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MY - 2184 - Planning and execution thread

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  • #16
    What to do with the two formers SE of AU?
    - go south and plant a forest?
    - go SE and do... something?
    - go east and construct a mine?
    Yeah, a mine on the rocky-solar tile!

    Do we want to upgrade some crawlers near AU to hurry a research hospital/hybrid forest/whatever?
    If we can afford it, yes. The place is a huge consumer of crawlers with AU, a possible bio-enhancement center in FS and the future Creche/Farm at Argos.
    Next instabuild there will be the Hospital in AU.

    Do we put crawlers in production in all cities of the region?
    Do we hurry some?
    I think TH can wait 2 turns before needing Rec Commons, otherwise, let's make one!

    Seems Ironholm has 2 crawlers needing orders.
    I'd see one taking 2 nuts fom the farm and the other 2 minerals from a forest.

    Same with Fort Buster. The place is flooding with crawlers, so do we want to upgrade one or two for bioenhancement center/tree Farm/...?
    A Tree Farm is programmed for GH.

    Otherwise, I didn't look too closely at Laconia, except Sparta Command:
    - a stack of 3 formers awaits orders SW: I propose forest on the next roaded tile
    - a stack of 3 formers NE: upgrade them to Wombat by 3x30 credits and then defungus, forest, defungus, forest...
    - hurry a Creche (not especially this turn, but as we have many crawlers awaiting orders, at least make them come closer) and relocate a worker from forest to farm when done. Would allow popboom.
    - hurry a Tree Farm in 3-4 turns and let the 2 former-stacks grow more forests

    More suggestions/observations:
    -- ARC can rush its crawler with 30 credits. Let's do it and send it next turn to the farm south.
    -- Bunker 112 can rush its crawler with 45 credits. Let's do it and use it next turn to hurry a Creche at ARC.
    -- Next crawler at ARC would go to Nut-bonus South. That should permit us to have an industrial center equally distant from all bases. A real crawler-churner!

    -- Concerning a base at 6:60, it wouldn't give much advantage upon Fort Sol.
    Taking-off in Fort Sol, commando planes can reach MartPact and the other big base NE. Elite planes (Elite X-planes in my mind! ) can reach Enigma Machine (11 tiles).
    If we really want some closer base until we can use a captured Angelic base, then 9:65, a sea-base with mineral bonus. (but its goal would be so obvious that we should only found it the same turn as we launch the attack).
    From hell's heart I stab at thee; for hate's sake I spit my last breath at thee. Ye damned whale!

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    • #17
      Originally posted by Googlie
      • Scout rover trolling the fungus in “no-mans” land southwest of Aid Station/northeast of Health Authority (names for those 2 bases?) comes up empty handed
      • Southern Arcadian task force (2 empty trannies and the SCC Minas Tirith) finish exploring that small peninsula to the Gaians southeast
      We'd have a bigger chance of stirring up mind worms if the rovers stayed on the river, so they can cross those fungal river tiles three times in one turn.
      Contraria sunt Complementa. -- Niels Bohr
      Mods: SMAniaC (SMAC) & Planetfall (Civ4)

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      • #18
        Originally posted by vishniac
        Yeah, a mine on the rocky-solar tile!
        Done.
        • Mine started on the rocky-solar tile near AU.
        • One former SW of SC1 moves a tile east, preparing a road for future mass-mining.
        • The two others move a tile south and plant a forest (I assume you meant that tile Vishniac?)
        • The active former NE of SC1 moves two NE and plants forest.
        • The GH sea former is still active, so I started it on a kelp farm on that energy bonus tile near Minas Tirith.


        - a stack of 3 formers NE: upgrade them to Wombat by 3x30 credits and then defungus, forest, defungus, forest...
        Two of them already used their turn, so couldn't be activated. But is upgrading formers at 30 credits for a single extra mineral row a good investment? Personally I'm not such a fan of fungicidal formers. They'd need to defungicize tiles constantly to make up for their extra costs. So for a defungus/forest combination normal cheaper formers are most cost-effective.

        A possible idea for a good fungus remover would be a 0-2-1 former with synthmetal armour and fungicidal tanks. Due to its armour the unit would be counted as a combat unit and get an extra movement point from being elite. To make it elite, we'd have to build it in a base with bioenhancement center though.
        Contraria sunt Complementa. -- Niels Bohr
        Mods: SMAniaC (SMAC) & Planetfall (Civ4)

        Comment


        • #19
          Originally posted by Googlie
          Covert Operations Vessel Disco Volante sailed east to take up position north of the Angels base of Heaven’s Gate and northwest of the Hive base of Yang Mine – either can be reached next turn, if we want to try and do anything cute
          Hey, did you guys notice Morgan Construction doesn't have a probe defender?
          Contraria sunt Complementa. -- Niels Bohr
          Mods: SMAniaC (SMAC) & Planetfall (Civ4)

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          • #20
            • Mine started on the rocky-solar tile near AU.
            • One former SW of SC1 moves a tile east, preparing a road for future mass-mining.
            • The two others move a tile south and plant a forest (I assume you meant that tile Vishniac?)
            • The active former NE of SC1 moves two NE and plants forest.
            • The GH sea former is still active, so I started it on a kelp farm on that energy bonus tile near Minas Tirith.
            • B-4 in MT patrols the Hive border.
            • F-6 in MT ends the turn en route to Iaci Base.
            • Arcadia University: moved some crawlers and workers so that the base can popboom further without rioting.
            • Crawler near AU upgraded for research hospital.
            • Crawler near GH upgraded for tree farm.
            • Crawler near FB hurried for bioenhancement center.
            • Crawler shipment to Arcadia in progress. Shipping crawlers over an ocean... That's a primer for me. .......... And it leads to a new discovery for me - you can let crawlers harvest even when on a transport!!
            • AU production set to a former. Can finish in one turn, so we can hurry a research hospital next year.
            • FB production also a former. More terraformation for our booming population.
            • Tegea Harbour set to rec commons. It'll need one in two turns and the rec commons will take two turns to build.
            • Crypteia in Assassin's Redoubt hurried.
            • ARC crawler hurried. Didn't hurry the Bunker 112 one though. It would be cheaper to just hurry a creche directly.
            Attached Files
            Contraria sunt Complementa. -- Niels Bohr
            Mods: SMAniaC (SMAC) & Planetfall (Civ4)

            Comment


            • #21
              Originally posted by Maniac
              Crawler shipment to Arcadia in progress. Shipping crawlers over an ocean... That's a primer for me. .......... And it leads to a new discovery for me - you can let crawlers harvest even when on a transport!!
              LOL - me too (I've transported crawlers from one continent to another, but never thought to see if they could crawl anything while still in the ocean tile - I guess in future if I ever do it again I'll look for a kelp farm or a mineral special to end the turn on)

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              • #22
                Couple of micro-management moves (hey, I'm learning from the maestro himself!!)

                At FB, swapped the crawler on the 1-4-1 forest mineral tile with the worker on the 3/1/0 farm tile - results in an extra nut and lab point from that base (pre, combined, was 3/5/0, now is 4/4/1)

                At Bunker-112, moved the worker from the 2/2/0 farm-mine to the 2/1/1 rolling/rainy river tile - loss of 1 mineral but gain of 1 lab point

                Turn finalized and sent to the Gaians
                Attached Files

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                • #23
                  Oh - I meant to say .....

                  When I hit "turn complete", the 2 formers northwest of Vladivostok were attacked by a mindworm - I think we lost 1 former (as I think the mindworm was still there when the screen switched to the Gaian save)

                  We do have a Hoplite adjacent, so likely can take out the worm (or capture it) in 2185

                  We might think about putting a Hoplite on duty with any vulnerable formers (ie, those with fungus tiles beside them) - or trancing the formers (or, after we get silksteel and can continue the MM, putting trance and 3-res armor on the formers - although they are easily replaceable right now)

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                  • #24
                    As our formers go by stack of 2 or 3, perhaps just upgrade one in each stack with trance and synthmetal.
                    Synthmetal should be enough to eliminate the non-combat malus.
                    3-res would be a little expensive, wouldn't it?

                    To better protect all formers, but also crawlers, we should now re-consider building the Neural Amplifier.
                    One question is: does it also apply to indigenous units?
                    What I mean is, if yes and the Gaians build it, their worms would become 50% harder to kill, independantly of the fact we attack with laser, missile or chaos gun.

                    I would say we take a decision about it around 2188. By then, we will know where we stand with technologies and massive infastructure in AU (Forest and Hospital) will be finished.
                    From hell's heart I stab at thee; for hate's sake I spit my last breath at thee. Ye damned whale!

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