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  • #16
    Things look great.

    Originally posted by Googlie
    I suggested that AU gives up the condensot farm - that's 2 extra pops to Ironholm if it has a creche (and those 2 extra workers generate another 2 nuts for a sixth citizen)
    But besides a creche we'd also need a rec commons and upgrade or train a CDF to support those citizens. While if AU worker the condenser, we could support two extra librarians I assume. In absolute numbers less productive than extra Ironholm workers, but I assume more cost-effective. With the minerals required for a creche + rec commons + CDF we could almost build a tree farm in AU btw and popboom the base to size 14 so I assume.


    Btw, some things I noticed in the latest save:

    How about working the 0-6-7 borehole in FS instead of the 0-6-6 borehole?

    Messena and SC4 will riot next turn in their current situation.
    Contraria sunt Complementa. -- Niels Bohr
    Mods: SMAniaC (SMAC) & Planetfall (Civ4)

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    • #17
      See my other thread re finishing the turn.

      Some naval units still have to be moved (we'd sent them IoD hunting last turn - they might want to be moved to the staging areas, or alternatively can rummage some more and try to get some cheap planetpearls - or maybe even a captured Iod with some mindworms aboard)

      then there are crawler orders, and tomcat orders, plus new builds for some of the bases that completed this turn and need new instructions

      Comment


      • #18
        Posted by Googlie in the Operation PW thread

        Budget requirements for Operation PW:

        .................................

        Pathfinder Group(currently sitting in the trannie outside Planning Authority)
        110 credits to upgrade to R-112 class (amphibious missile rover)

        Total Pathfinder Group: 110 credits
        Total: Operation PW: 451 credits
        Cash at end of 2175: 616 credits
        Question: do we want to upgrade that Unity Rover to R-112 class to have a 3rd amphirover for the invasion, as a precaution? or are we happy with just the Steppenwolf and the R-112 itself to capture Planning Authority with the AA intact?

        Comment


        • #19
          Originally posted by Maniac
          How about working the 0-6-7 borehole in FS instead of the 0-6-6 borehole?
          Ah - I meant to switch them back. I was seeing if there was a way to get an FS crawler onto the 7 energy, but that would deplete it of 2 nutrients so it wouldn't grow (but that's maybe not a bad thing for 1 turn, so long as we get the enrgy credits - it was the crawler on 80:16 that I was considering moving)

          Alternatively, for 1 turn we could move the FL crawler on 85:21 to the borehole (the 6/7 one - it won't reach the 6/6 one as there's no road there) to get the extra minerals for FL for 1 turn

          Messena and SC4 will riot next turn in their current situation.
          For Messena, I planned to move one of the 1/1/0 workers onto the 2/0/0/ tile and turn the other 1/1/0 worker into a technician

          SC4 needs its Hoplite to be upgraded to a CDF

          Comment


          • #20
            Some additional thoughts:

            we have a B-6 in Fort Soup that can't make Iaci this turn, but can be positioned to land at one of the captured bases next turn if we get it airborne

            We should move 2 of the 3 Crypteia in Iaci southwards to the coast to facilitate being picked up by the cruiser trannie after it has disgorged its cargo in Planning Authority (and if they bump into those 2 PK Colony Pods en route, then mind control them)

            Comment


            • #21
              Originally posted by Googlie


              Question: do we want to upgrade that Unity Rover to R-112 class to have a 3rd amphirover for the invasion, as a precaution? or are we happy with just the Steppenwolf and the R-112 itself to capture Planning Authority with the AA intact?
              Already done that. I saw it suggested in the Op PuWi thread.
              Contraria sunt Complementa. -- Niels Bohr
              Mods: SMAniaC (SMAC) & Planetfall (Civ4)

              Comment


              • #22
                Originally posted by Googlie [*]One of MT's B-4's to rendezvous to CAP the Slack Alice task force creeping across the Southern Arcadian Ocean
                Do you mean with Slack Alice the trannie on (58.42)?
                If so, then the B-4 wouldn't be able to land at Iaci Base though, as you suggested elsewhere.

                What to do?
                Contraria sunt Complementa. -- Niels Bohr
                Mods: SMAniaC (SMAC) & Planetfall (Civ4)

                Comment


                • #23
                  Originally posted by Googlie
                  Alternatively, for 1 turn we could move the FL crawler on 85:21 to the borehole (the 6/7 one - it won't reach the 6/6 one as there's no road there) to get the extra minerals for FL for 1 turn
                  W00t! Will do that.

                  For Messena, I planned to move one of the 1/1/0 workers onto the 2/0/0/ tile and turn the other 1/1/0 worker into a technician
                  Great idea! Executed.


                  Re the B-6 in FS, how about flying it to Tegea Harbour? Then it can attack UN High Commission if necessary.

                  Btw, is it ok to crawler-hurry the creches in GH & FB?
                  Contraria sunt Complementa. -- Niels Bohr
                  Mods: SMAniaC (SMAC) & Planetfall (Civ4)

                  Comment


                  • #24
                    Originally posted by Maniac
                    But besides a creche we'd also need a rec commons and upgrade or train a CDF to support those citizens. While if AU worker the condenser, we could support two extra librarians I assume. In absolute numbers less productive than extra Ironholm workers, but I assume more cost-effective. With the minerals required for a creche + rec commons + CDF we could almost build a tree farm in AU btw and popboom the base to size 14 so I assume.
                    Yeah - it'd cost 30 credits to upgrade the 1/2/1 to a police unit, then there's the cost of reccommons and creche, and that just gets it to size 6 without problems.

                    If we instead let Ironholm churn out crawlers (mabye assisted by FL if we divert its 2 min crawler to the 6 min borehole) in two or three turns we could MM a Tree Farm or Research Hospital at AU

                    btw - I asked somewhere else - don't we want to set the psych at 10% so that our Tree Farm at Fort Soup can multiply something by 50%? (and if so, we can support 9 units there without drone problems, as the 4 psych that gives the base is sufficient to quell 1 drone )

                    Comment


                    • #25
                      Originally posted by Maniac
                      Re the B-6 in FS, how about flying it to Tegea Harbour? Then it can attack UN High Commission if necessary.

                      Btw, is it ok to crawler-hurry the creches in GH & FB?
                      to both these suggestions

                      (but for GH, why don't we move a 1/2/1 worker on to a 2/1/0 tile and pay the extra 2 credits (from 4 to 6) in order to grow to size 5 next turn - we have a rec commons and 2 cdf's there, so can support up to size 6)

                      Comment


                      • #26
                        Originally posted by Googlie
                        btw - I asked somewhere else - don't we want to set the psych at 10% so that our Tree Farm at Fort Soup can multiply something by 50%? (and if so, we can support 9 units there without drone problems, as the 4 psych that gives the base is sufficient to quell 1 drone )
                        That would cost us 7 credits and IIRC some 6 labs per years. Those are more worthwhile than a single extra worker IMO.

                        Things already executed btw:

                        Worker relocations
                        • IB worker moved to a forest as per vishniac's request.
                        • Changed a AU worker to a librarian. AU can now popboom an extra citizen without facing riots.
                        • Messenan workers changed to allow popbooming yet prevent riots.

                        Base production
                        • Added some "stockpile energy"s in the queues where needed.
                        • Changed TH & FL's production to a crawler. Just a placeholder - can still be changed without a penalty next year.
                        • Changed IH's production to a crawler pending discussion on what to do there. The crawler could still be used later of course for crawler-hurrying a creche.

                        Unit upgrades
                        • Citizens in SC4 received police and defence training.
                        • The Jaded Jaguars upgraded to amphib missile rovers. (I hope this was planned. I saw it mentioned in the Operation PuWi thread once, but no further.)

                        Navy
                        • SCC Invincible joined the transports outside UN Planning Authority. Moving in that base for repairs after its capture is the fastest way to get it back to full health I assume. For the record, another PK rover was spotted while sailing towards the trannies.
                        • The SCC Minas Tirith moved to the direction of UN Pillar of Rights. I figured that after accepting Lal's surrender, the ship could use the base as a channel to go pop those two unity pods in the Freshwater Sea. (With only guns it couldn't do much bombard damage anyway.)
                        • SCC Iaci moved to the general direction of the invasion fleet.
                        Contraria sunt Complementa. -- Niels Bohr
                        Mods: SMAniaC (SMAC) & Planetfall (Civ4)

                        Comment


                        • #27
                          Originally posted by Maniac


                          Do you mean with Slack Alice the trannie on (58.42)?
                          If so, then the B-4 wouldn't be able to land at Iaci Base though, as you suggested elsewhere.

                          What to do?
                          yeah - I don't think that trannie is in any danger as it can't be subverted with units aboard, and neither the Hive nor Morgan nor the Gaians have marine detatchment capability

                          If we are paranoid, we could send the SCC Minas Tirith back to cover it

                          EDIT: ah - crossposted. I see that we have already deployed the SCC Minas Tirith - good work!!

                          Plus, we were going to send the 3 as-yet-unmoved B-4's out towards Iaci as part of our second wave airforce for mopping up operations

                          Comment


                          • #28
                            I'm afraid I need to go and don't have the time to finish up the turn. Sorry.

                            For the record, I did the crawler-hurrying of creches. But didn't yet hurry those two bases, nor Rio Grande which could also use a hurry to be able to crawl that new mine next year.

                            Besides that, I:
                            1) started a road SE of FB. It's annoying me long already that there's no short route to move crawlers and such between the crater and the Eurotas valley.
                            2) started a mine constuction near AU. A crawlered rocky mine tile is still AFAIK the best investment one can do, even better than popbooming.

                            Googlie Edit: .sav deleted as endturn.sav now posted on page 2
                            Last edited by Googlie; June 24, 2005, 01:12.
                            Contraria sunt Complementa. -- Niels Bohr
                            Mods: SMAniaC (SMAC) & Planetfall (Civ4)

                            Comment


                            • #29
                              Originally posted by Googlie
                              (but for GH, why don't we move a 1/2/1 worker on to a 2/1/0 tile and pay the extra 2 credits (from 4 to 6) in order to grow to size 5 next turn - we have a rec commons and 2 cdf's there, so can support up to size 6)
                              IIRC a popboom only starts the turn after building the creche, so giving GH an extra nut now already wouldn't have an effect I think.
                              Contraria sunt Complementa. -- Niels Bohr
                              Mods: SMAniaC (SMAC) & Planetfall (Civ4)

                              Comment


                              • #30
                                Originally posted by Maniac
                                I'm afraid I need to go and don't have the time to finish up the turn. Sorry.
                                I can prolly do it now. I seem to be OK with my nose 6 inches from the screen!!

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