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MY 2171 Planning & Execution Thread

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  • #16
    Originally posted by Googlie
    MY-2171 – early moves
    • Disco Volante pops pod, gets a sonar buoy – reveals a Gaian coastal base. Pops by to have a look, but there’s a probe defender. Also reveals an Angel probe foil in the bay (pic attached)
    Hmm, we're within visible range, so I'd suggest to send the Gaians this pic, with an assurance that we mean no harm and will depart asap. You never know they have a needlejet already somewhere, and we're still at war...

    An additional advantage: them seeing that Angel probe foil might cause some troubles in their alliance.
    Contraria sunt Complementa. -- Niels Bohr
    Mods: SMAniaC (SMAC) & Planetfall (Civ4)

    Comment


    • #17
      Originally posted by Maniac
      An additional advantage: them seeing that Angel probe foil might cause some troubles in their alliance.
      Yes, definately a fun element.
      Seriously. Kung freaking fu.

      Comment


      • #18
        Great idea - I'll send it right away to Net Warrior

        Message sent:

        e-mail from Googlie to net warrior

        Based on the Peace Conference resolutions, we are offering a Truce this turn

        And, also, sailors on the Disco Volante, rounding your south coast, waved to your children playing in the fungus southeast of Lily of the Valley.

        We have no ill intent, and will vacate your coast immediately (however we are anchored for the night in the bay to the southeast, exchanging pleasantries with the crew of the Angels probe foil nearby)

        Screenie attached
        (Screenie obviously not attached to this post, as it appears just a few above)
        Last edited by Googlie; May 18, 2005, 13:17.

        Comment


        • #19
          Originally posted by Maniac

          New Tomcat-VV: what to do? Some options:
          -> move NW and build a road then forest on the flat tile
          -> move N and start building a condenser on the farmed rolling tile
          -> go help all other formers building condenser farms around the Eurotas Valley.

          Still planning to build airbases on (50.8) and (47.17)?
          Moved the tomcat north and started a condensor

          And, rather than airbases, how about a sensor in both locations?

          Comment


          • #20
            Some suggested build orders:
            • Sparta Command - no matter as has no minerals
            • Tegea Harbour - a crawler, for all that lovely forest
            • 2Nuts Strand - irrelevant, as no minerals
            • Vladivostok - a CDF
            • Arcadia University - a CDF
            • Argos - a crawler - again, lots of lovely forest to work
            • Fort Buster - an B-6 (an Aerospace there)
            • Fort Liberty - a completed Tomcat
            • Fort Superiority - a half-completed hab Complex (do we rush it? - 68 credits this turn or 24 next turn to rush)
            • Gythium Harbour - a rushed crawler (31 credits)
            • Iaci Base - a GinRunner (only 1 mineral)
            • Ironholm - a rushed former
            • Messena - a rushed crawler
            • Minas Tirith - a GinRunner (no minerals)
            • Olympus Academy - a B-6 (Aerospace complex)
            • Rio Grande - a rushed former (11 credits)
            • Santiago Citadel - the completed Planetary Datalinks
            • Sector CraterSouth - a crawler (no minerals)
            • Sector CraterWest - a crawler (no minerals)
            • full circle to Sparta Command (top)

            Comment


            • #21
              Originally posted by Googlie [*]Fort Superiority - a half-completed hab Complex (do we rush it? - 68 credits this turn or 24 next turn to rush)
              I would say next turn. If we do go for Lal, we will need cash for upgrades.

              Originally posted by Googlie [*]Iaci Base - a GinRunner (only 1 mineral)
              Maybe Recycling Tanks? Rushing those when the first row is complete would at least make the base halfway productive...

              Originally posted by Googlie [*]Santiago Citadel - the completed Planetary Datalinks
              Ahh, I like the sound of that.
              Seriously. Kung freaking fu.

              Comment


              • #22
                Yet further moves ……. Terraforming
                • Tomcat-TH: moved a tile SW and commenced roadbuilding
                • Tomcat-FS: moved a tile E and commenced roadbuilding
                • Tomcat VV-2 moved north and commenced a condenser on the farmed/rolling tile
                • Moved the OA former on the OA NW mine 1 tile SW and commenced farming
                • sent the newly commissioned tomcat from OA to hurry that farm
                Tomcat orders needed:
                • Cats FB and CW currently on forested river NW of RG (and were designated to building the airbase) – how about veeing to the fungus river tile NE of RG and defungussing and foresting there, aided by the newly commissioned tomcat in RG
                • Cats SC and CW currently straddling Sector Cratersouth – how about moving N and E respectively and defungussing and farming that rolling river cratertile there (would give a 2-2-1 worker some creative employment)
                Unit Moves
                • Deployed the F-6 from FB to GH – the Hive threat is prolly more imminent than the Morgan one
                • Damn – missed the monolith with the FB hoplite (didn’t see that it was a diagonal move and just went due east with the keyboard command. I knew I should have taken the longroad round rather than cutting thru the fungus)
                Last edited by Googlie; May 19, 2005, 10:12.

                Comment


                • #23
                  Word from the Ministry of Infrastructure

                  I'm still upset that we have 6 bases with "No minerals" (including Iaci Base and its poor 1). I don't know if we can rush facilities in cashing crawlers (didn't seem to work when I tried in sim).
                  We should think about something to adress this situation sooner rather than later.

                  Question: With Neural Grafting just around the corner, do we have a shot to the Neural Amplifier and should we try? (or do we keep the crawlers for other 'more valuable' SPs ?)

                  Otherwise, not much on this turn...but next one, those cities completing orders should turn on infrastructure (I have to justify my fees, you know!). Maybe use crawlers to give a 'shot in the arm' with minerals, but use it then to build powerful multifunctional facilities!
                  We don't know how long the peace will last with the human factions.
                  From hell's heart I stab at thee; for hate's sake I spit my last breath at thee. Ye damned whale!

                  Comment


                  • #24
                    Yeah - we can instabuild facilities in zero-mineral bases with the Maniac Manoever (start building a prototype in that base, send a crawler there and cash it in to speed the prototype, then retire the prototype design - the full 30 mineral value of the crawler is now stored in the base, switch to a creche tanks or whatever, and it's got 30 of its 45 mins completed. we then can buy the rest for the instabuyild (last row of 9 cists 18 credits, and the remaining 6 in the penultimate row costs another 18)

                    They have zero minerals 'cos we've chosen to home so many units there, recognizing that they weren't likely to be as productive bases as some others in the early stages

                    Of course, now that we have formers coming out of the woodwork, we can start prepping thsoe bases for the popboom by farming and condensing everywhere, and boreholing after that, so they'll prove their worth eventually

                    Comment


                    • #25
                      Some final unit moves:
                      • sent the injured B-4 at Gagarin Memorial back to FS for repair next turn
                      • moved the B-6 in FS to 1-tile short of Iaci base ready for any PK action
                      • Sent SCC Tacticus and Njord south to harrass the PK east coast should hostilities break out between us
                      • rummaged around in the fungus NW of FL with the 2 Hoplites and the skanky trying to scare up mindworms – nothing
                      • same with the Hoplite at Mt Taygetus – nothing this turn
                      • moved the slow transport in the Straits of Thebes into VV
                      • Redeployed the B-4 in VV to 2NS
                      • changed build orders in all zero-minerals bases to rec tanks (from crawlers) - if we ever forget and pop a completion pod that gives a completion in tat base, rec tanks are better than crawlers (but we should change pre-popping to gin freighters or ginrunners)
                      Except for the two sets of Tomcats that I’m waiting instructions on (see 3 posts above for my suggested moves), all units have now moved
                      Last edited by Googlie; May 19, 2005, 10:01.

                      Comment


                      • #26
                        Another question: we only need 13 lab points for our next tech - do we want to reset the sliders for 1 turn to 90/0/10? We still get PE in 2172, but get 54 credits instead of the 23 we currently will get at our 50/0/50 setting (of course, precious few lab points will then carry over, but that's not a great concern right now - cash is)

                        Comment


                        • #27
                          All above moves (but not the changes to SE settings - incorporated in the almostdone.sav (attached)

                          Edited to rempove old savefile
                          Last edited by Googlie; June 7, 2005, 11:30.

                          Comment


                          • #28
                            A quick comment already, before having a look at the turn:

                            Originally posted by Googlie
                            Cats FB and CW currently on forested river NW of RG (and were designated to building the airbase) – how about veeing to the fungus river tile NE of RG and defungussing and foresting there, aided by the newly commissioned tomcat in RG
                            Personally I'd prefer not to. That's spending six former turns just to get one extra energy. There are more efficient uses of our terraforming time I think.
                            Contraria sunt Complementa. -- Niels Bohr
                            Mods: SMAniaC (SMAC) & Planetfall (Civ4)

                            Comment


                            • #29
                              I ususally hate using formers to clear fungus when they can plant forests or farms, but at some point, to ensure the pop growth in the RG basin, that fungus needs clearing

                              Somewhat the same in the tri-cities area. there are still a few crater tiles that can be forested, but that centre-crater tile is a beut for development once the fungus is gione

                              But that's why I've left the moves yet to do. 'cos not everyone shares my theory of terraforming

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                              • #30
                                If we don't go with fungus removal, these seem to be the options available:
                                Attached Files

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