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  • Request help with early turn decisions

    I have not been a big fan of Morgan in the past since a +3 Econ (with FM) doesn't seem to provide a big benefit and the lowered hab limit is a killer. But recently I was playing him and tried Demo/Green/Wealth and loved it. The magic +2 Econ, +1 Ind, plus mind worm capture is sweet. You can generally able to out-produce, while using worms to harass enemies and allies alike. Just the kind of dirty pool I like to play

    Problem is the damn AI keeps winning the WP(which I used to ignore, but now can't live without) while I'm still building up crawlers. Even on SP transcend level this shouldn't be that hard to get right? I must be doing something stupid that I'm not catching. I think I might be spreading myself too thin. So my request is....could the Morgan fans out there list out how you typically run your turns up to the point at which you begin building the WP? Maybe I can see what I am doing wrong.
    "They’re lazy troublemakers, and they all carry weapons." - SMAC Manual, Page 59 Regarding Drones
    "Without music, life would be a mistake." -- Friedrich Nietzsche
    "If fascism came to America it would be on a program of Americanism." -- Huey Long
    "Voice or no voice, the people can always be brought to the bidding of the leaders. That is easy. All you have to do is tell them they are being attacked, and denounce the pacifists for lack of patriotism and exposing the country to greater danger. It works the same in any country." -- Hermann Goering

  • #2
    I suspect you are not using the crawler upgrade trick to make crawlers worth additional minerals when cashing them for Sps like the WP. Even without upgrading, cashing crawlers should mean you get the WP ahead of the AI-- I know that its painful to eliminate your own crawlers, but some projects are just worth it
    You don't get to 300 losses without being a pretty exceptional goaltender.-- Ben Kenobi speaking of Roberto Luongo

    Comment


    • #3
      Umm... if I had a link, there's a blow-by-blow Morgan start strat for Transcend by Oggie, that I always use. Basically you start by researching Biogenetics, while your two starting bases build the Merchant Exchange, then you swich production to RecTanks in both bases as soon as you get the tech and rush the tanks. Then build colony pods. This little extra gets your first bases about 50% more productive for little effort, and puts you into a good position the whole game.

      I also reccommend Kody's work on Rushing Production. Its a masterpiece and more relevant for Morgan than others.

      -Jam
      1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
      That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
      Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
      Taht 'ventisular link be woo to clyck.

      Comment


      • #4
        The write up Jam so graciously refers to is here. .
        "Just puttin on the foil" - Jeff Hanson

        “In a democracy, I realize you don’t need to talk to the top leader to know how the country feels. When I go to a dictatorship, I only have to talk to one person and that’s the dictator, because he speaks for all the people.” - Jimmy Carter

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        • #5
          I generally get WP by setting a base down in a good location, waiting for a rec commons, then building WP. No way am I going to wait for supply crawlers -- I'd get sniped for sure.

          I try to keep the support burden light in the base set aside to build it. I'll also burn artifacts, damaged battle ogres, and surplus Unity Rovers for it -- it's that important. (I won't burn "Independent" Unity Rovers, though -- support-free police are too valuable.)

          Early game growth is exponential, and I pay a huge opportunity cost of that potential to keep my best base at zero support (0-1 units) just to build WP. As an added bonus, though, that base is set up to compete for other critical SP's.

          The arrival of the supply crawler ends the era of the single "SP base" -- and of the painful decision to burn artifacts. By that time I usually have WP and VW, and if I'm lucky either CN or HGP.

          Comment


          • #6
            Re: Request help with early turn decisions

            For Morgan, early AAs are DEFINITELY best used to build WP or HGP, don't hoard them for tech. Also, instead of upgrading crawlers early on, just rush build them. It seems less cash efficent, but it _is_ more time efficient, and that's what counts. Use the crawlers to trawl forest tiles while you're waiting for enough to finish your SPs in a single turn, you'll be suprised how much quicker your early SPs get cranked out.

            If I have 2 AA's collected, I'll consider building WP even before I get IA, but for just one, the early growth is far more important.

            Comment


            • #7
              Re: Re: Request help with early turn decisions

              Originally posted by CEO Aaron
              Also, instead of upgrading crawlers early on, just rush build them. It seems less cash efficent, but it _is_ more time efficient, and that's what counts. Use the crawlers to trawl forest tiles while you're waiting for enough to finish your SPs in a single turn, you'll be suprised how much quicker your early SPs get cranked out.
              I see you've been converted.

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              • #8
                Yep. Our thread about that last time didn't really leave any doubt.

                Comment


                • #9
                  Its something that goes right back to Vel's guide. Time is your most precious resource. Its worth spending x now, to make 2x 10 turns down the line, but its even better to spend 2x now to make 3x 5 turns down the line.

                  Playing as Morgan I'm spending the bank practically empty every turn with little rushes. Rushing mostly rectanks, formers and crawlers, because that gets my mineral and food production up. Why do I boost mins and nuts? To build more bases more quickly. All those size 6 bases filled with specialists making great stacks of ec (Assume AV is built) is a wonder to behold.

                  -Jam
                  1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
                  That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
                  Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
                  Taht 'ventisular link be woo to clyck.

                  Comment


                  • #10
                    Yeah, I'm pretty much the same, although some of colony pods also get a good portion of rush cash, both to accelerate base placement, and to keep my population under control.

                    Not only does rushing formers over upgrading them give you turn advantage, but you get the interim resources they collect while waiting to be cashed in, so that counts against the extra ECs you spend over upgrading. Once the midgame hits home, and you have the ability to create monstrously expensive crawlers, upgrading makes sense again, especially if you have an indifferent or worse industry rating.

                    Comment


                    • #11
                      You mean rushing crawlers, not formers, right? Although you need to rush some formers too, so the crawlers can collect the "interim resources" more effiecently. Forests and roads seems to be the quickest. The road adds a bit of terraforming time, but means the tile can be crawled 1-3 turns earlier in most cases, adding 2-6 minerals which soon adds up.

                      I'm sure that with the right rushing, all your core bases can get 25-30 minerals within 10 years of getting IA, by crawling the minerals back to build more crawlers, and always rushing as soon as you have the first row full. (With enough cash, rush to fill the first row on the next crawler too) When I have 5-6 bases that can all build crawlers in one turn, I can crash build all the early SPs one after another bang-bang-bang-bang. Then I switch to colony pods at all bases, having terraformed new base sites with enough food and with the PTS and HGP, I now massively ICS. The new bases pump more CPs and crawlers while the core bases switch to facs, while changing the crawlers to food to support pure specialists.

                      If THAT doesn't help a cash rich faction get into a good position vs the AI, nothing will.

                      -Jam
                      1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
                      That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
                      Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
                      Taht 'ventisular link be woo to clyck.

                      Comment


                      • #12
                        Thanks for the replies.

                        Burn a AA on a project....noooooooo.... well ok, I was reluctant, but I tried it last night and won the WP. Unfortunately the AI switched over to the HGP a snagged it a few turns later, but I guess that really can't be stopped. Generally speaking, once I get into the mid game I have the AI pretty much under my boot, but my early game still stinks.

                        Btw I did read the Morgan tips over at CGN (thx for the link). Thing is, I'm using Morgan specifically to avoid using FM (if you can believe that) I'm tried of having bases and pod poppers getting worm raped because of the -30% planet rating psi modifier, plus the drone problems from the police rating are no fun either. Thus the push for a green/wealth SE. Plus it will ally me with the two tree-hugger factions. Morgan under FM/wealth you will have few friends (unless you put Morgan in a second time of course). I'm starting to think that ICS maybe part of the problem for me. I hadn't even heard of it til about a month ago and I have a hard time putting bases that close together. Wouldn't the B-drone problems become crippling as time goes on with this style?

                        all your core bases can get 25-30 minerals within 10 years of getting IA
                        25-30 mins? Pre-tree farms? How do you deal with the fungi pops/worms/damage to terraforming? Not to mention the eventual sea rise. It seems counter productive to spend 18 turns making a borehole only to have it destroyed a few turns later cause of eco-damage. Am I missing something here? I suppose if I had 6 bases pumping out 30 mins per turn I wouldn't have any problem at all.
                        "They’re lazy troublemakers, and they all carry weapons." - SMAC Manual, Page 59 Regarding Drones
                        "Without music, life would be a mistake." -- Friedrich Nietzsche
                        "If fascism came to America it would be on a program of Americanism." -- Huey Long
                        "Voice or no voice, the people can always be brought to the bidding of the leaders. That is easy. All you have to do is tell them they are being attacked, and denounce the pacifists for lack of patriotism and exposing the country to greater danger. It works the same in any country." -- Hermann Goering

                        Comment


                        • #13
                          You don't run FM for very long with Morgan, just long enough to get to your nut/mineral/energy restrictions lifted, and a quick population boom afterward. Once you're finished with the pop boom, and all your bases are at 11, switch to Green/Fundy/Wealth, and you're ready to head out on the offensive.

                          As for 25-30 minerals per base, yeah, that's probably too much to run in every base, but you actually want to have a couple of fungal pops before you start building Tree Farms.

                          ICS isn't too hard, it's just predicated cornering a couple of early SPs. With just HGP and PTS, you can plant infinite size 3 bases. Make sure there's a 2 nutrient square it can harvest in addition to a couple of forests, and build yourself a Rec Commons with your starting 10 minerals. Plant your bases 3 squares apart, and you'll have plenty of room for a horde of them on even a modest sized continent.

                          Comment


                          • #14
                            30 minerals is ok. It gives minimal ecodamage - and remember, you want one *pop* before building any treefarms, or they don't have any effect. 27 is just nice because its 3 rows if you're running Wealth = a crawler every turn. The real ecodamage is pretty hard to get untill after the restrictions are lifted, but then its pretty easy to re-home enough formers to a base to force the first *pop*

                            -Jam
                            1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
                            That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
                            Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
                            Taht 'ventisular link be woo to clyck.

                            Comment


                            • #15
                              Here's some real man's ecodamage



                              -Jam
                              1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
                              That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
                              Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
                              Taht 'ventisular link be woo to clyck.

                              Comment

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