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MY 2172 Planning & Execution Thread

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  • MY 2172 Planning & Execution Thread

    Here are some suggestions and questions for next year, based on the turn simulator:

    Engineering Corps
    • New Ironholm former: help construct the condenser near AU?
    • New Vladivostok former: help construct condenser?
    • New RG former: move a tile west after the road there is completed, and plant forest?
    • Former near MT: IIRC, was the plan to build the next road track towards 2NS a tile to the SE?
    • Tomcat-OAx NE of SC2: move SE then N to plant a forest W of OA?
    • Formers near Messena? What to do?? One former to the N, the other NW to build a road or something?
    • New GH crawler: move E-E-S and harvest some nuts, en route to the empty mines of Minas Tirith?
    • We need a two nutrient surplus at FS to popboom after the hab complex is complete. May I therefore suggest moving one of the crawler on (0.20) or (0.22) to Fort Soup to rehome them there? This turn it could move to (87.21). That way it could keep harvesting minerals while moving to FS.
    • Messena has a large nutrient surplus. Do we want to popboom a bit already? Could be done by immediately cashing in that new crawler for children's creche production.

    Military
    • Do we want to keep the SCC Minas Tirith in the Laconian Gulf, or send it as well to the Arcadian Ocean?
    • Sail SNC Heimdall to Argos?
    • SCV Disco Volante: where to go next?
    • B-6 that's currently covering the mineral forest: land at Twonuts Strand, and the turn after fly to Iaci Base?
    • Skanky's Sileni: move them out of the fungus and towards Tegea Harbour for PK invasion?
    • Hoplite in AU: move to Fort Soup to replace the Spartan Kel as garrison? The Kel could then proceed to Tegea Harbour.

    Worker relocations
    • Tegea Harbour: shall we move the 2-0-0 worker to a 1-2-1 forest? That way the former will be completed without hurrying.
    • Arcadia University: move the sea nut worker to a forest?
    • Vladivostok: move the crawler on the mineral mine one tile west to harvest nuts on the farm. Move the farmer to the minerals mine. This way we exchange one mineral for one nutrient, and VV will grow to size 3 one turn earlier.
    • Santiago Citadel: turn a forest worker into a librarian. Relocate another forest worker to the crater farm emptied by FB (see below). Results in a sufficient nutrient surplus to popboom to size 7, while the specialist prevents drone riots.
    • Fort Buster: move the crater farmer to one of the forests emptied by SC2.
    Contraria sunt Complementa. -- Niels Bohr
    Mods: SMAniaC (SMAC) & Planetfall (Civ4)

  • #2
    Turn's up - some early moves:

    MY-2172

    Research & Development/Diplomacy
    • PDL Completed
    • Planetary Economics researched, changed to AMA (choice was AMA, AST and Cent Empathy)
    • The Gaians have accepted our offer of a truce
    • reset sliders to 50/0/50 (48 per and next tech in 20) – 10/0/90 would give 0 per and next tech in 15
    • Sold Planetary Economics to Zak for 25 ec’s
    • Called Lal – he wants PE, but won’t trade anything for it, so no deal (he didn’t seem to get it automatically from Zak)
    • No dice on Neural Grafting (yet) – Zak doesn’t have it yet
    Worker redeployment
    • Moved worker at Tegea Harbour from nut tile to forest tile – former will complete next turn
    • Moved Vlad’s crawler to work the farm and the farmworker to the vacated mine
    • Executed the FB-SC2 dance with the workers – SC2 will now popboom to size 7 next turn (with a librarian to offset drones) and FB is short 1 nut from it’s nutbox, but has a crawler coming onstream next turn
    Some miscellaneous observations:
    Originally posted by Maniac
    Arcadia University: move the sea nut worker to a forest?
    That gives +2 minerals, but 0 nuts – if we leave the worker on the seanut, AU will grow to size 7 next turn (but will have a drone). I suggest we leave as is and use the MM to instabuild a rec commons there, followed by a hab complex in 2173

    Formers near Messena? What to do?? One former to the N, the other NW to build a road or something?
    How about both go NW to that rocky/moist tile SW of Messena and road/mine that tile (58:8)?

    Do we want to keep the SCC Minas Tirith in the Laconian Gulf, or send it as well to the Arcadian Ocean?
    I'd send it to shadow the Freighter carrying the task force. Although the trannie can't be subverted while it's got cargo, it certainly could after its been emptied.
    Last edited by Googlie; May 24, 2005, 19:12.

    Comment


    • #3
      MY-2172 cont …………..

      Engineering Corps(following Maniac’s suggestions)
      • New Ironholm former assigned to help construct the condenser near AU
      • New Vladivostok former assigned to help construct the condenser north of Vladivostok
      • New GH crawler moved E-E-S and harvest some nuts, en route to the empty mines of Minas Tirith
      • Moved the FL crawler from 0:20 to 87:21 en-route to rehoming at FS, continues to crawl 2 mins in the meanwhile (had to be that one else we’d need then to rush the former at TH
      • Put a “retire this” in production at Messena and cashed in the crawler. Will wait before changing to a Creche pending discussion re a Rec Commons at AU
      Naval Manoevers
      • Continued the Disco Volante journey eastwards round the southern coastline of Gaialand
      • Moved the Tacticus and the Njord south towards the peacekeepers east coast
      • sailed the Vladimorei to the north pole from Gagarin Memorial, to explore that remaining dark sea – no pod hiding there, though
      • sent the Heimdall, with its ginfreighter cargo, shadowed by the Iaci, north towards Argos. If Zak starts the AV, we can then send the ginfreighter to rush it for him
      Land and Air Forces
      • Continued trolling the fungus with Iaci’s Hoplite – nada
      • landed the B-6 at Iaci Base
      • AU’s Hoplite south towards Fort Soup
      • Skanky’s Sileni moved onto fungus river tile en-route to redeploy to TH
      • 2 Ironholm Hoplites continue to rumble in the fungus
      • Messena’s Hoplite at Mt. Taygetus continues to explore the fungus at the peak – no mindworms, though
      • Cratersouth’s Hoplite reaches Messena and takes up drone-control garrison there
      • Independent Unity Rover continues to troll the Great Fungal Wall, but to no avail
      Edited to remove the outdated save
      Last edited by Googlie; May 24, 2005, 19:53.

      Comment


      • #4
        MY-2172 cont (2) ………….

        Further moves
        • Moved the trannie (name?) in the Laconian Gulf into MT where it can pick up the longstrider there
        • Moved RG’s new Tomcat 1 tile west and tag teamed with the roadbuilding (completed) tomcat there to plant a forest
        • Moved Tomcat-MT southeast and commenced roadbuilding there
        • Landed the CAP B-6 at 2NS, preparatory to redeploying to the peacekeeper theater of operations next turn
        • Shuttled the B-4 from 2NS to Iaci Base
        • brought the B-4 patrolling Buster Ocean back to Craterwest, long way home to inspect fungus en-route. Nothing hiding there
        • FB’s hoplite finally found the monolith, and got promoted to commando
        • Put SC’s Tomcat to work SW of SC1 building a mine on the farmed roaded rolling/rainy tile there
        • redeployed Vlad’s Tomcat to NW of SC1 to join team there building farm (2 turns) then condenser


        edited to remove old savefile
        Last edited by Googlie; June 7, 2005, 11:28.

        Comment


        • #5
          Suggestions:

          --why a condenser at AU? The sea-nut will produce 5 in 3 turns and a tree farm would add 4 nuts to what we currently produce. AU already have 6 economy, meaning a tree farm would be self-paying, and better with a 'sea-energy-what'sthename' after the kelp farm. +50% psych should help with drones. I'd say tree farm at AU, then rec commons and hab complex (ot the other way).
          Nuts aren't a problem at AU, I'd send the former to build a mine on the mineral bonus.

          --Or let it build a condenser for ironholm. With growth stagnant, it could also use a tree farm though building it would be more expensive/long. A creche would then logically follow (seems costly all those improvements but remember it will boost us greatly once they're built. That's the meaning of investment )

          --Same with Fort Liberty: growth stagnant but lots of forests. And with 6 econ, a tree farm there would be already self-paying. And it already has a Creche, so the +2 nuts would make popbooming.

          --Vladivostok: children creche? Or a sea former! (kelp farm at 3 nuts!
          Mmh, with aquafarm and min stations... Miam!)

          --Gythium Harbor: growth stagnant but 4 forests worked. Know what I mean?

          All those, of course, notwithstanding the need for crawlers to help instabuild elsewhere or to catch some coming SP. By the way, what about the neural Amplifier (already asked but nobody noticed/replied)?

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

          Comment


          • #6
            Originally posted by vishniac
            By the way, what about the neural Amplifier (already asked but nobody noticed/replied)?
            Way back when ...... when the faction was young ..... we discussed the SP's we thought were "must have's" and those that were "nice to have" for Sparta.

            Then there were those that fell into the "Well, if we have an almost completed SP that's been already built, and it's tying up minerals .... " category.

            We put the NA into that last group, mainly 'cos we expect that being Sparta, most of our troops will reach Elite status pretty quickly (+50% to psi combat) which is the equivalent of the NG's bonus (sure, the NG would then give an additional +50%, but that's prolly overkill).

            The "must have's" included the CDF and the MCC, as well as the Cyborg Factory. The Command Nexus was a bonus - an opportunistic snatch of it from under the Hive's nose, while the ME came to us via the University conquest. The PDL was one of those "nice to have" SP's that won't assure us of maintaining the tech lead, but also won't let us fall too far behind either

            I'd say that the HSA is bordering on a "Must have" given the tech lead that we do currently enjoy as it more or less blocks the Angels from getting any techs that we, the Uni and the PK's might jointly have (which is why I selected AMA as our next tech - we'll have a decision to make whether we go for PSA oir MMI next choice (assuming we get NG relatively soon)

            So it's not that the Neural Amplifier is worthless - just that we think there are more immediate uses for our enhanced crawlers (while it pains me to use our gin freighter to hurry a University SP, tactically, it's a brilliant thing to do given our commitment to the Angels)

            Comment


            • #7
              Had a look at the turn. It looks great.

              Iaci Base has grown to size 2 this turn. Shall we put its new worker on a forest? Currently it's producing only one surplus nut, meaning the base would grow in 18 turns... Not worth the wait I guess. Better have an extra mineral IMO.

              Btw, what shall Santiago Citadel produce? A crawler to send to Minas Tirith's mines?

              A little terraforming question: why has the former on (60.20) started constructing mines (resulting in 2-2-0 tiles)?? Should it not team up with all the others next turn to construct condenser farms?

              Originally posted by Googlie
              That gives +2 minerals, but 0 nuts – if we leave the worker on the seanut, AU will grow to size 7 next turn (but will have a drone). I suggest we leave as is and use the MM to instabuild a rec commons there, followed by a hab complex in 2173
              While I agree of course we should build a rec commons and hab complex (followed by a tree farm as vishniac suggests) in Arcadia University, how about waiting until we have gathered enough crawlers (or credits) to rushbuild them both right after each other? Until we have a hab complex (which will take a while to build), the rec commons would only give us one extra worker, so until then it's more profitable to use the crawler to harvest some extra minerals. Those minerals should allow us to build the crawlers faster necessary to build the hab complex.
              Contraria sunt Complementa. -- Niels Bohr
              Mods: SMAniaC (SMAC) & Planetfall (Civ4)

              Comment


              • #8
                Originally posted by Googlie
                How about both go NW to that rocky/moist tile SW of Messena and road/mine that tile (58:8)?
                Seems fine to me.
                Btw, we might run into a lack of terraforming problem when popbooming Messena.

                I'd send it to shadow the Freighter carrying the task force. Although the trannie can't be subverted while it's got cargo, it certainly could after its been emptied.
                Sounds good.

                Originally posted by vishniac
                --why a condenser at AU?
                If we want to popboom to size 14, we'll need lots of nutrients! A tree farm and the sea nutrient probably won't suffice once we need to turn workers into doctors to control drones. The condenser is also in Ironholms base radius btw, so we could use it for that base as well as you suggest.

                --Same with Fort Liberty: growth stagnant but lots of forests.
                Tree farm in Fort Liberty would be great indeed.
                However we have the problem: so much to do, so little crawlers? How about focusing our crawlers on AU first?

                --Gythium Harbor: growth stagnant but 4 forests worked. Know what I mean?
                Here I'd disagree (for now). Tree farm (12 mineral rows) would give 4 extra nuts. By comparison, four crawlers (also 12 rows) could harvest 8 nuts on unterraformed rainy tiles. Not that I'm suggesting to do that, but just to give an example there are more cost-effective investments we can currently make at GH.
                Contraria sunt Complementa. -- Niels Bohr
                Mods: SMAniaC (SMAC) & Planetfall (Civ4)

                Comment


                • #9
                  grats on PDL finally finishing
                  As for the NA SP, I'm thinking that we save our crawlers for emergencies. Hey you never know! And It doesn't look like anyone is in a hurry to build it either.
                  -=/+\ Wuy3 /+\=-

                  Comment


                  • #10
                    Btw, we might run into a lack of terraforming problem when popbooming Messena.
                    More formers are needed in Laconia,I think.

                    I forgot Rio Grande. What there with 11 minerals a turn? Crawlers to help the other bases go out of stagnation?

                    Santiago Citadel: I thought it should the place for a SP but we decided (did we?) not to build the AV. Options would be crawlers (to help other bases), formers or an Hologram Theatre followed by a Hab complex to boost the pop.


                    AU: If we want to popboom to size 14, we'll need lots of nutrients! A tree farm and the sea nutrient probably won't suffice once we need to turn workers into doctors to control drones.
                    My vision for AU would be to turn it into a cash-cow. It involves, while population increases, building tree farm (BTW, how efficient is its +50 psych when we reach pop 14?), Hab complex, rec commons, hybrid forest (another +50 psych...same question. I'm not conversed in drone questions) and energy bank.
                    I let you calculate the exact energy output by then, especially if we turn sea tiles to kelp+harness but it shouldn't be bad..
                    That also would naturally position AU to become the famous Super-Science-Base (if we grab super science SPs).
                    Along the way and depending how fast we build, the hybrid forest would solve any nutrient problem we could have.



                    Tree farm in Fort Liberty would be great indeed.
                    However we have the problem: so much to do, so little crawlers? How about focusing our crawlers on AU first?
                    Do we want to concentrate on one base and instabuild using crawlers or is it also possible to spend a few turns to complete a facility?


                    About Gythium Harbor, I concur (though I don't see what to build. Crawlers, then? More versatile). I'm still a novice with the use of crawlers (and greatly appreciate your insight )
                    From hell's heart I stab at thee; for hate's sake I spit my last breath at thee. Ye damned whale!

                    Comment


                    • #11
                      MY-2172 cont (3) ………………

                      Further moves
                      • Changed AU build to a crawler
                      • Retired the Messena build design, and changed to a Crèche – rushed for 30 credits
                      • Mercury and SCC Minas Tirith blocked on going south by Hive missile skimship. So withdrew 2 tiles to let the Hive ship through
                      • B-4 riding CAP returned to Minas Tirith, replaced by another to shield the invasion force
                      • 2 Tomcats at Messena split – north and northeast, building roads preparatory to farms for Messena’s popboom
                      • redeployed Messena’s B-4 to Gythium Harbour to bolster airforce in the Hive theater, as we move airforce units to the PK theater.
                      • realized that as Messena will grow to 4 next turn (completed Creche and surplus nuts) will have a drone appear, som redeployed the F-6 from Craterwest to Messena to provide garrison duty. Next turn we can upgrade the Hoplite to a CDF (it had already moved this turn, so couldn’t)
                      • moved the new Iaci Base worker from the 2-nut tile to work a forest tile
                      • The Tomcat on (60:20) has now moved to join its 3 colleagues on 61:19 to construct condenser farms
                      • Tomcat FL-1 joins Wombat FL-1 at rainy river site west of FL to gangbuild a farm then a condenser there
                      Still a couple of unanswered questions:

                      What to do with the 2 Tomcats in our Tri-city area (currently on a river fungus tile in the Crater bed)

                      I’ve pretty much put crawlers everywhere, recognizing their versatility. Do we want to invest in facilities at this time, anywhere?

                      save deleted as superceded by a subsequent save (below)
                      Last edited by Googlie; May 26, 2005, 10:04.

                      Comment


                      • #12
                        And here's a screenie of the stalled Task Force:
                        Attached Files

                        Comment


                        • #13
                          Originally posted by Googlie
                          I�ve pretty much put crawlers everywhere, recognizing their versatility. Do we want to invest in facilities at this time, anywhere?
                          I would say we want to improve infrastructure in general, so almost everywhere would be my answer. Maniac probably knows best what is best built where. Depending on war(s), we will need to keep making units in some places, of course, but hopefully not too many.

                          And what about Zak? Do we try to make him build the Ascetic Virtues or not?
                          Seriously. Kung freaking fu.

                          Comment


                          • #14
                            Originally posted by Modo44
                            And what about Zak? Do we try to make him build the Ascetic Virtues or not?
                            Well, the concensus seemed to be not to go to the mods to use the Kody program to make him switch.

                            And in-game, I don't know of any way of "suggesting" it to him

                            So it looks as though we need to wait until he completes a build in one of his bases and see if he starts the AV. If he doesn't, then another tactic would be to sell/trade it to Lal, and try to pact with him again so that we can send the ginfreighter there.

                            But that would make a subsequent invasion of lal problematical, as on dissolving the pact our units would be returned to base, so we'd be starting out afresh again

                            Comment


                            • #15
                              Originally posted by Googlie

                              What to do with the 2 Tomcats in our Tri-city area (currently on a river fungus tile in the Crater bed)
                              Ah - I see that was addressed in the 2171 thread:

                              Originally posted by Googlie [*]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)
                              and Maniac's reply:

                              Originally posted by Maniac
                              Sounds good to me.
                              Done

                              Also, late moves:
                              • Sent the F-6 at GH to 2NS - still able to cover MT assets and can quickly deploy to Iaci if needed
                              • loaded the trannie at MT with a longstrider and an Impact infantryman, and sent it out the Laconian Gulf to make its way eventually through Styx
                              • put a B-4 from MT riding CAP over the trannie
                              • held the Invincible and its trannie in position in the fungus outside UN Planning Authority
                              • Found a B-4 in Sector Cratersouth so sent it north to Messena (wasn't sure if Interceptor crews could do double duty as police, or just penetrator crews)
                              • Held the slow trannie in Vladivostok harbour
                              • Rushed OA's crawler for 11 credits
                              Next turn we'll have 1 extra citizen at the following bases
                              • Messena
                              • Santiago Citadel
                              • Maybe Vladivostok (nutbox is 4 shy of completion, and it generates 4 surplus nuts this turn, but is showing 2 turns to complete)
                              We do need to commission a handful more Crypteia, for garrison duties in the Peacekeeper bases that we'll capture, so maybe need to switch some Arcadian bases from crawlers to crypteia (such as FL and Argos, maybe)

                              edited to remove the save. Final save attached in a later post below
                              Last edited by Googlie; May 26, 2005, 14:27.

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