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MY 2158 Planning Thread

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  • #31
    If you think that the argument that the Modo Doctrine extends from pactmate bases as well will hold up diplomatically with the Morganites, then go for it. I suppose it would be nice to make sure that ship doesn't harass our coasts anyway.

    What's got me really worried is the prospect that the Morganites could feasibly acquire the CDF. And then there's the possibility of a 3 vs. 1 developing, which seems to be becoming more likely each turn, judging from the Gaian's recent overtures. And now there's the fact that the Morganites have contacted the others.

    We must not delay too long in launching the second and final assault on Morgan after the inital raid. We need to complete our domination of Morgania before the Gaians or Angels can meaningfully intervene.
    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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    • #32
      Hmm

      Something wierd happening - i can't move half of the units (eg, the colony pod outside Argos, nor the trannie approaching it
      Last edited by Googlie; February 5, 2005, 01:53.

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      • #33
        Originally posted by Maniac
        The synthmetal sentinels of Tegea Harbour has disappeared (causing a drone riot on top of it ). Caused by the University scrapping their unit design I guess?? - weird bug
        Hmm indeed - I started that turn with a riot, but that was only 'cos the scout was out destroying the road - now I'm showing policed citizens (but fake drones in the screen readout - but not with the psych pic)
        Attached Files

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        • #34
          Hmm - and while I was able to move the Invincible and pop the pod on the Gaian coastline, I couldn't move the new cruiser at Messena
          Last edited by Googlie; February 5, 2005, 01:55.

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          • #35
            (don't get too excited by this as I seem to have a buggy turn, with half the units unable to be moved, so may have to replay it, but I did pop a missile speeder completion .................)
            Attached Files

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            • #36
              As the midturn.sav a few posts above seems to be OK, I've suggested to Drogue that someone else takesd up the turn from there and plays it out.

              I think the problem I'm having is with the "wait" command that puts a unit to the end of the unit cycle for movement - with me it seems to be reading it as a "turn complete" action.

              I tried a reload of the save, and repeated my previous actions that did work (loading R-112 onto the Pegasus, the probe team at MT reboarding the Mercury-class cruiser transport, etc) but a new set of frozen units appeared - all the formers and crawlers had "turn complete" against them even altho I moved none.

              Yjis is reminiscient of the turn a few weeks ago when jtsisyoda commented on a Sparta reload, although there was none.

              It's looking like I need to uninstall and re-install smac/x

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              • #37
                I hope the midturn save IS ok, and we can get on with it.

                Maniac, I think the Amphibious Infantry without armour (1 defense) is a brillant idea. But anything that goes inland needs to be either extremely fast, or well defended (Plasma). Armoured Rovers don't seem very useful, except if from pod pops. I don't think we can afford the cheapest units, except as support. Plus, it wouldn't be very Spartan to use less sophisticated tools.

                As to the question, which ones to build, I'd say the ones better timed to our production. Meaning, whatever the given base does more efficient (wasting less Minerals without rushing).
                Seriously. Kung freaking fu.

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                • #38
                  Considering the Morganite foil, I'd say: "Kill it!"

                  My case:
                  1) We don't need any excuse or explanation to give for that: we are in vendetta! Our message then could be "Seeing that you seem reluctant to give us the right price for the SCC Hunter, we have decided to pay us directly on your ships until we feel satisfied." Thus, they'll think we only threaten their fleet and want to rule the waves." It can also serve to show Gaians and Angels ( provisionally) that we only want a just compensation that the Morganites deny us.

                  2) It may be only a laser synth foil, but money is not a problem for them and we could suddenly find it upgraded to gatling-plasma steel.

                  3) Nonobstanding the PTS raid and its success, what will that foil do? It can destroy our most valuable land improvements within fire range, forcing us to divert a vessel to chase it. It can wait and force our cruiser to stay with our transport.

                  That's my vote.
                  From hell's heart I stab at thee; for hate's sake I spit my last breath at thee. Ye damned whale!

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                  • #39
                    Originally posted by vishniac
                    1) We don't need any excuse or explanation to give for that: we are in vendetta! Our message then could be "Seeing that you seem reluctant to give us the right price for the SCC Hunter, we have decided to pay us directly on your ships until we feel satisfied." Thus, they'll think we only threaten their fleet and want to rule the waves." It can also serve to show Gaians and Angels ( provisionally) that we only want a just compensation that the Morganites deny us.
                    This is brilliant in it's simplicity.
                    Seriously. Kung freaking fu.

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                    • #40
                      Those are very good points vishniac, nicely put, but I am not so sure any more. I think the primary concern right now is whether or not the PTS raid will succeed. Would the Junta agree?

                      I am honestly beginning to think that not attacking the foil is the best chance we have for this. The less noise we make right now, the better our chances of arriving unannounced. And let's face it, if they figure out our plan, then the raid will fail.

                      So I would seriously consider trying to dodge the foil...

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                      • #41
                        So would I be correct to summarize Googlie, Modo and Vishniac are in favour of destroying the Morganite foil, while Zeiter and Snoddasmannen are against? I'm also tending towards dodging the foil, but I guess I'll abstain to prevent an even vote.
                        Contraria sunt Complementa. -- Niels Bohr
                        Mods: SMAniaC (SMAC) & Planetfall (Civ4)

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                        • #42
                          I'm for killing it, giving the explanation vishniac proposed.
                          Seriously. Kung freaking fu.

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                          • #43
                            I say "Kill it" - we're Spartans, after all. It threatens us, so we remove the threat. That's what force projection is all about (to quote our Admiral, Commander Primus Pilus)

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                            • #44
                              Target destroyed.

                              Here's the updated turn report.

                              MY 2158 Midturn Battle Report



                              Foreign actions
                              • The Corporation steals Superconductor from the Hive. Yang declares war in response.
                              • Lal trades SFF to the University in exchange for Optical Computers. Then Zakharov was more than willing to provide us with SFF.

                              Build orders
                              • Note most of these can still be changed next year without mineral loss. So they're more placeholders.
                              • Olympus Academy trains Missile Infantry.
                              • Fort Liberty starts training a hoplite - necessary for guarding the new base soon to be founded with the FS CP.
                              • AU, GH, FS, MT, VV, RG production set to a crawler.

                              Army
                              • Moved road-pillaging scout back into Tegea Harbour, thus quelling incipient drone riots there.
                              • Rolling Thunder II moves toward Minas Tirith.
                              • Skanky's Sileni rehomed to Tegea Harbour, as a support slot came free, after the synthmetal sentinels decided to join the Peacekeeper colony mission, and therefore disbanded themselves.
                              • I've switched a GH and SC1 hoplite's position (for a possible rehoming I've been thinking about next year to reduce SC1's mineral output to zero and boost GH ones instead)

                              Navy
                              • Moved Mercury into Climatic Research bay and loaded Task force, anchoring for the night in the fungus 4 tiles east of CR - next to a Morgan skimship. SCC GeneralTacticus joins the Mercury in its position and destroys the foil. SCC GT's health is 70%.
                              • Moved Pegasus adjacent to R-112 - R-112 leaves the Hive probe team alone and boards the Pegasus - Pegasus moves a bit south with its two remaining movement points.
                              • Messenan Laser cruiser pops pod and unfortunately only gets swept away by a tidal wave. The cruiser then explores the neighbourhood a more.
                              • SCC Hermes picks up the colony pod and hoplite near Argos and moves to the designated base location.
                              • Unity foil goes to pick up the supercrawler.
                              • SCC Invincible pops Unity pod and gets 75 credits. No materials pod, but still good of course.
                              • New VV CoastGuard moving to join the laser cruiser (IIRC that unit didn't have any other planned orders)

                              Engineering Corps
                              • OA's crawler now works the minerals mine to the north, and the worker has been reassigned to the regular mine
                              • Tomcat-MT orders cancelled, moving safe north.
                              • Tomcat-SCW1 starts constructing sensor array.

                              Crypteia
                              • Disco Volante moved 9 tiles south of 2Nuts, readying for rounding PK's Temple Cape en-route to Angels' Heaven.
                              • GH transport cruiser moves to MT, picks up the probe team and drops it next to the Hive units. Both probe teams then (re)board the transport cruiser and set sail for Great Collective. The trannie can still revert course next year if no one likes the plan (nobody reacted on the suggestion).
                              • Holy ****! Wanting to move the transport cruiser through the fungus, as that was the shortest route to Great Collective, I discovered the SCC Hunter hiding there! Unfortunately neither probe team in the trannie has MPs left, so therefore I'd suggest the sad course of action to attack the Hunter with the Coastal Guard. If we dont, chance is Morgan will strike at us next year and eg kill our transport, certainly now we killed their other foil. odds for victory are 11 to 7 per battle round in our favour.
                              • Probe team in Climactic Research moved to join the UoP CP.
                              • FL Crypteia moving towards Mendelev College.

                              Other
                              • Fort Superiority's Colony Pod moved NW to err.. somewhere. New AU hoplite follows it.
                              • Fort Superiority crawler hurried with 3 credits.
                              • Sparta Command Cryptiea hurried with 2 credits.
                              Contraria sunt Complementa. -- Niels Bohr
                              Mods: SMAniaC (SMAC) & Planetfall (Civ4)

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                              • #45
                                Let's not forget the turn itself of course!
                                Next post will contain a screenie with the Hunter.
                                Attached Files
                                Contraria sunt Complementa. -- Niels Bohr
                                Mods: SMAniaC (SMAC) & Planetfall (Civ4)

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