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MY 2168 Planning Thread

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  • #16
    Heya, no reload warnings for me.

    Turn looks alright to me.

    Gee, you think the Morgans are sending us some kind of message with their production queues? Missile tacticals in nearly every base. And they're trying to fool us too. In Argi Narnia they may claim to be building a missile tactical, but they're not, that sucker only costs 3 rows - prototype and all! That's a renamed laser tactical

    EDIT: And the most important question: Who is going to command those native lifeforms, and what is that persons title going to be?

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    • #17
      Originally posted by Snoddasmannen
      EDIT: And the most important question: Who is going to command those native lifeforms, and what is that persons title going to be?
      Well, per the sparta.txt file, it's Voki:

      Voki, Bonaventura, Voki's Price

      At least, she's the "Trainer" who gets killed

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      • #18
        I kind of think he meant "Who gets the new longer sig line?"
        Seriously. Kung freaking fu.

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        • #19
          Googlie, please, quit the Crawler frenzy already.

          List of cities that could be switched to Rec Tanks:
          • Fort Buster
          • Arcadia University
          • Minas Tirith
          • Tegea Harbour
          • Fort Buster
          • Sector Craterwest

          The thing is, we need the food, not only the production the Crawlers are bringing. Also, we are running short on good tiles to Crawl, so we must take a break. Rec Tanks can be built quickly or rushed relatively cheap in most bases. Besides food and production, they would boost the economy somewhat, which seems to be more than needed...

          Once we get more Forests, we can get more Crawlers out, but it makes little sense to keep building them now.
          Seriously. Kung freaking fu.

          Comment


          • #20
            The crawlers aren't for crawling anything

            Using the maniac manouever, rec commons and/or creches, etc, can be rushed far cheaper by crawler-prototyping-retiring than conventionally - cf the Tree Farm completing next turn in FS

            hence the proliferation of crawlers

            eg, a 12 mineral base takes 3 turns + 8 ec's to build rec tanks from scratch (ie, tanks are operational in turn 4). However, it takes 2 turns plus 15 ec's to rush the crawler, then next turn builds the rec tanks (ie, operational in turn 3)

            Even more dramatic when a high-mineral base can shuttle a crawler to a low-minerals one for prototype/retire conversion

            Comment


            • #21
              Some additional unit movements:
              • Moved the Elited hoploite at SC's monolith down to Gythium Harbour
              • Moved the B-4 at Craterwest to Minas Tirith - will assist in CAP operations with Hive units in the vicinity
              • Loaded the transport at Minas tirith with the Steppenwolf, the missile rover and both missile infantrymen, and sent it to the fungus in the Straits of laconia, with the SCC Minas Tirith as cover. Kepp our options open with that instaforce
              • sent a B-4 from Craterwest to provide air cover for the fleet, lest the hive decide to sneak attack with an arty barrage
              • ran a B-4 sortie from Craterwest to Rio Grande, up the offshore fungus, to sniff out anyhting that might be lurking there
              • Put 2NS new unit on garrison duty
              • Moved Craterwest's injured B-4 to FB to heal to 100% at the Aerospace center there
              • Put a fungal gin freighter in build at Minas Tirith, 2 Nuts Strand and Iaci, as the Disco Volante will pop a pod next turn and I'm not sure which of these 3 bases is closest
              All units have now completed their moves, so turn is set to go
              Last edited by Googlie; April 26, 2005, 10:09.

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              • #22
                Here's the final turn pre-send
                Attached Files

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                • #23
                  Turn downloaded.
                  Contraria sunt Complementa. -- Niels Bohr
                  Mods: SMAniaC (SMAC) & Planetfall (Civ4)

                  Comment


                  • #24
                    The turn looks great. Some questions/suggestions:

                    How about rehome the OA B-4 to SC3 (where it currently is)? Focuses more of our air unit support to SC3, freeing up minerals elsewhere.

                    What would happen if that Hive unit moved into the mineral forest? Given the focus of the AI on nutrient production, won't we run the risk that the worker relocates to a rolling-rainy tile instead of the four-min mine? If that happens, we'd run out of minerals and some units would be disbanded. To prevent this, how about relocating the 2-1-0 worker to the mine for now?

                    Tomcat SCW-2 moves thru FB heading for the airbase build slated for 50:8
                    IIRC you suggested to build an airbase on (47.17). That's why the unit moved south last turn. (Though of course, an airbase around that location is also useful.)

                    Regarding Tomcats FB2 & OA1. Those are both cultivating a farm on a flat rainy tile with a river. Of course a personal opinion, but is it worth building a farm on those instead of a forest? 1-2-2 instead of 3-0-1? Especially since we can build tree farms, and can build condensers on rolling tiles if we want, 3-0-1 doesn't seem that good a production to me.

                    changed production at SC2 (the other “retire this” design) to a Children’s Crèche for future popbooming
                    I assume you meant OA. There's little terraformation around that base though, so it would take a long time before it's ready for popbooming. Therefore how about changing that production to a crawler (and hurry it a mineral IIRC)? Then we can use it to build infrastructure in the Laconian or crater bases, which are the most terraformed bases on our Peloponessos continent, and thus most easy to popboom at the moment.

                    hence the proliferation of crawlers
                    I agree. We could use a couple more formers though in Peloponessos to build terraformations faster. Therefore how about switching production in GH and SC3 to formers? Those bases are among the least productive we have anyway, so I guess it's better to build the cheap and easily hurryable units there.


                    A minor Crypteia matter: I noticed the Crypteia in SC4 is put on hold. How about moving it to GH, and moving the Crypteia currently in GH to MT? That is, when we're planning to take over Hivean bases in the near future at least, and could use some probe defences. If we don't plan that, moving the probe to MT wouldn't be necessary I assume.
                    Contraria sunt Complementa. -- Niels Bohr
                    Mods: SMAniaC (SMAC) & Planetfall (Civ4)

                    Comment


                    • #25
                      See, I never do tricks like that, so I did not understand. Thanks for explaining the Crawler thing to me.


                      As proposed by Googlie in another thread: Sell D:AP to Lal and offer it to the Angels.
                      Seriously. Kung freaking fu.

                      Comment


                      • #26
                        Originally posted by Maniac
                        How about rehome the OA B-4 to SC3 (where it currently is)? Focuses more of our air unit support to SC3, freeing up minerals elsewhere.
                        Done

                        What would happen if that Hive unit moved into the mineral forest? Given the focus of the AI on nutrient production, won't we run the risk that the worker relocates to a rolling-rainy tile instead of the four-min mine? If that happens, we'd run out of minerals and some units would be disbanded. To prevent this, how about relocating the 2-1-0 worker to the mine for now?
                        I made the move, but would the hive re-enter our territory just 1 turn after withdrawing? Moot anyway, as I say, as I've taken your suggestion

                        IIRC you suggested to build an airbase on (47.17). That's why the unit moved south last turn. (Though of course, an airbase around that location is also useful.)
                        LOL - I couldn't remember, and couldn't find the thread, so sent them thataways

                        Regarding Tomcats FB2 & OA1. Those are both cultivating a farm on a flat rainy tile with a river. Of course a personal opinion, but is it worth building a farm on those instead of a forest? 1-2-2 instead of 3-0-1? Especially since we can build tree farms, and can build condensers on rolling tiles if we want, 3-0-1 doesn't seem that good a production to me.
                        It was only to help faster pop-booming - the treefarms are still a few turns away - after creches and maybe even rec tanks and rec commons - so the extra nuts give us the boost as soon as creches are built and we change to DEM

                        Nobiggie, though, as the forests are good for minerals to speed the facilities, etc, so it's 6 o' one, etc.

                        Made the suggested change

                        I assume you meant OA. There's little terraformation around that base though, so it would take a long time before it's ready for popbooming. Therefore how about changing that production to a crawler (and hurry it a mineral IIRC)? Then we can use it to build infrastructure in the Laconian or crater bases, which are the most terraformed bases on our Peloponessos continent, and thus most easy to popboom at the moment.
                        for 3 credits

                        I agree. We could use a couple more formers though in Peloponessos to build terraformations faster. Therefore how about switching production in GH and SC3 to formers? Those bases are among the least productive we have anyway, so I guess it's better to build the cheap and easily hurryable units there.
                        Done

                        A minor Crypteia matter: I noticed the Crypteia in SC4 is put on hold. How about moving it to GH, and moving the Crypteia currently in GH to MT? That is, when we're planning to take over Hivean bases in the near future at least, and could use some probe defences. If we don't plan that, moving the probe to MT wouldn't be necessary I assume.
                        Done (but it'd have been better just to contine the firsat probe onwards - it's Elite and would ahve reached MT next turn, whereas the MT one that tagteamed is only veteran, and will take 2 turns to reach MT from where it's parked. No matter - we aren't about to take a base next turn anyway!! (unless it's a Gaian one)

                        Turn complete

                        (Hasn't been sent on yet - we still have a few hours, so I'll wait to see if there is general acceptance of selling docair to the Angels (use the argument that they won't need to steal it from Yang and risk his wrath)

                        100 ec's sound good?

                        I'd wait a turn before trying with the PK's 'cos if we do sell it now they might sell to the Angels this next turn, before we get a chance
                        Attached Files

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                        • #27
                          Finishing the turn.

                          Lal called us and cancelled the Pact. This is what we got for staying Fundy for too long. (He gave a speach on that.)
                          Seriously. Kung freaking fu.

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                          • #28
                            Rats - in a parallel diplomacy turn usage I called him to see if he'd be interested in Doc:Air or if he'd harp on about Doc Init - never got as far as asking 'cos he cancelled the pact then.

                            So had scrupulously avoided contacting him in the game turn, but I guess he calls at the turn's end.

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