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MY 2173 Planning & Execution Thread

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  • MY 2173 Planning & Execution Thread

    I already played a 2173 simulation.
    These are the notes I made:

    Military
    • As the SNC Heimdall can end its turn in Argos, and thus won't require escort, how about letting the SCC Iaci troll the fungal banks down SE a bit for possible IoD activity?
    • Should we let the SCC Invincible troll the fungus too?
    • Shall we let the slightly damaged B-4 in Iaci Base repair for a turn?
    • Move the hoplite on (79.17) into Fort Superiority. We can then upgrade it to a CDF the turn after. Together with the hab complex completing and a crawler for extra nutrients arriving, we should be able to popboom Fort Soup MY 2175.
    • Upgrade the hoplite in Messena to a CDF.
    • Upgrade a hoplite in Vladivostok to a CDF.
    • CAP the mineral forest?
    • Should we move the probe team in Fort Soup to Argos, so that it can be sent along with the Heimdall?

    Engineering Corps
    • Formers that finished the farm NW of SC1 and still have their movement: proceed to (60.16) W of OA and help plant the forest.
    • Tomcat-RGx SE of RG: move to the tile W of RG to help plant the forest.
    • New Tomcat-TH2: after the road in between is completed, try move to the nutrient bonus tile.
    • GH crawler on (61.23): move two tiles south to work the mine.
    • VV crawler on (64.18): move to the tile SW of SC1 and harvest nutrients, en route to the mines of Minas Tirith.
    • VV crawler on (65.15): move to (64.18) to work the mine.
    • VV crawler on (66.10): move to (65.15) to work the mine.

    Build orders
    • Do we want to let Iaci Base build the rec tanks, or switch to something else? Eg a former to connect Iaci Base to the Peacekeeper our future road network, or perhaps a Crypteia as extra probe defences during the invasion?
    • Will the new crawlers in FB & OA be used to build B-6s (or F-6s)?

    Worker relocations
    • Vladivostok: With the nutrient tanks filled, how about moving the kelp farmer to the forest?
    • Santiago Citadel: move the 2-1-0 worker to an empty forest. No need to have a nutrient surplus there I guess.
    Contraria sunt Complementa. -- Niels Bohr
    Mods: SMAniaC (SMAC) & Planetfall (Civ4)

  • #2
    I think all ships not on guard or offensive duty should try to find something in the Fungus. Of course, we need to make sure they can also kill or capture it.

    Why is a food surpulus bad in Santiago Citadel? I thought pop is power.
    Seriously. Kung freaking fu.

    Comment


    • #3
      Originally posted by Modo44
      Why is a food surpulus bad in Santiago Citadel?
      Next turn SC2 will be at size seven, so it can't grow further anyway without a hab complex. Which may not be worth building at the moment.
      Contraria sunt Complementa. -- Niels Bohr
      Mods: SMAniaC (SMAC) & Planetfall (Civ4)

      Comment


      • #4
        Re: MY 2173 Planning & Execution Thread

        Originally posted by Maniac
        I already played a 2173 simulation.
        These are the notes I made:

        Military
        • As the SNC Heimdall can end its turn in Argos, and thus won't require escort, how about letting the SCC Iaci troll the fungal banks down SE a bit for possible IoD activity?
        Not a bad idea - we could also stimulate the fungus a bit by using the spore launcher to shell a tile or two of the fungus within range - anecdotally I've read that it can assist in MW generation

        • Should we let the SCC Invincible troll the fungus too?
        • Shall we let the slightly damaged B-4 in Iaci Base repair for a turn?
        • Move the hoplite on (79.17) into Fort Superiority. We can then upgrade it to a CDF the turn after. Together with the hab complex completing and a crawler for extra nutrients arriving, we should be able to popboom Fort Soup MY 2175.
        • Upgrade the hoplite in Messena to a CDF.
        • Upgrade a hoplite in Vladivostok to a CDF.
        • CAP the mineral forest?
        • Should we move the probe team in Fort Soup to Argos, so that it can be sent along with the Heimdall?
        Yes to all of the above suggestions

        Engineering Corps
        • Formers that finished the farm NW of SC1 and still have their movement: proceed to (60.16) W of OA and help plant the forest.
        • Tomcat-RGx SE of RG: move to the tile W of RG to help plant the forest.
        • New Tomcat-TH2: after the road in between is completed, try move to the nutrient bonus tile.
        • GH crawler on (61.23): move two tiles south to work the mine.
        • VV crawler on (64.18): move to the tile SW of SC1 and harvest nutrients, en route to the mines of Minas Tirith.
        • VV crawler on (65.15): move to (64.18) to work the mine.
        • VV crawler on (66.10): move to (65.15) to work the mine.
        to them all

        Build orders
        • Do we want to let Iaci Base build the rec tanks, or switch to something else? Eg a former to connect Iaci Base to the Peacekeeper our future road network, or perhaps a Crypteia as extra probe defences during the invasion?
        I've no problem with that. The idea of the rec tanks was in case we (I) ever forgot to change the build to a flying ginfreighter prior to popping a seapod that gave us a facs completion. The rec tanks would always have been a useful default - moreso than a former or a crawler, I reckoned

        • Will the new crawlers in FB & OA be used to build B-6s (or F-6s)?
        That was the intention (remember last turn planning I was proposing to actually build the B-6, but you convinced me that a crawler plus the MM was a better option)

        Worker relocations
        • Vladivostok: With the nutrient tanks filled, how about moving the kelp farmer to the forest?
        • Santiago Citadel: move the 2-1-0 worker to an empty forest. No need to have a nutrient surplus there I guess.
        Again, to both

        Comment


        • #5
          To bring it into this thread, from the Data Angels' thread .......

          Re: the Ascetic Virtues:

          I suggest that we have a strategy in place now so that I can deal with any diplo messages etc when I open the turn

          I suggest that we first look to see:
          • has Zak has started the AV?
          • Has Zak gifted/traded PE to the PK's?
          • Does Zak now have NG
          Based on the above answers, we can then:
          • Call Zak, and get NG gifted to us from him - then cash in that AA
          • If Zak has started the AV, then direct our ginfreighter-in-transit to his AV base to help instabuild it
          • If Zak hasn't started the AV, and if Lal doesn't have PE, and if he hasn't traded NG to Zak, do we call Lal and try to get NG in exchange for PE?
          • If so, do we try and pact with Lal, and assist him in building the AV, prior to then going vendetta and capturing that base?
          • do we try my ultra-brilliant "end run" and build the AV to completion ourselves, then gift the base to Zak (Fort Liberty, renamed) - whether or not we try to extort it from him subsequently
          For my money, the only sure way of keeping the AV out of Angels' hands is that last option. And it doesn't contravene any tenet of the game - it is base-trading that's illegal - in fact, extortion and gifting are specifically allowed

          Comment


          • #6
            Originally posted by Googlie [*]If so, do we try and pact with Lal, and assist him in building the AV, prior to then going vendetta and capturing that base?
            Sure. We are going after him anyway.

            Originally posted by Googlie [*]do we try my ultra-brilliant "end run" and build the AV to completion ourselves, then gift the base to Zak (Fort Liberty, renamed)
            Again: no.
            Seriously. Kung freaking fu.

            Comment


            • #7
              he turn is up and I've had a look.

              Three mindworms have popped up next to Fort Soup, and they can't be mind controlled. Just a quick scan of the forces in the neighbourhood doesn't give me any clear ideas of how we can easily eliminate all of them in this round, and I'm wondering if our former is completely safe ... Though it's easy cash I guess

              It looks like we can take UN Planning Authority this turn if we like. The 1-3-1's can be taken out with noodles and and the rovers with the R-112. We could use the noodles to block PK probe teams for one turn, but then we'd be in trouble ...

              Hole of Aspiration could also be taken, for what it's workth.

              Anyway, I'm off to bed now

              Comment


              • #8
                MY-2173 Orders

                Diplomacy
                • Zak has not transferred Planetary Economics to Lal
                • Lal has not transferred Neural Grafting to Zak
                • Neither Angels, PK's nor Gaians have yet traded NG to Morgan, who is still researching NG
                • Neither Lal nor Zak has traded Cyberethics to the Angels, who are still researching Cyberethics
                • The Angels have not traded Intellectual Integrity to either the Gaians or to Morgan
                Naval & Support Unit Moves
                • SNC Heimdal reached Argos and unloaded the ginfreighter
                • SCC Iaci sailed into fungus patch to its southeast, having previously been bombarded by the spore launcher
                • The Styx passage having been vacated by the Hive, the SCC Minas Tirith and the SNC ?? with the Task Force entered the channel
                • The B-4 formerly flying CAP over the task force returned to Minas Tirith
                • Second B-4 in MT flew out to fly CAP over the new position
                • The Vladivostok trannie headed towards the Styx channel, anchoring next to the Hive Missile Skimship (which seems to be headed our way) – 187 credits will secure that vessel for us via mind-control, should we so desire
                • The B-4 flying CAP over that trannie’s former location returned to MT
                • The B-4 at Craterwest moved into position over the trannie
                • SCC Vladimorei sailed to the fungus west of Whohabitat, “testing” the Morganite spurious MoDo doctrine

                Comment


                • #9
                  Originally posted above by Maniac
                  Shall we let the slightly damaged B-4 in Iaci Base repair for a turn?
                  The two B-4's in Iaci Base seem to be 100% healthy, as is the B-6

                  Comment


                  • #10
                    Further 2173 orders …….

                    Unit Moves
                    • Moved the Hoplite in transit in Arcadia into Fort Soup
                    • Upgraded Messena’s Hoplite into a CDF
                    • Upgraded a Vladivostok Hoplite to a CDF
                    • Sent Fort Soup’s Longstrider to Argos
                    • Frolicked in the Northern Arcadian fungus with the 2 Hoplites and the Skanky, but didn’t scare up any mindworms
                    • Ditto with the hoplite at the Unity wreckage site – nada
                    • And with the Hoplite on Taygetus – nothing there either
                    • Ran the Unity rover up and down the Rio Rojo - also nothing
                    • Sent the Ginfreighter to work east of Argos – relocating a Fort Soup worker from a river forest tile to a regular forest tile to make room for the crawler crew (no loss of energy, though)
                    • Reassigned Vladivostok’s kelp farmer to the forest
                    Build Orders
                    • B-6’s ready for flight training at Olympus Academy and Fort Buster – crawler crews delighted at change of assignment to Air Force
                    • Changed Iaci’s production to a Crypteia – can rush next turn if needed
                    • Set Messena’s production to a Rec Commons – it will need rushed a turn or two before completion to handle growth from 4 citizens to 5 in 10 or so turns’ time
                    • Put a crawler into production at Tegea Harbour – it can always be changed nest turn if we want a Crypteia (or a longstrider) from there too
                    • Put a Research Hospital in the Build Queue at Fort Soup – not sure from memory if the ten surplus minerals there carry forward to another facility, or is that just units?
                    originally posted by Maniac
                    Santiago Citadel: move the 2-1-0 worker to an empty forest. No need to have a nutrient surplus there I guess
                    Couldn't find a Santiago Citadel 2/1/0 worker to reassign, and no empty forest tile to work either (must have noticed that in the last save of the 2172 turn and remedied it)
                    Last edited by Googlie; May 31, 2005, 20:08.

                    Comment


                    • #11
                      And here's the midturn save incorporating all those moves

                      Some questions;

                      Do I call Lal and get NG for PE, then cash in that AA? (And what happens if we do get Bio-Engineering - do we proceed to build the Longevity Vaccine, for it's 2 drone-quelling abilities as long as we run Planned?)

                      Edited to rempve file to free up Apolyton disk space
                      Last edited by Googlie; June 7, 2005, 11:26.

                      Comment


                      • #12
                        Originally posted by Snoddasmannen

                        Three mindworms have popped up next to Fort Soup, and they can't be mind controlled. Just a quick scan of the forces in the neighbourhood doesn't give me any clear ideas of how we can easily eliminate all of them in this round, and I'm wondering if our former is completely safe
                        Snoddasmannen - I don't see mindworms in my base pic - and I'm reluctant to act on your info (not saying you have, but if you've used the B-4 stationed there, or ground units, to "look around" ................. )

                        If they are in your base pic, can you post a screenie?

                        Here's what I see:
                        Attached Files

                        Comment


                        • #13
                          Hey that's weird, loading the turn up this morning after having cancelled and not saved (for some reason) the mw are no longer there. I certainly hadn't gone exploring, they were out there plain to see when I loaded the turn, and I also heard a >pop< sound when I did.

                          It looks like simply loading the turn triggers some kind of random event section and you were luckier (?) than me.

                          Comment


                          • #14
                            Originally posted by Googlie
                            Do I call Lal and get NG for PE, then cash in that AA?
                            Sure, do that.

                            Originally posted by Googlie
                            (And what happens if we do get Bio-Engineering - do we proceed to build the Longevity Vaccine, for it's 2 drone-quelling abilities as long as we run Planned?)
                            Again, my question is: Will we have enough rushing capability to follow with two other projects after doing this? If yes then go ahead.
                            Seriously. Kung freaking fu.

                            Comment


                            • #15
                              Originally posted by Googlie [*]Sent Fort Soup’s Longstrider to Argos
                              How about hurrying Argos' Crypteia production? Then Heimdall can return with an extra probe.

                              Frolicked in the Northern Arcadian fungus with the 2 Hoplites and the Skanky, but didn’t scare up any mindworms
                              Shouldn't Skanky's Sileni move to Tegea Harbour to prepare for a Peacekeeper invasion? On a similar note, now a replacement garrison has arrived at Fort Soup, Spartan Kel can proceed to TH.

                              As for the two hoplites, the chances for running into worms would be higher if they wormhunted at (86.14). By moving up and down that tile and the two river tiles SE & SW of it, they could visit (86.14) more than once per turn.

                              Ran the Unity rover up and down the Rio Rojo - also nothing
                              Something I noticed last year too: If Rolling Thunder II is hunting between (62.32) & (63.31), how come the rover is pointing SE instead of NE or SW?

                              Set Messena’s production to a Rec Commons – it will need rushed a turn or two before completion to handle growth from 4 citizens to 5 in 10 or so turns’ time
                              Río Grande will finish a crawler in two turns, so perhaps we could then use the crawler two tiles south of Messena to hurry the rec commons, and place the new crawler at the vacated mine?

                              Put a Research Hospital in the Build Queue at Fort Soup – not sure from memory if the ten surplus minerals there carry forward to another facility, or is that just units?
                              Surplus minerals always carry forward, no matter what's in the build queue. However if anything else than stockpile energy is in the buile queue, the extra credits from the stockpile energy bug are lost (in this case 11c). So please never ever put anything else than stockpile energy in it.

                              Edit: Oh yeah, something else: please don't forget to move the crawler on (87.21) a tile west en route to FS.
                              Contraria sunt Complementa. -- Niels Bohr
                              Mods: SMAniaC (SMAC) & Planetfall (Civ4)

                              Comment

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