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  • BEFORE ENDING 2160:

    (1) Athens worker moves from 1-2-1 square to 1-2-2 forest river square.

    (2) Gateway worker moves form 1-2-1 square to 0-4-0 mined square 2 sq. SE of Gateway.

    BETWEEN 2160 AND 2161:

    (3) Ushuaia build fusion sea colony pod. Change to supply.

    (4) Sunken City builds colony pod mk2. Change to fusion sea colony pod.

    (5) Gateway builds trance scout infantry. Keep producing trance scout infantry.

    FOR 2161:

    (6) Gateway green trance scout and Suez scout exchange places.

    (7) ETU-125 2 sq. S by SW of Athens attempts to move 3 sq. E.

    (8) Gateway disciplined trance scout moves to cover ETU-125 and holds.

    (9) Athens missile needlejet at Athens attacks Spartan sea former near Fort Superiority.

    (10) Drydock missile needlejet at Fleet Anchorage attacks former near Fort Superiority.

    (11) Boil IoD at Fleet Anchorage holds.

    (12) East missile needlejet near Blast Rifle Crag moves 7 sq. N and returns to Fleet Anchorage (looking for Hive and Spartan transports).

    (13) Suez missile needlejet near Blast Rifle Crag moves 5 sq. NE and returns to Fleet Anchorage.

    (14) Drydock impact foil attacks any enemy transport revealed by the needlejets if the transport is in range or it moves into Fleet Anchorage.

    (15) Drydock (30% danaged) missile foil moves into Fleet Anchorage and rests.

    (16) Gateway fungicidal former 2 sq. W by SW of Athens moves 1 sq. SW.

    (17) Gateway trance scout 2 sq. W by SW of Athens moves 1 sq. SW.

    (18) HQ former in Fungal Fields removes fungus.

    (19) Drydock colony pod in Fungal Fields moves 1 sq. NE.

    (20) Drydock former droid 2 sq. NE of Drydock moves 1 sq. N and plants forest.

    (21) Seaview fungicidal former near BRCM constructs tidal harness.

    (22) Drydock gun foil near Suez goes to Ushuaia.

    (23) East formers 2 sq. NE of Ushuaia build road.

    (24) Ushuaia fusion sea colony pod at Ushuaia moves 2 sq. E and builds "Embassy" (pick a name).

    (25) Change "Embassy" production to trance scout infantry.

    (26) Sunken City plasma hoverboat 1 sq. S of Ushuaia moves into "Embassy," re-homes and holds.

    (27) Ushuaia former 2 sq. SW of Ushuaia moves 3 sq. NE.

    (28) Ushuaia former 3 sq. SW of Ushuaia builds mine.

    (29) Pre-boil IoD near Sunken City moves 2 sq. S and waits (do not finish IoD's movement).

    (30) Sunken City colony pod at Sunken City moves 1 sq. NE onto pre-boil IoD.

    (31) Pre-boil IoD with colony pod on board head toward Athens.

    (32) Xanadu missile foil and Gibraltar missile foil near Great Zion move toward Loaves and Fishes.

    (33) Xanadu missile needlejet at Xanadu rests.

    (34) BRCM missile needlejet at Xanadu moves toward Loaves and Fishes and attacks it.
    Last edited by vyeh; September 22, 2008, 13:24.
    Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

    Comment


    • We got 5 techs from Deidre and only 2 techs from Zakharov.

      Zakharov broke the pact. Deidre has kept the pact and is magnanimous towards us. She even gave us Advanced Military Algorithms in 2130.

      I'm not anxious to get into another vendetta. We're actively mopping up the Believers and destroying Spartan units out in the open. (Compared to the other factions, except for us, the Spartans take longer to build units). We're also picking off Hive sea units.
      Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

      Comment


      • Between 2161 and 2162, we will have a choice of

        Applied Relativity
        Intellectual Integrity (high morale, non-lethal methods, leads to Hybrid Forests)
        Neural Grafting (Bioenhancement Centers, two special abilities, leads to copters)

        Following our "claws and fangs" doctrine, we want those copters.
        Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

        Comment


        • BEFORE ENDING 2161:

          (1) Bay Area missile foil near Sunken City joins IoD near Drydock.

          (2) Change Fleet Anchorage production to 0-1-1 probe team (20 minerals).

          (3) Seaview worker moves from 2-1-1 square to 1-2-1 forest square 2 sq. N by NE of Seaview.

          BETWEEN 2161 AND 2162:

          (4) HQ builds supply. Leave production on supply.

          (5) Bay Area builds recreation commons. Change to fungicidal fusion sea formers.

          (6) Xanadu builds trance scout infantry. Change to recreation commons.

          (7) Seaview builds supply. Leave on supply.

          (8) We will discover organic superlubricant. Choose neural grafting as the next tech.

          FOR 2162:

          (9) Seaview worker moves from 1-2-1 square 2 sq. S by SW of Seaview to 4-0-3 nutrient bonus freshwater sea square.

          (10) Seaview supply at Seaview moves 1 sq. SW, 1 sq. S and crawls 2 minerals for Seaview.

          (11) Drydock colony pod in Fungal Fields establishes "Fungal Fields."

          (12) Change Fungal Fields production to recycling tanks.

          (13) HQ trance scout at Fungal Fields re-homes.

          (14) HQ former and HQ fungicidal formers at Fungal Fields move 1 sq. SW and plant forest.

          (15) Gateway trance scout between Fungal Fields and Athens holds.

          (16) Gateway fungicidal former between Fungal Fields and Athens remove fungus.

          (17) Athens former droid 2 sq. S by SW attempts to move 3 sq. E.

          (18) ETU-125 1 sq. NE of Gateway moves 1 sq. E.

          (19) Gateway trance scout 1 sq. NE of Gateway moves 1 sq. E.

          (20) Suez scout at Gateway holds.

          (21) Gateway trance scout at Suez and East trance scout at East change places.

          (22) Drydock gun foil near Kragen's Maw moves into Kragen's Maw and holds.

          (23) Kragen's Maw plasma hoverboat at Kragen's Maw moves toward Morgan Intersteller.

          (24) East formers 2 sq. NE of Ushuaia build borehole.

          (25) Ushuaia former 1 sq. NE of Ushuaia moves 1 sq. NE and builds borehole.

          (26) Ushuaia fungicidal fusion sea formers 1 sq. S of Ushuaia moves 1 sq. E and cultivates kelp farm.

          (27) Bay Area former 3 sq. SW of Ushuaia builds mine.

          (28) HQ supply at HQ moves 1 sq. NE, 1 sq E and crawls 3 minerals.

          (29) IoD and Bay Area missile foil near Drydock move to Athens with the colony pod.

          (30) Athens missile needlejet near Fort Superiority moves 8 sq. NE and returns to Fleet Anchorage.

          (31) Boil IoD in Fleet Anchorage holds.

          (32) Drydock missile needlejet near Fort Superiority moves 3 sq. W and returns to Fleet Anchorage.

          (33) Drydock missile foil at Fleet Anchorage rests unless it can attack a unit with armor of 1.

          (34) East missile needlejet at Fleet Anchorage rests.

          (35) Suez missile needlejet at Fleet Anchorage attacks Spartan former near Blast Rifle Crag.

          (36) Drydock impact foil returns to Fleet Anchorage.

          (37) Gibraltar missile foil near The Lord's Gift moves next to Loaves and Fishes.

          (38) BRCM missile needlejet returns to Xanadu.

          (39) Xanadu missile needlejet at Xanadu goes to Loaves and Fishes and attacks.

          (40) Xanadu missile foil near The Lord's Truth moves to Loaves and Fishes and attacks it.

          (41) Xanadu trance scout at Xanadu holds.

          (42) Bay Area fungicidal sea former near Water Music moves 1 sq. NE and builds mining platform.

          (43) Fungal Fields worker moves from 2-0-0 suare to 1-2-1 forest square.

          (44) In the design workshop, design Fusion Interceptor <10>-1-9*2 SAM. Hit apply. Upgrade all future chaos interceptor production to the fusion interceptor model at no cost.

          (45) In the desing workshop, design Fusion Marines 10~-3-1*2 Amphibious. Hit apply. Upgrade all future chaos marines to fusion marines model at no cost.
          Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

          Comment


          • Destruction of Judgment Seat is the best outcome for us. I certainly didn't want the Spartans to take it.

            That escort foil costs 50 minerals.

            It is getting too dangerous for our missile needlejets because the Spartans will have two Falcons. We'll use our needlejets against the Hive until the chaos or fusion interceptors are available to provide air cover.

            BEFORE ENDING 2162:

            (1) Contact Morgan. Coordinate battle plans. We're going after Loaves and Fishes. He should go after The Lord's Truth. See if he is receptive to a tech trade.

            (2) Syrtis worker moves from 1-2-1 square to 2-1-0 farm square.

            (3) Mindworms at Fleet Anchorage load onto Boil IoD (they're more useful as garrisons on the homeland).

            (4) Boil IoD at Fleet Anchorage moves toward Athens.

            (5) Change Seaview to fusion sea colony pod (once the expansion base west of Athens is established, we can easily get this colony pod to a base site).

            (6) In the design workshop:

            (a) retire (there are no existing units involved; if there is a disbanding warning, stop)
            0-1-4 sea colony pod (70 minerals)
            (6)-3-4 missile skimship (50 minerals)
            (4)-3-4*2 impact skimship (30 minerals)
            0-1-1*2 fungicidal formers mk2 (40 minerals)
            <8>-1-9*2 SAM chaos interceptor (40 minerals)
            8~-3-2 amphibious chaos marines (50 minerals)
            2-1-2*2 recon speeder (30 minerals)
            0-3t-2*2 trance fusion speeder supply (110 minerals)
            (1)-1-4*2 gun skimship (30 minerals)
            0-1-2*2 secure fusion speeder probe team (40 minerals)

            (b) obsolete (there are existing units)
            1-1-1 scout patrol
            0-1-3 transport foil
            0-1-2 probe team
            0-1-6 probe cruiser
            2-<1>-2 AA rover
            <6>-1-2 SAM rover
            <6>-1-8 Falcon
            <(6)>-1-4 escort foil
            (6)-3-4*2 missile foil
            6-1-12*2 missile needlejet

            BETWEEN 2162 AND 2163:

            (7) BRCM builds supply. Change to fusion sea formers.

            (8) Athens builds colony pod mk2. Leave production on colony pod mk2.

            (9) Persepolis builds fusion sea colony pod. Change to fungicidal fusion sea formers.

            (10) Kragen's Maw builds trance scout infantry. Change to fusion sea former.

            FOR 2163:

            (11) Change social engineering slider to 10% economy/90% labs.

            (12) East worker moves from 1-3-1 square 1 sq. S of East to 1-3-1 square 2 sq. S by SE of East.

            (13) Change Fleet Anchorage to 0-3-1 Probe Team Mk2 (30 minerals).

            (14) HQ supply 1 sq. W of East moves to 1 sq. S of East and crawls 3 minerals for HQ.

            (15) Gateway trance scout at East moves 2 sq. and investigates monolith.

            (16) Change Gateway to supply.

            (17) East trance scout at Suez moves to East.

            (18) Persepolis fusion sea colony pod moves to Athens.

            (19) Kragen's Maw plasma hoverboat moves to Persepolis sea colony pod.

            (20) ETU-125 2 sq. E by NE of Gateway removes fungus.

            (21) Gateway trance scout 2 sq. E by NE of Gateway holds.

            (22) Athens former droid 2 sq. SW of Athens moves 1 sq. W.

            (23) Strawberry Fields former droid moves to Drydock.

            (24) HQ former, HQ fungicidal former and Ushuaia recon rover 1 sq. SW of Strawberry Fields attempt to move 2 sq. NE.

            (25) Gateway trance scout 3 sq. NE of Strawberry Fields moves 1 sq. NW onto pre-boil IoD.

            (26) Pre-boil IoD and Bay Area missile foil move to fungus square 2 sq. W by NW of Morgan Ocean Resources.

            (27) Athens colony pod at Athens moves 1 sq. SE, 1 sq. S, 1 sq. W.

            (28) BRCM supply at BRCM moves 2 sq. S, 1 sq. E and crawls 2 minerals for BRCM.

            (29) Boil IoD near Blast Rifle Crag moves 2 sq. S, unloads pre-boil mindworm into pre-boil IoD, moves into Athens, unloads the remaining mindworms and moves 1 sq NE.

            (30) Seaview recon rover at Athens moves 1 sq. SE, 1 sq. S, 1 sq. W, 1 sq. NW and attempts to move 1 sq. W.

            (31) Boil mindworm at Athens holds.

            (32) Pre-boil mindworm at Athens moves to Gateway.

            (33) Suez scout at Gateway moves to Suez.

            (34) Kragen's Maw trance scout at Kragen's Maw holds.

            (35) Syrtis former 1 sq. S of Syrtis builds solar collector.

            (36) Xanadu (5% damaged) missile foil 1 sq. SW of Loaves and Fishes attacks Loaves and Fishes.

            (37) BRCM missile needlejet at Xanadu moves to Loaves and Fishes and attacks Loaves and Fishes.

            (38) Gibraltar (10% damaged) missile foil occupies Loaves and Fishes and holds.

            (39) Choose a new name for Loaves and Fishes.

            (40) Change production of Loaves and Fishes to trance scout infantry.

            (41) Xanadu missile needlejet near Loaves and Fishes moves into Loaves and Fishes and re-homes.

            (42) Drydock missile foil near Bunker 118 moves into Fleet Anchorage and holds.

            (43) Athens, Drydock and East missile needlejets at Fleet Anchorage fly over the Hive continent looking for targets.

            (44) Drydock impact foil at Anchorage patrols.

            (45) Suez missile needlejet near Blast Rifle Crag returns to Fleet Anchorage.

            (46) Persepolis worker moves from 2-1-1 square to 1-2-1 forest square.
            Last edited by vyeh; September 23, 2008, 09:45.
            Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

            Comment


            • Could you amend your 2161-2162 report to note the discovery of organic superlubricant?
              Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

              Comment


              • What's our clean mineral cap?

                At 18, 24 there's a sea square that has access to both a mineral and energy bonus square as well as other shallow improvable squares. It would make a nice launching point to attack the Hive or University.

                What's the plan for the Persepolis sea colony pod?

                Comment


                • Atlantic Ruins and New Sargasso are still great places to build if we think we can get over there.

                  Comment


                  • Removing workers at Drydock, I think our clean mineral cap is 12 (this is the number when Planet is at perihelion); the normal cap is 16.

                    As soon as we get a fungal pop, we can build a tree farm at Drydock.

                    I'll keep (18,24) on the list. We're producing a lot of sea colony pods.

                    I was sending the Persepolis sea colony pod to the energy bonus at (25,36) that you like. Since we're no longer pact with the University, we can build bases in their territory (one of the reasons to not try for a new pact).

                    Once we have the fusion interceptor and start going after the Spartan air units, we won't have trouble getting a sea colony pod to the Atlantic Ruins. Check the command nexus for our enemies. They're running out of ships.
                    Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                    Comment


                    • BEFORE ENDING 2163:

                      (1) Gateway worker moves from 1-2-1 suare to 2-2-1 forest jungle square 2 sq. N by NE of Gateway.

                      (2) In the design workshop, retire (there are no units involved, so there shouldn't be any disbanding warnings):
                      0-1-1 probe team (20 minerals)
                      0-1-1*2 probe team mk2 (30 minerals)
                      0-3t-4*2 trance fusion sea formers
                      0-3t-4*2 trance fusion foil supply.

                      (3) Change Fleet Anchorage to 0-3-1*2 probe team mk2 (30 minerals; note the plasma armor; this probe team can also serve as a defender).

                      BETWEEN 2163 AND 2164:

                      (4) If Miriam contacts us, no mercy unless she submits.

                      (5) East builds supply. Leave on supply.

                      (6) Drydock builds fusion interceptor. Change to fusion sea colony pod.

                      (7) Gibraltar builds recycling tanks. Change to fusion sea colony pod.

                      FOR 2164:

                      (8) Gateway trance scout at HQ monolith goes to 1 sq. E of East.

                      (9) East trance scout at East holds.

                      (10) East worker moves from 1-3-1 square 2 sq. S by SE of East to 1-2-1 forest square.

                      (11) HQ supply 1 sq. S of East moves 1 sq. SE and crawls 3 minerals for HQ.

                      (12) East supply at East moves 1 sq. S and crawls 3 minerals for East.

                      (13) Suez former 1 sq. SE of Suez moves 1 sq. N.

                      (14) Suez scout at Suez holds.

                      (15) Seaview worker moves from 1-2-1 square 2 sq. N by NE to 0-6-6 borehole square.

                      (16) BRCM former and Seaview former 1 sq. S of Seaview move 1 sq. SW, 1 sq. S, attempt to move 1 sq. E.

                      (17) Ushuaia recon rover 1 sq. NE of Strawberry Fields holds.

                      (18) HQ former and HQ fungicidal former 1 sq. NE of Strawberry Fields remove fungus.

                      (19) BRCM sea former builds tidal harness.

                      (20) Athens former droid 3 sq. NE of Strawberry Fields builds road (wait for Gateway fungicidal former to finish removing fungus).

                      (21) Athens colony pod 2 sq. S by SW of Athens moves 1 sq. NW, 1 sq. W and establishes "Bridge" (pick a name).

                      (22) Change Bridge production to recycling tanks.

                      (23) Gateway trance scout at Bridge re-homes.

                      (24) Gateway former 1 sq. SW of Gateway builds solar collector.

                      (25) Pre-boil at Gateway holds.

                      (26) Gateway former droid 2 sq. E by NE removes fungus.

                      (27) Persepolis sea colony pod and escort plasma hoverboat moves 5 sq. NE, 1 sq. E.

                      (28) Pre-boil IoD and Bay Area missile foil 2 sq. W by NW of Morgan Ocean Resources move 6 sq. E.

                      (29) Krusty Krab missile needlejet at Krusty Krab moves 5 sq. NE, 1 sq. SW, 3 sq. W and attacks Fisher of Men.

                      (30) Xanadu missile foil near Krusty Krab occupies Fisher of Men.

                      (31) Rename Fisher of Men.

                      (32) Change Fisher of Men production to trance scout infantry.

                      (33) Re-home Xanadu missile foil and hold.

                      (34) BRCM missile needlejet near Krusty Krab moves 5 sq. W, then returns to Fisher of Men.

                      (35) Boil IoD 1 sq. NE of Athens moves 1 sq. E, 2 sq. SE, loads adjacent Gateway trance scout, moves 1 sq. NE, 2 sq. E.

                      (36) Use Base Operations Status (F4) "Garrison" and "Spartan Base Operations" to lecate Spartan Falcons.

                      (37) If a Falcon is in Training Camp or Fort Superiority, Drydock fusion interceptor attaacks that Falcon. Otherwise, Drydock fusion interceptor attacks the Spartan former near Fort Superiority.

                      (38) If a Spartan Falcon is in range of the missile needlejets at Fleet Anchorage, send the Athens (veteran) missile needlejet to attack it. If the attack fails, send the Drydock (hardened) missile needlejet to finish the job.

                      (39) If the fusion interceptor did not destroy a Spartan Falcon and there is one in range of the needlejets at Fleet Anchorage, send the one wiht the highest morale and least amount of damage to attack it. If it fails, send another one. (These missile needlejets are obsolete.)

                      (40) Remaining needlejets at Fleet Anchorage look for Spartan targets (there are two crawlers at Sparta Command; one is 2 sq. N by NW of Sparta Command on the bonus mine square; the other is 1 sq. S of Sparta Command).

                      (41) Drydock impact foil either attacks any suitable targets revealed by the needlejets or it rests.

                      (42) Drydock former droid at Drydock moves 1 sq. W.

                      (43) Bridge worker moves from 2-0-0 square to 0-1-0 rocky square 1 sq. E of Bridge.

                      (44) Seaview recon rover at Athens moves 1 sq. SE, 1 sq. S, 2 sq, E.
                      Last edited by vyeh; September 23, 2008, 15:58.
                      Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                      Comment


                      • No fungal bloom. One of the non-fungus squares in the Drydock base area would now be fungus. You encountered a wild IoD loaded with two mindworms. We were incredibly lucky not to lose any units (although the only value of the independent scout is that it is independent; the only use for the plasma hoverboat is to temporarily garrison a new sea base until we can build a trance scout; the hoverboat doesn't suppress drones) and we gained 107 credits.

                        The impact foil was outclassed since the free naval yard gave the missile foil a +100% bonus. So the plasma armor of 3 became 6.

                        There was no need to doctor Tu es Petrus. A talent and a drone won't create drone riots.

                        For future reference, note that while Fleet Anchorage is out of range of the Falcon at Training Camp, Training Camp is not out of range of the needlejets at Fleet Anchorage.

                        There is an advantage for bombers to attack interceptors on the runway rather than vice versa. If the interceptor attacks the bomber, it does so at twice its attack value versus the bomber's attack value. If the bomber attacks the interceptor on the runway, they both fight at their normal attack values.

                        However, the destruction of the two supply crawlers has more long term consquences for the Spartans than the destruction of a Falcon.
                        Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                        Comment


                        • BEFORE ENDING 2164:

                          (1) Change social engineering slider to 0% economy/100% laboratory.

                          (2) Sell command center at Kusty Krab for 20 credits.

                          (3) Sell command center at Tu es Petrus for 20 credits.

                          (4) Change doctor at Tu es Petrus to 2-1-0 worker at kelp mine sea square 2 sq. W by NW of Tu es Petrus.

                          (5) Change Drydock production to 10x-1-12*2 X Fusion Needlejet. (50 minerals; this is for those elite Spartan plasma sentinels behind perimeter defenses sitting on sensors.)

                          (6) Fleet Anchorage worker moves from 1-0-0 square to 1-0-2 energy bonus square 2 sq. SW of Fleet Anchorage.

                          (7) Drydock gun foil at Kragen's Maw moves to Persepolis.

                          (8) Change East production to 0-1-6*2 deep radar fusion cruiser probe team.

                          BETWEEN 2164 AND 2165:

                          (9) HQ builds supply. Change to trance scout infantry.

                          (10) Krusty Krab builds trance scout infantry. Change to fusion sea formers.

                          (11) Syrtis build supply. Change to fusion sea former.

                          (12) Water Music builds trance plasma garrison. Change to recreation commons.

                          FOR 2165;

                          (13) Water Music plasma hoverboat at Water Music moves toward Syrtis.

                          (14) Syrtis supply at Syrtis moves 1 sq. E, 1 sq. N and crawls 2 minerals for Syrtis.

                          (15) HQ supply moves 1 sq. SE and crawls 2 minerals for HQ.

                          (16) BRCM former and Seaview former 1 sq. SE of BRCM moves 1 sq. E.

                          (17) Seaview former 1 sq. S of Seaview moves 1 sq. SW, 1 sq. S, attempts to move 1 sq. E.

                          (18) Seaview fungicidal sea former moves 1 sq. NE, 1 sq. N and constructs tidal harness.

                          (19) Panama former droid and Gateway fungicidal former at Panama move 1 sq. SW.

                          (20) Ushuaia recon rover 1 sq. SW of Strawberry Fields moves to Drydock and holds.

                          (21) Drydock plasma hoverboat moves 1 sq. W, 1 sq. SW and holds.

                          (22) Drydock former droid 1 sq. W of Drydock builds road.

                          (23) Independent scout at Drydock moves 1 sq. S and investigates.

                          (24) Drydock fusion interceptor at Drydock rests.

                          (25) Seaview recon rover 2 sq. E by NE of Gateway holds.

                          (26) ETU-125 2 sq. E by NE of Gateway builds road.

                          (27) Boil IoD moves to energy bonus 2 sq. NE of Marine Biology Lab and waits.

                          (28) Pre-boil IoD moves to 2 sq. S of Budushii Dvor, unloads Sunken City colony pod and pre-boil mindworm to the SE (middle landlocked square of Manifold Nexus Central is the base site), and moves 2 sq. W.

                          (29) Bay Area missile foil near Port Grace moves 1 sq. E and attacks Port Grace.

                          (30) Persepolis fusion sea colony pod and escort plasma hoverboat move to energy bonus 2 sq. NE of Marine Biology Lab and sea colony pod establishes "Midway."

                          (31) Change production to fusion sea former.

                          (32) Gateway trance scout at Midway re-homes and holds.

                          (33) BRCM missile needlejet at Tu es Petrus moves to Port Grace and attacks it.

                          (34) Kragen's Maw plasma hoverboat occupies Port Grace.

                          (35) Change name of Port Grace.

                          (36) Change Port Grace production to trance scout infantry.

                          (37) Port Grace 3-0-0 worker becomes doctor.

                          (38) Kragen's Maw plasma hoverboat re-homes and holds.

                          (39) Krusty Krab missile needlejet moves into Tu es Petrus after exploring University continent.

                          (40) Krusty Krab trance scout at Krusty Krab holds.

                          (41) Water Music trance plasma garrison at Water Music holds.

                          (42) Ushuaia former 3 sq. SW of Ushuaia moves 1 sq. NE and plants forest.

                          (43) Gateway trance scout infantry 1 sq. E of East moves 3 sq. N.

                          (44) Suez former 1 sq. NE of Suez removes fungus.

                          (45) Drydock gun foil at Persepolis moves through Suez to 1 sq. NW of Suez.

                          (46) All needlejets in Spartan territory return to Fleet Anchorage after looking for Spartan units.

                          (47) Impact foil holds unless the needlejets have spotted a suitable target.

                          (48) Boil IoD at Midway moves toward Persepolis.

                          (49) Gateway worker moves from 2-0-1 square to 3-1-0 jungle square 2 sq. E by NE of Gateway.

                          (50) In design workshop, obsolete 1-1-1 scout patrol.
                          Last edited by vyeh; September 24, 2008, 03:03.
                          Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                          Comment


                          • Between 2165 and 2166, we will discover Neural Grafting and will be given a choice of Silksteel Alloys, Intellectual Integrity, Mind/Machine Interface, Centauri Meditation, Bio-Engineering, Adv. Ecological Engineering and Orbital Spaceflight.

                            Mind/Machine Interface allows copters. This fits in with our "claws and fangs" philosophy.
                            Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                            Comment


                            • Zakharov is in a vendetta with us. We're building X fusion needlejets. While we may lose a sea base, I don't think Zakharov has the forces or can build the forces to give us a problem even though he has a tech lead.

                              If he offers us a blood truce, should we accept it?

                              If he offers us a blood truce at a price of 100 credits, should we pay?

                              I'm not inclined to pay.

                              I'm putting the issue of whether we accept a blood truce in the voting booth.
                              Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                              Comment


                              • BEFORE ENDING 2165:

                                (1) Change East production to X Fusion Needlejet.

                                (2) Change Krusty Krab to X Fusion Needlejet.

                                (3) Sell command center at Tu es Petrus for 20 credits.

                                (4) Sell command center at Big Easy for 20 credits.

                                BETWEEN 2165 AND 2166:

                                (5) HQ builds trance scout. Leave on trance scout.

                                (6) We will discover Neural Grafting. Choose Mind/Machine Interface.

                                (7) Seaview builds fusion sea colony pod. Change to X fusion needlejet.

                                (8) Suez builds fusion marines. Change to fusion sea colony pod.

                                FOR 2166:

                                (9) Suez fusion marines at Suez move to East.

                                (10) BRCM former and Seaview former 2 sq. W by SW of BRCM remove fungus.

                                (11) Seaview former 1 sq. SE of BRCM moves 1 sq. E.

                                (12) Drydock gun foil 1 sq. NW of Suez moves to Panama.

                                (13) Panama former droid and Gateway fungicidal former 1 sq. SW of Panama remove fungus.

                                (14) Seaview fungicidal sea former moves to bonus nutrient square and cultivates kelp farm.

                                (15) Seaview fusion sea colony pod moves through Suez to 1 sq. E of Suez.

                                (16) Bay Area gun foil near Suez moves to cover sea colony pod and holds.

                                (17) Gateway trance scout 1 sq. N of Suez moves 1 sq. N, 1 sq. E and holds.

                                (18) Gateway former droid 2 sq. E by NE of Gateway moves 1 sq. NE.

                                (19) ETU-125 2 sq. E by NE of Gateway plants forest.

                                (20) HQ former 1 sq. NE of Strawberry Fields builds road.

                                (21) HQ fungicidal former 1 sq. NE of Strawberry Fields moves 1 sq. NE.

                                (22) If the Spartan Falcon is in Training Camp or Fort Superiority, Drydock fusion interceptor attacks Falcon from square within 9 squares of Fleet Anchorage.

                                (23) If the Drydock fusion interceptor has destroyed the Falcon, check Ironholm. If there is a SAM rover still there, send the least damaged/highest morale needlejets from Fleet Anchorage to attack Ironholm until the SAM rover is destroyed.

                                (24) Send the least damaged needlejets form Fleet Anchorage to attack Parade Ground until the missile battery is eliminated.

                                (25) If it hasn't been used, Athens missile needlejet at Fleet Anchorage rests.

                                (26) Boil IoD 1 sq. SE of Hydrothermal Institute attacks Hydrothermal Institute (reactor power is ignored in mindworm/IoD attacks, so the 2-3 odds are really 4-3 odds).

                                (27) Bay Area missile foil 1 sq. W of Big Easy moves to Hydrothermal Institute and attacks it.

                                (28) Pre-boil IoD 1 sq. SW of Big Easy moves to Hydrothermal Institute and occupies it (if it can't, use Krusty Krab needlejet at Tu es Petrus to attack last defender first).

                                (29) Change name of Hydrothermal Institute.

                                (30) Change Hydrothermal Institute production to trance scout infantry.

                                (31) Sell command center at Hydrothermal Institute for 20 credits.

                                (32) Move pre-boil IoD 2 sq. SW.

                                (33) BRCM missile needlejet 1 sq. SW of Big Easy moves to Hydrothermal Institute and re-homes.

                                (34) Pre-boil mindworm and Sunken City colony pod on Manifold Nexus Central move 1 sq. SE.

                                (35) Krusty Krab missile needlejet at Tu es Petrus attacks sea colony pod near Midway, if the missile needlejet hasn't been used. If possible, attack from within Midway.

                                (36) Ushuaia fungicidal sea former 2 sq. SW of Kragen's Maw builds tidal harness.

                                (37) Bay Area former 3 sq. SW of Ushuaia moves 1 sq. NE and plants forest.

                                (38) HQ green trance scout at HQ moves 1 sq. W, 1 sq. N, 1 sq. NW and investigates the last monolith.

                                (39) Independent scout 1 sq. S of Drydock moves into Drydock and holds.

                                (40) Ushuaia recon rover at Drydock moves to Strawberry Fields and attempts to move 1 sq. NE.

                                (41) Drydock former droid 1 sq. W of Drydock plants forest.

                                (42) Water Music plasma hoverboat moves 1 sq. E, 1 sq. NE and holds (Gibraltar expansion site).

                                (43) Xanadu 3-0-0 worker becomes doctor.

                                (44) Drydock worker moves from 2-1-1 square to 1-2-1 forest square.

                                (45) Hurry Drydock X fusion needlejet for 3 credits (partial payment; this saves 6 minerals).

                                (46) In the design workshop:

                                (a) Add deep radar as a second special ability to X fusion needlejet to create the X fusion penetrator. Hit apply and upgrade all future production of X fusion needlejet to X fusion penetrator model at no cost.

                                (b) Add deep radar to fusion sea colony pod to create fusion sea colony pod mk2. Hit appoly and upgrade all lfuture production of fusion sea colony pod to mk2 model at no cost.

                                (c) Add deep radar as a second ability to fungicidal fusion sea formers to create fungicidal fusion sea formers mk2. Hit apply and upgrade all future production of fungicidal fusion sea formers to mk2 model at no cost.

                                (d) Retire 10x-1-12*2 X fusion needlejet.
                                Last edited by vyeh; September 24, 2008, 12:08.
                                Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

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