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  • #31
    Originally posted by Googlie
    Why don't you go ahead since it's a weekend
    Thanks. Since you went offline for a while as far as I could see, I already went ahead and played the non-controversial moves of the turn.

    I can take over when the turn falls midweek, as I gather that's not so convenient for you
    Sounds perfect! Sunday is a rather difficult day for me too though, as I have to prepare to go back to Gent. So could you perhaps continue with this turn if possible for you?

    Sorry I can't make a detailed list of what I've already done and what not yet - it's already rather late here, and should go to sleep soon. Except for bombing Terrapeso, the things I've done are all mentioned in those simulation notes I posted a few posts higher.

    Important: SC1 currently still has a mineral shortage of one, so certainly one SC1-homed unit still needs to rehome to another base.

    Two other suggestions:

    How about crawler-hurrying a F-6 instead of a B-6 in Fort Soup? If the Corporations gets DAP from Yang in their next turn (who they seem able to talk to else how the truce with Gaia?), they could already rushbuild some noodles in that same turn and strike at us before we have fighters ready.

    OA will grow in three turns, and doesn't yet have a suitable tile to work (except a mine...) So how about letting Tomcat-0A2 build a forest on that tile with the sensor array between OA and VV? (Don't have SMAC open anymore, so can't give the exact coordinates)
    Attached Files
    Contraria sunt Complementa. -- Niels Bohr
    Mods: SMAniaC (SMAC) & Planetfall (Civ4)

    Comment


    • #32
      Originally posted by Maniac
      Sunday is a rather difficult day for me too though, as I have to prepare to go back to Gent. So could you perhaps continue with this turn if possible for you?
      Can do - have downloaded it now and will open and follow instructions

      Important: SC1 currently still has a mineral shortage of one, so certainly one SC1-homed unit still needs to rehome to another base.

      Two other suggestions:

      How about crawler-hurrying a F-6 instead of a B-6 in Fort Soup? If the Corporations gets DAP from Yang in their next turn (who they seem able to talk to else how the truce with Gaia?), they could already rushbuild some noodles in that same turn and strike at us before we have fighters ready.

      OA will grow in three turns, and doesn't yet have a suitable tile to work (except a mine...) So how about letting Tomcat-0A2 build a forest on that tile with the sensor array between OA and VV? (Don't have SMAC open anymore, so can't give the exact coordinates)
      Latter two now done
      Last edited by Googlie; April 9, 2005, 23:02.

      Comment


      • #33
        A combination of maniac starting and my continuing the turn has resulted in:

        Economy
        • FS: set production to an unprototyped unit design, cash in the adjacent FL crawler, and then set production to an F-6 with the usual method.
        • same done at OA, using the 4-min mine crawler, and reassigning a worker to the vacated mine - rushed for 6 credits
        • MT: set production to a 1-2t-2 so we can resist a Hive sneak attack at a later date.
        • Reset 2NS production to a former and hurried with 20 credits.
        • Hurry IH production with 6 credits.
        • Hurry SC2 production with 8 credits.
        • Hurry SC3 production (crawler) with 25 ec's - can be used for an Instant F-6 next turn

        Army
        • Iacite hoplite moves a tile north. Forests are disappearing there, so the spore launcher should be there somewhere.
        • Hoplite in FB moves to RG to counter drone riots.
        • Hoplite in SC4 moves to FB to replace the hoplite that left for RG.
        • aargh - after the rehoming and rushing, SC2 was a mineral short on its crawler rush - moved its missile infantryman into MT and rehomed there, solving the problem
        • that left the Missile rover exposed, so brought that back into MT as well

        Navy
        • SNC Hermes continues its journey to the Laconian Gulf.
        • SNC Heimdall popped pod and got a sonar buoy – revealed location of the Gaian seaformer. Destroyed latter with the SCC Iaci.
        • Heimdall moves north and picks up the Unity rover from Gaialand
        • SNC Pegasus moves to join the SCC Iaca for mutual protection, and offloads the R0112 onto the SNC Heimdall
        • Heimdall then moves back through the canal to join the SCC Invincible for mutual protection
        • SCC GeneralTacticus and Vladimorei: move to Gagarin Memorial for repairs.
        • Tiger's Claw and SCC Minas Tirith move to (53.27).

        Air Force
        • A pair of B-4's take out Crawlers at Morgan Vulcanology base
        • En route they spot a morgan naval vessel, and a 3rd B-4 is dispatched to sink it
        • Repair B-4 in FS. Also rehome it to FS.
        • Land MT B-4 that's in the air after some patrolling.
        • B-6 near Argi Narnia: land at Gagarin Memorial. (Zak sure did place that base well!)

        Crypteia
        • Elite probe team in SC4 moves 9 tiles to the outskirts of MT
        • SCV Disco Volante pops the two pods. First pod divulges 75 credits. Second pod unleashes an IoD.

        Engineering Corps
        • New FL crawler moves to the spot where the previous one was, adjacent to FS.
        • Moved new AU crawler three tiles south to harvest minerals. There it's in range of FS for crawler-hurrying.
        • Move the fungal gin freight to the mine on (64.18).
        • Forest planted on the crater rim.
        • Mine near Minas Tirith constructed. Next build a sensor array on the tile east of MT?
        • Tomcat-SC1 moves 1 tile west and commences foresting that crater rim tile
        • Tomcat-SC2 starts building a road.
        • Tomcat-VV and -OA1: build roads on those monoliths.
        • Move Tomcat-SCW2 in SC4 a tile NW to plant a forest there.

        Morale boost program
        • TH CDF visits the Liberty monolith.
        • FS CDF moves back from the Liberty monolith to Fort Soup.
        • FL hoplite in FS rehomes to FS.
        • MSN hoplite moves further to the Langhda monolith on (60.14). To follow up Modo's proposal of a while back to move over fungal tiles if possible to try and stir up worms, how about moving over the tile (59.13) instead of (60.12). If we can flame or capture a worm this way, brilliant! If we don't, this won't cause a delay, as with a positive Planet rating, being able to move on the fungal tile is assured.
        • Move the VV hoplite to the Olympian monolith.
        • Hoplite east of SC2, Steppenwolfs and two infantry units in SC1 visit the Olympian monolith.
        • The commando hoplite in GH moves to SC1 for a morale boost the turn after.
        • The two already elite hoplites on the Olympian monolith: one moves to SC4, the other to GH to counter drone riots.
        • The IH hoplite starts moving to the Liberty monolith.
        • The FL hoplite in FS rehomes to FS. This to bring down FS production to 20 mins so we won't lose mins when building a B-6. After the rehoming it moves to Ironholm to replace the garrison that left for a morale boost.
        • Skanky's Sileni rehome to FL.
        • The other hoplite moves to the tile south of the fungal tower near FL, so that we can (hopefully) flame it next year for some credits.

        Worker relocations
        • FL: move energy forest worker to river forest.
        • FS: move mineral mine worker to energy forest.
        • IH: move 2-1-0 worker to the mineral mine.
        • MT: place the mine worker to the new roaded mine for an extra mineral.
        • SC1: place the SC1 mine worker to a forest. To prevent mineral shortage, rehome the SC1 garrisons in GH and SC2 to their current bases. (Or if the SC1 B-4 flies to SC3 and rehomes, the hoplite in GH doesn't need rehoming)




        To do:
        • Argos synthmetal sentry can be given police powers for 30 credits - production can then be changed to a more useful former or crawler
        • What orders for the Cruiser transport and longstrider at Great Collective/Socialism Tunnels - swing north-east-south through the Styx to join the Gaian Expeditionary Force?
        • Orders for the B-4 at Olympus Academy
        Attached Files

        Comment


        • #34
          Some additional musings/moves
          • scrapped duplicate perim defense at Fort Soup for 25 ec's
          • Ach - I moved the wrong unit at FL - I sent the police unit north instead of the Hoplite, and now the base is in drone riots. Can't make a worker into a doctor, as the base will starve, so only recourse I can see is to upgrade the Skanky to a Police Skanky (30 credits)
          • at 50/0/50 we're running a 5 credit deficit per turn (Cyberethics in 8 turns) - at 60/0/40 we'll get 8 per (but next tech in 15 years. No amount of Psych will help Fort Liberty, and as a captured base it'll riot and defect next turn, as we're still within the ten year early assimilation period.

          Comment


          • #35
            I made a few minor modifications to the turn, and things not yet done:
            • Relocated the FL & FS workers as posted previously.
            • Switch the crater forest and the mineral forest workers between FB and RG to keep FB on a useful 15 mineral production - forgot to rehome the new FB B-4 to SC3 before flying off to sink the Morganic ship.
            • Moved the missile artillery towards the Olympian monolith.
            • Started moving the IH hoplite towards the Liberty monolith. Moved the FS hoplite to IH as replacement garrison.
            • Re Fort Liberty: we could repeat the method we used last time: move that TH crawler in FL, let it convoy nutrients, allowing us to turn a FL worker into a doctor. Then relocate a TH forest worker to the now empty mine. We lose 2 nuts and 4 mins and one lab this way, but that's cheaper than spending 30 credits for an upgrade.
            • Re upgrading the synth sentinels in Argos. We're currently building a CDF there. That's 10 mins. Isn't that better than spending 30 credits, seeing our modest credit surplus? Also we could then use the synth sentinels for worm hunting or so.
            • Re our current credit deficit, nothing to be worried about (a lot). We still have a modest profit through the stockpile energy bug, and the unity pod and planet pearls from time to time. Also if we switch to Knowledge in four years (will we?), we'll get ten extra credits and some 20 extra labs per year.
            • Re the Tiger's Claw: while sending a probe to the Gaians would be great, while we're not at peace with the Corporation perhaps we should keep the transport near us and prepare for (the threat of) an invasion anyway, as Modo suggests? Also in case we'd switch to Knowledge, that Crypteia would become veteran, and thus not have 2 MPs to infiltrate a coastal base.
            • OA B-4: perhaps move to Rio Grande, so we can strike at Morgan Mines next turn?
            Attached Files
            Contraria sunt Complementa. -- Niels Bohr
            Mods: SMAniaC (SMAC) & Planetfall (Civ4)

            Comment


            • #36
              EDIT - forget previous post - i had tried to open a previous turn
              Last edited by Googlie; April 10, 2005, 13:17.

              Comment


              • #37
                Originally posted by Maniac
                Re Fort Liberty: we could repeat the method we used last time: move that TH crawler in FL, let it convoy nutrients, allowing us to turn a FL worker into a doctor. Then relocate a TH forest worker to the now empty mine. We lose 2 nuts and 4 mins and one lab this way, but that's cheaper than spending 30 credits for an upgrade
                Ah - that's a better solutioj than spending 30 credits

                Re upgrading the synth sentinels in Argos. We're currently building a CDF there. That's 10 mins. Isn't that better than spending 30 credits, seeing our modest credit surplus? Also we could then use the synth sentinels for worm hunting or so.
                Agreed

                Re our current credit deficit, nothing to be worried about (a lot). We still have a modest profit through the stockpile energy bug, and the unity pod and planet pearls from time to time. Also if we switch to Knowledge in four years (will we?), we'll get ten extra credits and some 20 extra labs per year.
                Good point - i'd forgotten about the stockpile energy contribution to our balance sheet

                Re the Tiger's Claw: while sending a probe to the Gaians would be great, while we're not at peace with the Corporation perhaps we should keep the transport near us and prepare for (the threat of) an invasion anyway, as Modo suggests? Also in case we'd switch to Knowledge, that Crypteia would become veteran, and thus not have 2 MPs to infiltrate a coastal base.
                How about trying to get it to the Hive HQ base and assassinate researchers (would put back the Hive's D:AP for a few turns and let us continue to pound Morgan - and try framing Morgan anyway - move it west thru that nut tile then south down the Hive's west coast with its 7 mps, thgen the probe's 1 (landing) plus 2 would get it there if no troops blocking its path

                OA B-4: perhaps move to Rio Grande, so we can strike at Morgan Mines next turn?

                Comment


                • #38
                  [QUOTE] Originally posted by Maniac
                  Re Fort Liberty: we could repeat the method we used last time: move that TH crawler in FL, let it convoy nutrients, allowing us to turn a FL worker into a doctor. Then relocate a TH forest worker to the now empty mine. We lose 2 nuts and 4 mins and one lab this way, but that's cheaper than spending 30 credits for an upgrade.
                  Done

                  ]Re the Tiger's Claw: while sending a probe to the Gaians would be great, while we're not at peace with the Corporation perhaps we should keep the transport near us and prepare for (the threat of) an invasion anyway, as Modo suggests? Also in case we'd switch to Knowledge, that Crypteia would become veteran, and thus not have 2 MPs to infiltrate a coastal base.
                  In the absence of comment, took my own suggestion and moved the flotilla thru the nut square towards the Hive western coast - encountered a Morgan probeship lurking (waiting to pick off Doc:air, no doubt) - see pic below - so destroyed it, and left the convoy there for mutual (2 ship) protection

                  OA B-4: perhaps move to Rio Grande, so we can strike at Morgan Mines next turn?
                  Done

                  Also moved as follows:
                  • Moved the Disco Volante it's 2 remaining MPs' away from where I deduced the IoD to be
                  • sent the Arvaak north to see what might be hidden under those 2 uncharted northern ocean tiles (nothing)
                  • moved the Njord to double/mutually protect with the exposed coastal cruiser
                  I think that's basically the turn done now
                  Attached Files

                  Comment


                  • #39
                    And here's the latest turnsave:

                    (Some current tweaks even after this save):
                    • I somehow have a talent - and hunger - at Vlad - moved him back to the 2/1/0 farm tile


                    Here's a thought:

                    How about gifting Doc:Air to Yang this turn, then stealing next turn whatever he gets as a new tech - if it happens to be Doc Init or Int Int, too bad, (but it shouldn't be, as both are EXPLORE techs, as is Doc Air, and to research 2 in a row should not be high on the Hive priorities)

                    (And we could attempt to frame the Gaians for that, too)
                    Attached Files
                    Last edited by Googlie; April 10, 2005, 13:44.

                    Comment


                    • #40
                      Originally posted by Googlie
                      In the absence of comment, took my own suggestion and moved the flotilla thru the nut square towards the Hive western coast - encountered a Morgan probeship lurking (waiting to pick off Doc:air, no doubt) - see pic below - so destroyed it, and left the convoy there for mutual (2 ship) protection
                      Great catch!
                      Looking at that screenie though, I don't see how a 2-MP Cryptiea could reach the Hive.
                      Contraria sunt Complementa. -- Niels Bohr
                      Mods: SMAniaC (SMAC) & Planetfall (Civ4)

                      Comment


                      • #41
                        Oh - right (I thought it was an Elite longstrider (3 mps)

                        GGLIE

                        (Cou0le of litle tweaks being currently done - including getting that Vlad talent back to work - dunno how he scived off the farm)

                        Comment


                        • #42
                          Originally posted by Googlie
                          (Cou0le of litle tweaks being currently done - including getting that Vlad talent back to work - dunno how he scived off the farm)
                          Ah, was just looking at the turn and was wondering about that.

                          Btw, I noticed you moved an FB worker from the crater farm to the mineral forest. May I then suggest to move a SC3 forest worker to the empty crater farm for an extra nutrient?
                          Contraria sunt Complementa. -- Niels Bohr
                          Mods: SMAniaC (SMAC) & Planetfall (Civ4)

                          Comment


                          • #43
                            Originally posted by Maniac
                            Btw, I noticed you moved an FB worker from the crater farm to the mineral forest. May I then suggest to move a SC3 forest worker to the empty crater farm for an extra nutrient?
                            Done

                            Also, moved our probe from Gagarin Memorial to Fort Soup, and FS's to Ironholm. All our Arcadia bases now have probe defenders. (Zak has two probe defenders in Climactic Research, and will surely move one to Gagarin Memorial - if he doesn't, we can retrack next year)

                            Moved the sliders back to 50/0/50 (- 4 per, next tech in 8 turns) following Maniac's reassurances re stockpile energy credits
                            Last edited by Googlie; April 11, 2005, 10:50.

                            Comment


                            • #44
                              Turn finalized and posted
                              Attached Files

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