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  • #46
    They might also react in a very paranoid fashion. I would even expact that from the Gaians. Do we really need to risk it now?
    Seriously. Kung freaking fu.

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    • #47
      I'm still not convinced driving that rover to Gaia is such a hot idea, I'm with Modo on this one. But it is a long trip back home...

      How about using the veteran unity rover in Minas Tirith to do some fishing? It could escort the probe team for a while before they 'don the ol rubber boots and go swimming. Look, I made a screenie and everything How about taking the blue trip with the rover?
      Attached Files

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      • #48
        Just put one on the River, then move it back and forward. That is 6 or 9 moves, and what was the chance of finding a Worm again? Pretty good, methinks.
        Seriously. Kung freaking fu.

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        • #49
          That's a good idea, twinning the Rover at MT with the probe en-route to 2NS - give each other a bit of protection that way

          Haven't seen maniac for a day or so in the forums - I've e-mailed him for comments on the build orders, crawler rushes, and worker allocations

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          • #50
            Originally posted by Modo44
            Just put one on the River, then move it back and forward. That is 6 or 9 moves, and what was the chance of finding a Worm again? Pretty good, methinks.
            According to the survivalists guide, the chances are 1 in 9. The rover has 2 mp so it could move 6 times, but that would mean that it could happen to encounter a mw with less than an mp left, which could be dangerous. It would be safe to move 4 times though. Statistically that gives us a 37.6% chance of finding a worm, which would give 20 ec, ie an average of 7.5 ec per turn.

            Unfortunately we need to repair the rover every now and then, so that figure is probably rather generous. On the other hand, we may capture a worm, which would be very profitable.

            EDIT: Actually, there is even a 1/81 chance of finding two mindworms in the same turn
            Last edited by Snoddasmannen; March 2, 2005, 02:37.

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            • #51
              Originally posted by Snoddasmannen
              According to the survivalists guide, the chances are 1 in 9. The rover has 2 mp so it could move 6 times, but that would mean that it could happen to encounter a mw with less than an mp left, which could be dangerous. It would be safe to move 4 times though. Statistically that gives us a 37.6% chance of finding a worm, which would give 20 ec, ie an average of 7.5 ec per turn.
              We should use an Elite then.

              Originally posted by Snoddasmannen
              Unfortunately we need to repair the rover every now and then, so that figure is probably rather generous. On the other hand, we may capture a worm, which would be very profitable.
              Actually, no repairs will be needed. After the first Worm is found, the Rover can go off the Fungus. From this point on, the business sustains itself - for free. Remember, we do it for money, so every Worm stays where captured. I recommend using the cheapest Rover model we have, just in case.
              Seriously. Kung freaking fu.

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              • #52
                Originally posted by Modo44

                We should use an Elite then.
                An elite rover would have a 56.2% chance of finding a worm, generating an average of 11.2 ec per turn. Not bad, but personally I think we have better ways to use elite rovers right now.

                Originally posted by Modo44

                Actually, no repairs will be needed. After the first Worm is found, the Rover can go off the Fungus. From this point on, the business sustains itself - for free. Remember, we do it for money, so every Worm stays where captured.
                Not a bad idea. But unless we have any other use for the rover, it might as well stay in the fungus, fishing. There's plenty of room in the great fungal wall

                It would be nice to have a worm patrolling the Hive border, though we could just as well use a cheap noodle for that.

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                • #53
                  Originally posted by Snoddasmannen
                  An elite rover would have a 56.2% chance of finding a worm, generating an average of 11.2 ec per turn. Not bad, but personally I think we have better ways to use elite rovers right now.
                  If it is a Unity Rover, then no. It is only good for this duty until it gets upgraded. In fact, I would suggest building 2-3 more in other places, and letting them loose on Fungus. Once they get a Worm, they can be upgraded and moved to battle.

                  Originally posted by Snoddasmannen
                  Not a bad idea. But unless we have any other use for the rover, it might as well stay in the fungus, fishing. There's plenty of room in the great fungal wall
                  Yes, as long as it is not upgraded, that is the perfect duty for the Rover.

                  Originally posted by Snoddasmannen
                  It would be nice to have a worm patrolling the Hive border, though we could just as well use a cheap noodle for that.
                  As soon as one shows up, then sure. A Worm is less mobile anyway, so it could stay there and help against Yang.
                  Seriously. Kung freaking fu.

                  Comment


                  • #54
                    Some additional moves - haven't heard from Maniac, so I trust the insta-airforce gets his approval:
                    • Went ahead and executed the "Maniac Manoever" - XB-6's completed at OA and FB, and regular B-6's at RG and SC2
                    • To avoid paying any ec's I moved an FB worker from a 2/1/0 tile to a 1/3/1 forest tile, the latter vacated by a Rio Grande worker (surfeit of minerals even with an XB being produced) who I moved to a 3/1/0 tile
                    • Also moved an AU worker from a 2/1/1 tile to an offshore 3/0/1 tile (didn't need the extra mineral to complete the crawler there this turn)
                    I found a better way to solve Fort Soup's drone problem (and deal with an incipient probe problem as well):
                    • For 1 turn, I have set the sliders to 60/20/20 (12 income and tech in 84 turns). That lets me put one technician back to work if the other becomes a doctor.
                    • I moved the Ironholm worker off the 2/5/0 farm/mine tile to a 2/1/0 rolling farmland tile,
                    • Placed the Fort Soup converted worker there. Now only a 2 nut deficit - with 7 in the hopper. Next turn that stranded crawler will have its mps, so can get to work on crawling 2 nuts. As a result, FS has 23 minerals, enough to complete a slew of things in 1 turn.
                    • I opted for a longstrider (Zak is building a probe team at Climactic Research - completing in 2 years - and the last thing we want is for him to purloin Doc Air from us, thus almost guaranteeing that Morgan will have it in 2 or 3 turns)
                    • So next turn we can move the "guest" Crypteia at Climactic Research to Fort Liberty, leave Fort Soup's in place for a turn or two - until FL's new one is completed - then do a shuttle run until FS's one takes up residence in Ironholm. Then we'll have all our and the Uni's Arcadian bases covered by probe defenders. We can prolly rush FL's next turn (It'd be 52 to rush this turn, prolly 20 or so next turn, with only 5 of 10 mins needing to be bought)
                    • Also moved MT's Unity Rover out to the mine to join the Longstrider there, as per forum discussions

                    Here's the save with those moves executed:
                    Attached Files

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                    • #55
                      So here's the suggested production and completion schedule for our Glorious Federation:
                      Attached Files

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                      • #56
                        and we have 254 in energy credits in reserve - do we want to rush anything - or upgrade any units?

                        Some examples:

                        Upgrades:
                        • To upgrade the Invincible to missile, with syntharmor, would cost 110
                        • The Njord to a GeneralTacticus missile cruiser would cost 120
                        • Our ten 1-1-1 scouts to 1-1t-1 Hoplites would cost 100
                        • Our 3 Impact Infantrymen to Missile infantrymen would cost 120 ec's
                        • Our sole missile rover to an amphimissile speeder costs 110 ec's
                        • The 2 Coastguard Cutters to GT class missile cruisers would cost 240 ec's
                        • Our sole synthmetal guard (1-2-1) to a Hoplite Guardsman (1-2t-1) would cost 20 ec's
                        Rushes:
                        • 2NS Hoplite ...24 ec's
                        • V V's crawler ... 31
                        • Argos' crawler ... 27
                        • GH's crawler ... 28
                        • Iaca's Skanky ... 18
                        • Ironholm's crawler ... 27
                        • Messena's Hoplite ... 8 (not worth it, as it's not needed early)


                        (thus it'd be 165 to execute the rushes - with the exception of the Hoplite at Messena, which we don't need early)

                        (and in going thru the bases I changed MT's production to a Coastal Cruiser (from a Hoplite). Still time to change next turn without penalty, as it won't have completed its first 10 minerals next turn)

                        Comment


                        • #57
                          Sorry for being absent. During the week while I'm in Gent I'm rather busy and have less internet opportunity. As due to the Gaian and Morganite turnplay delay we no longer get the turn at the start of the weekend, I won't be able to comment as much during our 48 hours of turnplay.

                          That being said, I downloaded the first midturn yesterday, but didn't have the time to make any comments yet.
                          Turn looks great to me. While having a look yesterday, I just wrote down a few suggestions regarding worker placements. (I don't have the chance to look at the latest turn, so some of these suggestions may already be outdated)

                          May I suggest switching the Argonite worker back to the mine? That way we produce 4 mins instead of two mins and a nut (which we don't need to keep stable population).

                          If we don't act, Fort Liberty will riot next turn. May I therefore suggest turning the forest lumberjack into a doctor?

                          After founding the Manifold base, Argos and Arcadia University will each have a free support slot. To fill AU's one, how about rehoming the VV scout patrol in AU to AU?

                          May I suggest switching the OA 2-0-1 worker to the new mine on (64.18)?

                          I see the MT supercrawler still has 1,1/3 MPs left. Therefore, how about moving it a little further to the mine on (63.15)? (Unless of course that interferes with the plans for one of the new crawlers)

                          Messena only needs one more nutrient to fill its nut tanks, while it has a nutrient surplus of three. Unnecessary in other words. May I therefore suggest to move the RG 1-2-2 forester to the empty 3-1-0 farm? Messena can then work the forest. We produce 0.8 less labs this way, but two more nuts. (Edit: I guess this one is no longer possible or desired seeing a FB worker relocation has been done)

                          Skanky's Sileni in Iaci Base? Is that the planned production item? Just asking as I heard you mention building a CoastGuard cruiser there.

                          PS: two minor observations regarding unit naming. I see you named the laser cruiser design "SCC Minas Tirith". Shouldn't that be SCC Njord? IIRC the Minas Tirith is MT's coastguard.
                          Also, how about renaming the "SNC Mercury" transport design into "[Mercury ]Class Transport, as the SNC Mercury has sunk, and we've got other transport cruisers of the same type now.
                          Contraria sunt Complementa. -- Niels Bohr
                          Mods: SMAniaC (SMAC) & Planetfall (Civ4)

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                          • #58
                            [QUOTE] Originally posted by Googlie
                            Upgrades:
                            • To upgrade the Invincible to missile, with syntharmor, would cost 110
                            • The Njord to a GeneralTacticus missile cruiser would cost 120
                            • Our ten 1-1-1 scouts to 1-1t-1 Hoplites would cost 100
                            • Our 3 Impact Infantrymen to Missile infantrymen would cost 120 ec's
                            • Our sole missile rover to an amphimissile speeder costs 110 ec's
                            • The 2 Coastguard Cutters to GT class missile cruisers would cost 240 ec's
                            • Our sole synthmetal guard (1-2-1) to a Hoplite Guardsman (1-2t-1) would cost 20 ec's
                            Rushes:[list]

                            Personally I'd be opposed to all of those upgrades. I think, if we want a better unit, it's in all mentioned cases cheaper for us to build a new one than use our credits to upgrade an existing one.
                            Contraria sunt Complementa. -- Niels Bohr
                            Mods: SMAniaC (SMAC) & Planetfall (Civ4)

                            Comment


                            • #59
                              Originally posted by Googlie [*]Arcadia University: worker moved from the solar tile to a 2/1/1 tile, and worker moved from a forest tile to a 2/1/1 tile (supply crawler needs only 4 mins to complete next turn, do mierlads not so imperitive. Food now in balance
                              AU urgently needs some extra nuts now, but generally speaking I'd suggest that it's actually better to maximize instead of reduce mineral production for the last turn before a production item gets finished. That way you get a few extra free energy credits from the stockpile energy bug.
                              Contraria sunt Complementa. -- Niels Bohr
                              Mods: SMAniaC (SMAC) & Planetfall (Civ4)

                              Comment


                              • #60
                                I agree we do not need to upgrade things quickly. But we should upgrade units anyway. At the moment that is too expensive, that is why I am talking about farming Worms for cash - it could provide just the resources to upgrade things.
                                Seriously. Kung freaking fu.

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