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  • MY 2157 Planning Thread

    I've played a 2157 turn with the updated simulator, so here are a few suggestions based on it:


    I apparently forgot to put stockpile energy in the build queue in Tegea Harbour. Meaning production will immediately start on a new Crypteia next turn. So if we want to produce something else, we should not forget to change it.


    The sensor array on the Eurotas will already be finished next year, and two formers will be free for other duties. What should they do?

    The crater forest near FB will be finished. Should we move the RG 3-1-0 farmer towards the new 1-3-1 forest?

    Fort Superiority: should we move the 3-0-2 worker to the monolith? Then we produce one less nut, but more minerals and an extra credit due to the stockpile energy bug next year. FS now produces 21 mins though, while 20 is the maximum effective amount this year: 1O mins remaining to complete the CP, and only 10 mins can be forwarded to the next production item. Therefore I'd like to suggest to move Spartan Kel to Fort Superiority and rehome it to that base, thereby using up that extra mineral for support. To compensate for garrison purposes, we'd need to move the SC2 elite hoplite to Fort Liberty.

    MY 2158 Sector Craterwest will grow to size 3. To prevent drone riots or having to appoint a doctor, may I suggest moving Shrek from SC4 to SC3? This would of course mean we'd have to turn the SC4 forest worker into a doctor instead, but since that worker is less productive than SC3's workers, it matters less. To compensate for garrison purposes, a SC3 hoplite would have to move to SC4.


    To hurry a transport cruiser in Gythium Harbour with the crawler nearby:

    1. Go to the unit workshop and design some unit with plasma armour.
    2. Set production in Gythium Harbour to that unit.
    3. Cash in the nearby crawler to hurry the unprototyped unit with 30 minerals.
    4. Go back to the unit workshop and retire the unit design you created a minute ago.
    5. GH production has now been reset to "stockpile energy". You can now change production to anything you want (in our case a transport cruiser), still keeping the # of minerals you had before retiring the unit design.
    6. Additionally hurry GH transport production with 2 minerals (5 credits), so it'll be finished next year.

    Change the SC2 2-1-0 worker to the now free 1-2-2 river forest (after the crawler has been cashed in).

    New FB crawler: move to (55.19) in preparation for hurrying GH production MY '58.

    What to do with 2NS' supercrawler?
    Contraria sunt Complementa. -- Niels Bohr
    Mods: SMAniaC (SMAC) & Planetfall (Civ4)

  • #2
    Re: MY 2157 Planning Thread

    Originally posted by Maniac
    I apparently forgot to put stockpile energy in the build queue in Tegea Harbour. Meaning production will immediately start on a new Crypteia next turn. So if we want to produce something else, we should not forget to change it.
    I suggest a crawler, to work that mine at 1:21. freeing the worker to work a forest tile giving food and minerals

    The sensor array on the Eurotas will already be finished next year, and two formers will be free for other duties. What should they do?
    Hmmm - I'm showing 2 turns to complete for all 3 formers working on the sensor. But when they are done, I suggest they move northwest and put a forest on 56:18 - that can be worked by all 4 bases, FB, GH, Cratersouth and Citadel, as needed

    The crater forest near FB will be finished. Should we move the RG 3-1-0 farmer towards the new 1-3-1 forest?


    Fort Superiority: should we move the 3-0-2 worker to the monolith? Then we produce one less nut, but more minerals and an extra credit due to the stockpile energy bug next year. FS now produces 21 mins though, while 20 is the maximum effective amount this year: 1O mins remaining to complete the CP, and only 10 mins can be forwarded to the next production item. Therefore I'd like to suggest to move Spartan Kel to Fort Superiority and rehome it to that base, thereby using up that extra mineral for support. To compensate for garrison purposes, we'd need to move the SC2 elite hoplite to Fort Liberty.
    A good solution. As this would free up a support mineral at AU, would you suggest moving a forest worker onto a farm/mins tile there - 79:13 - (to get the post CP population/food ratio in balance) or would you suggest rehoming the Vlad or Sparta Command unit to free up a mineral in their respective current home bases?

    MY 2158 Sector Craterwest will grow to size 3. To prevent drone riots or having to appoint a doctor, may I suggest moving Shrek from SC4 to SC3? This would of course mean we'd have to turn the SC4 forest worker into a doctor instead, but since that worker is less productive than SC3's workers, it matters less. To compensate for garrison purposes, a SC3 hoplite would have to move to SC4.


    To hurry a transport cruiser in Gythium Harbour with the crawler nearby:

    1. Go to the unit workshop and design some unit with plasma armour.
    2. Set production in Gythium Harbour to that unit.
    3. Cash in the nearby crawler to hurry the unprototyped unit with 30 minerals.
    4. Go back to the unit workshop and retire the unit design you created a minute ago.
    5. GH production has now been reset to "stockpile energy". You can now change production to anything you want (in our case a transport cruiser), still keeping the # of minerals you had before retiring the unit design.
    6. Additionally hurry GH transport production with 2 minerals (5 credits), so it'll be finished next year.
    - same procedure as we did with the GeneralTacticus

    Change the SC2 2-1-0 worker to the now free 1-2-2 river forest (after the crawler has been cashed in).

    New FB crawler: move to (55.19) in preparation for hurrying GH production MY '58.

    What to do with 2NS' supercrawler?
    Hmm - we don't want to send it anywhere unescorted lest Yang intercepts it (altho it'd be safe from any single mindworm if we sent it thru the fungus)

    I suggest we let it work the second nut tile (to the northeast) until the Hermes drops off the colonypod at the Manifold Nexus site and can return to 2NS to pick up the crawler.

    Another question is what to put in 2NS's next build, before popping that pod with the Hermes. Do we need another supercrawler? or maybe a trance syntharmored cruiser probe? Or, in anticipation of a Yang attack, maybe an Impact Skanky? Or perhaps even an armored rover former that we can add fungitanks to when we get SFF from Lal

    Talking of whom, do we want to bribe him to declare Vendetta against Morgan, to deny them the commerce income? (they get 7 ec's per turn from the PK's). Or would that be too obvious (conversely, they might think that it is as a result of their Vendetta with Zak, as he is slaved to Lal - assuming that they haven't kissed and made up this turn)

    Comment


    • #3
      Re: Re: MY 2157 Planning Thread

      Originally posted by Googlie
      I suggest a crawler, to work that mine at 1:21. freeing the worker to work a forest tile giving food and minerals
      - and that crawler could also be converted into a military unit if needed.

      I suggest we let it work the second nut tile (to the northeast) until the Hermes drops off the colonypod at the Manifold Nexus site and can return to 2NS to pick up the crawler.
      Sounds good. One problem though is that the base would then grow faster than we can build a second garrison. So we'd probably need to do some hurrying in a few turns.

      Talking of whom, do we want to bribe him to declare Vendetta against Morgan, to deny them the commerce income? (they get 7 ec's per turn from the PK's). Or would that be too obvious (conversely, they might think that it is as a result of their Vendetta with Zak, as he is slaved to Lal - assuming that they haven't kissed and made up this turn)
      Would be great if it worked. One problem with contacting Lal though now seems to be that he asks a tech every time we contact him. So if now give OptComp to contact him and 150c to declare war on Morgan, we'd probably have to give Doc:Ini MY '58 when contacting him, and then have nothing left to trade for SFF.
      So I'm thinking, if we want to get SFF, perhaps we have no other choice than to not contact him MY '57, so we still have something to give for SFF the year after.
      Which brings me to a question, if we had the choice to give either Doc:Ini or a bunch of cash in exchange for SFF, what would we prefer?
      Contraria sunt Complementa. -- Niels Bohr
      Mods: SMAniaC (SMAC) & Planetfall (Civ4)

      Comment


      • #4
        Which brings me to a question, if we had the choice to give either Doc:Ini or a bunch of cash in exchange for SFF, what would we prefer?
        If the PTS raid is still possible, then I would say Doc:Ini. The other factions will already be at such a military disadvantage to us after such a raid that a Morgan cruiser or two won't be able to hurt us much. We can use the cash to build a mop-up army quicker. If the PTS raid is impossible, then we might want to keep that tech to ourselves to use as a strategic advantage. It all depends on the amount of cash I guess.

        Oh and the turn is posted! Someone open it and tell me what's going on

        Comment


        • #5
          Re: the PTS raid - the Morganites have apparently been lulled into a false sense of security as we've planned, so wrt the raid is a go from me. I'm worried about the interfactional repercussions, mainly from the Gaian end, and I think we have to stand ready for a vendetta from them and possibly the Angels. Morgan should be crippled enough by the blow, and while we deflect Gaian/Angel attacks, we should mop up Morgan before they can become a real problem.

          A few WW2 parallels spring into my mind, but unsettlingly we are Germany in all of them.
          Cake and grief counseling will be available at the conclusion of the test. Thank you for helping us help you help us all!

          Comment


          • #6
            I'll open the turn in a minute.

            Re: the Gaians - all the more reason, IMO, for us to get them infiltrated asap. No-one commented on my question of whether we should put a build in 2Nuts of a cruiser probe or a Hive-ready offensive unit.

            I think we need an 8-tile trance armored cruiser probe built there (if we get a goodies completion podpop)

            Comment


            • #7
              OK - first notes re the 2157 turn:

              We are still just at war with Yang and Morgan.

              Morgan has emptied the Diplo box (ie, withdrawn the Treaty offer and the 8 ec's offer)

              Morgan is still building formers, colony pods and rec tanks, with one plasma boat at Mussels (8 turns) and a couple more defense attorneys

              The mindworm is still outside MT - I'll go ahead and kill it with RT2 - and I'll move the Pegasus thru the fungus in the channel towards R-112 (btw, it might have been the 'Peg that the Gaians were complaining about, and not the Invincible)

              Comment


              • #8
                Hmm - after 1 of its 5 mps, the 'Peg encounters a pod - I suggest we pop it, as we have enough left to retreat if unfriendly.

                Question, though. What to put in Minas Tirith (the nearest base) in case we pop a completion goodie? Another trance armorered cruiser probe? (for infiltrating the Angels?) An armored impact rover (that we can upgrade to missile next turn after we get SFF from lal?) for a Yang offensive to get those 3 bases on "our" homeland continent?

                (And there's that Gaian cluster of Units that Maniac mentioned being there last turn - that's a single unit - spore launcher - just south of the Peg, heading to join its buddies to the north)
                Attached Files

                Comment


                • #9
                  Whetever is the most expensive thing, that should be there for completion. If it doesn't complete, switch it back to the normal build planned earlier. Why do you guys keep asking about this obvious thing?
                  Seriously. Kung freaking fu.

                  Comment


                  • #10
                    Originally posted by Maniac
                    The sensor array on the Eurotas will already be finished next year, and two formers will be free for other duties. What should they do?
                    As mentioned, they won't complete until next year

                    The crater forest near FB will be finished. Should we move the RG 3-1-0 farmer towards the new 1-3-1 forest?
                    Or should we move FB's forst/min special worker there and work that now vacant tile with the new FB crawler (creates a 20 mins super base)

                    Comment


                    • #11
                      Abd if so, what to build there?

                      (The alternative would be to have it at 17 mins and Rio Grande up from 4 to 7)
                      Attached Files

                      Comment


                      • #12
                        Originally posted by Modo44
                        Whetever is the most expensive thing, that should be there for completion. If it doesn't complete, switch it back to the normal build planned earlier. Why do you guys keep asking about this obvious thing?
                        Well - the most expensive thing would be a super crawler - pretty useless for the next 30 turns until the next SP comes along (we have the CDF instabuilrt with 2 if ever we do get Int Int)

                        So it's more of a strategic question than otherwise it might be (same as cashing in AA's for an immediately useful tech versus hoarding them for SP builds a hundred years from now)

                        We could try for an instant Research Hospital - or Rec Commons or Recycling Tanks- or an impact Skanky.

                        I still like the crusier probes this way (versus building them) as they do give us fast transit to Angels and gaian lands, as well as quick in-and-outs to yang to steal whatever he researches

                        So it's not quite so cut and dried

                        Comment


                        • #13
                          Originally posted by Googlie

                          As mentioned, they won't complete until next year (the sensor array on the Eurotas)
                          Hmm - after putting all the other units on "wait" pending orders, I see that the sensor is indeed completed, so will now move the formers to build the forst as planned

                          2 moved, and commenced foresting, while the other got stuck in the river bed

                          Comment


                          • #14
                            Originally posted by Googlie
                            Abd if so, what to build there?

                            (The alternative would be to have it at 17 mins and Rio Grande up from 4 to 7)
                            Did you already move the crawler in the official turn? Then the plan to build a missile marine in Gythium harbour next year won't work anymore.

                            Hmmm - I'm showing 2 turns to complete for all 3 formers working on the sensor. But when they are done, I suggest they move northwest and put a forest on 56:18
                            How about just next to that, the already roaded tile between SC4 and GH? That way the formers won't have to use one or two turns moving to their location.


                            As for possible materials pods, a trance-armoured probe cruiser sounds good to me for Twonuts Strand. Though if Minas Tirith is closest, an impact trancesyntharmoured rover seems best IMO, as I guess the Hive would be most likely to knock on their door.
                            Contraria sunt Complementa. -- Niels Bohr
                            Mods: SMAniaC (SMAC) & Planetfall (Civ4)

                            Comment


                            • #15
                              Moves made to date:
                              • Mind worm destroyed by RT2
                              • Pegasus moved towards R-112 – encountered a Unity pod – awaiting instructions
                              • AU’s colony pod moved south to suburbs of Argos, for boarding Hermes
                              • Put crawler in production at Tegea Harbour
                              • Kel moved to and rehomed to FS, SC2’s Hoplite moves to FL.
                              • FS – 3/0/2 worker moved to monolith for 2/2/2, and with Kel’s rehoming, minerals are now an even 20
                              • SC4.s Shrek exchanged with SC3.s scout (SC4 already has a trance hoplite there) and SC4’s forest worker put on medical leave
                              • FB – moved forest (min special) worker to forest (crater) and put FB’s new crawler to work the vacated tile – creates a 20 mins super base at FB – put a crawler in production there for eventual hurring of GH’s next build
                              • GeneralTacticus and Mercury moved to hide in the fungus offshore Climatic Research at 6:6
                              • AA moved to SC2, en route to RG and the NN there
                              • 2 of the 3 sensor-building formers moved to 56:18 to build a forest there
                              All other units are on “wait’ pending discussion and orders

                              Midturn save attached
                              Attached Files

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