
                      Turn finalized and sent
                      Attached Files
                      Last edited by Googlie; December 6, 2004, 22:10.

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                      • #12
                        Here's our finalized production for 2150-2151

                        MCC, a Crypteia, crawlers and Hoplites
                        Attached Files
                        Last edited by Googlie; December 6, 2004, 22:25.

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                        • #13
                          Here's the state of our armed forces - 2150
                          Attached Files

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                          • #14
                            LOL - I see from the table above that we've "lost" 1 Praetorian Guard!! (That's 'cos when I upgraded the 2 Unity rovers to impact, we lost the line for them so the "lost" unit (Rolling Thunder) attached itself to the new line for the Guard.

                            Just a note - on closing the turn, our scout from Minas Tirith got attacked by a mindworm - but survived

                            Comment


                            • #15
                              Do we have cash for upgrades? This looks like an awful lot of units in need of new weapons and armour...

                              WOW, two Battle Ogres? How did that happen?
                              Seriously. Kung freaking fu.

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