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  • BEFORE ENDING 2170:

    (1) Sell command center at Midway for 20 credits.

    (2) Drydock supply droid 1 sq. SE of BRCM moves into BRCM re-homes, moves 1 sq. SE and crawls 4 minerals for BRCM (this reduces the pollution at Drydock).

    (3) Drydock worker moves from 1-2-1 square to 2-1-1 rainy river square 2 sq. SW of Drydock (this eliminates pollution at Drydock).

    (4) Change Kragen's Maw to recreation commons.

    (5) Change Manifold Nexus Central to recreation commons.

    (6) Seaview 1-2-1 worker moves to 3-1-1 farm square 2 sq. SW of Seaview (this eliminates pollution at Seaview).

    (7) Big Easy plasma hoverboat at Big Easy moves 1 sq. NE, 2 sq. E, 1 sq. SE and holds in Tu es Petrus.

    (8) Tu es Petrus missile foil at Tu es Petrus moves to Krusty Krab.

    (9) HQ scout at HQ and BRCM scout at BRCM exchange places.

    (10) HQ scout at BRCM re-homes and holds (so HQ can complete trance scout next year).

    (11) Persepolis fungicidal sea former 1 sq. S of The Battery cultivates kelp farm instead of building tidal harness.

    BETWEEN 2170 AND 2171:

    (12) HQ builds trance scout infantry. Leave on trance scout infantry.

    (13) Bay Area builds fusion cruiser transport. Change to 10~x-3-1*2 Amphibious, X Fusion Marines.

    (14) Seaview builds fusion sea colony pod mk2. Change to X fusion penetrator. Seaview 3-1-1 worker moves to 0-4-0 mine square 1 sq. SW of Seaview.

    (15) Boiled Egghead builds trance scout infantry. Change to recreation commons.

    (16) The Battery builds fusion sea formers. Change to recreation commons.

    FOR 2171:

    (17) The Battery fusion sea former at The Battery moves 1 sq. S and cultivates kelp farm.

    (18) BRCM sea former 1 sq. S of The Battery cultivates kelp farm.

    (19) Seaview fungicidal sea former 1 sq. S of The Battery moves 2 sq. N, 1 sq. NW and removes fungus.

    (20) Suez fusion marines 1 sq. NE of Gateway moves into Constantinople and holds.

    (21) Boiled Eggplant trance scout holds.

    (22) Boil IoD 1 sq. W of Test Tube Tango moves toward Constantinople.

    (23) Suez former 1 sq. NE of Suez builds road.

    (24) BRCM former 2 sq. E by SE of BRCM builds borehole.

    (25) HQ ECM plasma garrison 1 sq. E of East moves 3 sq. N.

    (26) Seaview fusion sea colony pod moves through Suez to 1 sq. NW of Athens.

    (27) Sea World plasma hoverboat 1 sq. NW of Athens rests (it is protecting sea colony pod).

    (28) Water Music plasma hoverboat at Athens rests.

    (29) Unity former droid 1 sq. E of Strawberry Fields builds road.

    (30) HQ fungicidal former 1 sq. E of Strawberry Fields moves 1 sq. W, re-homes, moves 1 sq. SE and removes fungus.

    (31) Panama worker moves from 4-0-3 square to 1-2-1 forest square 2 sq. SW of Panama.

    (32) The Battery worker moves from 1-2-1 square to 3-2-0 bonus mineral square 1 sq. S of The Battery.

    (33) BRCM sea former 1 sq. W of BRCM builds tidal harness.

    (34) BRCM scout patrol at HQ holds.

    (35) HQ trance scout at HQ moves to Syrtis.

    (36) Syrtis former 1 sq. S of Syrtis moves 1 sq. S.

    (37) Bay Area fungicidal fusion sea former at Ocean Outpost moves to bonus energy square and cultivates kelp farm.

    (38) Drydock fusion cruiser transport at Ocean Outpost moves to Syrtis, loads HQ trance scout and moves toward Water Music.

    (39) Drydock gun foil at Sunken City moves into fungus patch 2 sq NW of Sunken City and trolls for IoDs.

    (40) Unity former droid 1 sq. SE of Sea World builds road.

    (41) Bay Area gun foil 1 sq. NE of Sea World moves 2 sq. SW, 1 sq. W and trolls for IoDs.

    (42) Bay Area fusion cruiser transport moves toward Water Music.

    (43) Both Ushuaia formers and East former 1 sq. SW of Ushuaia move 2 sq. W, 1 sq. SW.

    (44) Ushuaia fungicidal fusion sea former and Kragen's Maw fusion sea former 2 sq. SW of Kragen's Maw move 1 sq. SE and builds tidal harness.

    (45) East X fusion penetrator at Morgan Antimatter moves to Krusty Krab.

    (46) Cana missile foil at Cana attacks Belly of the Whale.

    (47) If Miriam contacts us, speak to her. Do not break pact, give into extortion or end vendetta unless she submits.

    (48) Krusty Krab missile needlejet at Cana attacks Belly of the Whale.

    (49) Tu es Petrus missile foil at Krusty Krab occupies Belly of the Whale, re-homes and holds.

    (50) Change name of Belly of the Whale.

    (51) Change production of Belly of the Whale to trance scout infantry.

    (52) Sell command center at Belly of the Whale for 20 credits.

    (53) Big Easy plasma hoverboat at Tu es Petrus moves to 1 sq. SW of Belly of the Whale and attacks Believing sea former 1 sq. NW.

    (54) Boiled Egghead missile needlejet at Cana moves to Belly of the Whale and attacks Believing sea droid 1 sq. NE of Belly of the Whale (attacking from inside the base gives the needlejet an extra turn in the air).

    (55) Belly of the Whale 1-0-0 worker and 2-1-0 worker becomes doctors. Another 2-1-0 worker moves to 3-0-0 kelp square 1 sq. W of Belly of the Whale.

    (56) Drydock X fusion penetrator 1 sq. W of Test Tube Tango moves to Cana (avoid entering bases or movement will end).

    (57) Drydock fusion interceptor 1 sq. SE of Sparta Command moves 2 sq. SW, 1 sq. S, 1 sq. SE, 4 sq. E into Fleet Anchorage (by following waterway, we may discover Spartan probe cruiser that was just produced by Sparta Command).

    (58) Use Spartan base operations (F4), garrison, to locate probe cruiser and chaos needlejet in Spartan bases. Also check Gaian base operations, garrison (the Spartans and the Gaians are pectmates).

    If you spot either of them, they're priority targets. The Gatling artillery that damaged our plasma hoverboat is also a priority target.

    The prove cruiser was just completed at Sparta Command, so it could be in Hero's Waypoint or Bunker 118. The chaos needlejet was in Redemption Base in 2170.

    Also check to see if there are any active Falcons (Ironholm had 49 minerals accumulated toward a planetbuster in 2170).

    Don't be worried about our needlejets geting in range of a Falcon. Although the Falcon gets a 100% bonus attacking our needlejets, our needlejets have fusion reactors. So the odds are even before accounting for morale or damage. Our commando needlejet has very good odds against a Falcon.

    (59) Pre-boil IoD moves into Fleet Anchorage and holds.

    (60) Change Fleet Anchorage to trance scout infantry.

    (61) Panama trance scout infantry at Fleet Anchorage holds.

    (62) The Battery 1-2-1 worker becomes a doctor.

    (63) Gateway 1-2-2 worker moves to a 1-2-1 forest square (frees up square for Athens)

    (64) Drydock impact foil at Boiled Egghead moves to Big Easy and holds.

    (65) Krusty Krab 2-2-2 worker becomes doctor.
    Last edited by vyeh; September 27, 2008, 11:58.
    Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

    Comment


    • Between 2171 and 2172 we will have a tech choice of

      Silksteel Alloys (armor 4)
      Intellectual Integrity (high morale, non-lethal methods)
      Centauri Meditation (IoD, Centauri Preserve)
      Bio-Engineering (clean reactor)
      Adv. Ecological Engineering (super formers, soil enrichers)
      Orbital Spaceflight (sky hydroponics lab, missiles, planet busters)

      Following our "claw and fang" approach, we should choose Silksteel Alloys for the superior armor (we're behind Zakharov on armor).
      Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

      Comment


      • I would be much more interested in Orbital Spaceflight in order to allow sky hydroponics and planet busters.
        All your base are belong to us

        Comment


        • Who are you planning on nuking? If you are thinking planetbusters, then we've completely changed our position on the UN Charter. We already started down the dark side when we installed nerve gas pods on our latest units.

          Sky hydroponics are a ways off. We haven't built a single aerospace complex.

          BEFORE ENDING 2171:

          (1) Drydock (40% damaged) missile needlejet at Fleet Anchorage moves 1 sq. S, 1 sq. SW, 2 sq. S and moves S until the Spartan Gatling artillery is detected. Attack the Spartan Gatling artillery.

          (2) Big Easy plasma hoverboat at Tu es Petrus moves 3 sq. E, 2 sq. NE, and attacks Believing sea former to the NW.

          (3) Go, Jonah, go! Go! (GJgG) 2-1-0 worker moves to 3-0-0 kelp square 1 sq. W of GJgG.

          (4) Change Persepolis to fusion sea formers.

          (5) Unity former droid 1 sq. SE of Sea World cultivates farm instead of building road.

          (6) Drydock impact foil at Big Easy moves 1 sq. E.

          BETWEEN 2171 AND 2172:

          (7) We will discover Applied Relativity. Choose Orbital Spaceflight.

          (8) Drydock builds fusion cruiser probe team. Change to (10)-3-6*2 deep radar fusion cruiser.

          (9) Fleet Anchorage builds trance scout infantry. Leave as trance scout infantry.

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

          (11) Gateway builds fusion sea colony pod mk2. Move 1-2-1 worker to 3-0-2 farm square 1 sq. SW of Gateway. Change to recreation commons.

          (12) Cana builds trance scout infantry. Change to recreation commons.

          FOR 2172:

          (13) Drydock X fusion penetrator at Cana moves 4 sq. W, 5 sq. N, 1 sq. E, 1 sq. SE and attacks University colony pod (use nerve gas: the important thing is to attack a noncombat unit or something with armor 1 outside a base, to explore and to have the chance for a promotion without losing the fusion penetrator; Monitoring Station will complete a Falcon next year so stay out of Falcon range of Monitoring Station).

          (14) Cana trance scout at Cana holds.

          (15) Big Easy plasma hoverboat 1 sq. SW of GJgG moves toward Consecrated Waters.

          (16) GJgG missile foil at GJgG moves toward Consecrated Waters.

          (17) Cana missile foil 1 sq. SW of GJgG moves into GJgG and holds.

          (18) Krusty Krab missile needlejet 1 sq. SW of GJgG moves 6 sq. NW, 3 sq. E, 1 sq. SE, 2 sq. S into GJgG.

          (19) Boiled Egghead missile needlejet at GJgG attacks target revealed by naval or air units.

          (20) All missile needlejets in Spartan territory return to Fleet Anchorage, scouting on the way back.

          (21) (IMPORTANT) Drydock fusion interceptor moves to 1 sq. S of Blast Rifle Crag and rests (Blast Rifle Crag will produce a probe cruiser next year. This will pen up the probe cruiser so it will be destroyed when a needlejet assaults it next year; we don't want that probe cruiser mind controlling Athens).

          (22) Sea World plasma hoverboat 1 sq. NW of Athens moves to Morgan Ocean Resources and holds.

          (23) Unity former droid 1 sq. NE of Constantinople builds road.

          (24) ETU-125 1 sq. NE of Constantinople plants forest.

          (25) Pre-boil mindworm at Gateway moves to Constantinople.

          (26) Boil IoD 2 sq. E of Constantinople moves into Constantinople, loads fusion marines and Constantinople recon rover, and moves to Boiled Egghead.

          (27) Constantinople recon rover at Boiled Egghead holds.

          (28) Suez fusion marines at Boiled Egghead holds.

          (29) BRCM sea former and The Battery fusion sea former 1 sq. S of The Battery move to 1 sq. SE of Morgan Ocean Resources.

          (30) Persepolis fungicidal fusion sea former 1 sq. S of The Battery moves 2 sq. N, 1 sq. NW and removes fungus.

          (31) Gateway fusion sea colony pod at Gateway moves to Morgan Ocean Resources.

          (32) Water Music plasma hoverboat at Athens moves to Atlantic Ruins.

          (33) Fleet Anchorage trance scout holds.

          (34) Seaview fusion sea colony pod moves to Water Music plasma hoverboat near Blast Rifle Crag.

          (35) Unity former droid 1 sq. E of Strawberry Fields moves 1 sq. W, 1 sq. SE and removes fungus.

          (36) HQ former 1 sq. NE of Strawberry Fields moves 2 sq. NE, re-homes at Panama, moves 1 sq. W.

          (37) HQ ECM plasma garrison moves 2 sq. N, re-homes at Gateway, and holds.

          (38) Drydock fusion cruiser probe team moves to Blast Rifle Crag.

          (39) Drydock and Bay Area gun foils NW of Sunken City troll for wild IoDs.

          (40) Sunken City fusion sea colony pod at Sunken City moves 3 sq. SW, 2 sq. S, 1 sq. SW.

          (41) Drydock fusion cruiser transport near Sunken City moves to Water Music.

          (42) HQ trance scout at Water Music holds.

          (43) Bay Area fusion cruiser transport 1 sq. S of Ocean Outpost moves to Syrtis and holds.

          (44) Syrtis former 2 sq. S of Syrtis builds road.

          (45) Syrtis fusion sea former 2 sq. SE of Ocean Outpost moves 3 sq. W, 3 sq. NW.

          (46) Both Ushuaia formers and East former 2 sq. SE of Gibraltar move 1 sq. SW.

          (47) Drydock impact foil 1 sq. E of Big Easy moves into Krusty Krab.

          (48) East X fusion penetrator moves 9 sq. N and attacks Climatic Research.

          (49) Suez 1-3-1 worker becomes a doctor.

          (50) Krusty Krab doctor becomes 3-0-5 worker 1 sq. S of Krusty Krab.

          (51) Contact Deidre. Coordinate battle plans. See what what she suggests. Try for tech trade.

          (52) Contact Morgan. Coordinate battle plans. See what he suggests. Try for tech trade.
          Last edited by vyeh; September 28, 2008, 09:31.
          Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

          Comment


          • I think bioengineering would be useful. As much as I'd like sky farms even with the half penalty without aerospace complexes, clean reactors will alleviate support costs and allow our military and terraformers to expand to any desirable level.

            Comment


            • Until we hit the clean mineral limit, support cost is not an issue (we can pop out another crawler and crawl another two minerals). Adding clean reactors to a unit is costly. For example, our fusion marines cost 50 minerals. Clean fusion marines would cost 80 minerals.

              I doubt the fusion marines will last 30 turns in a fight against University. This does not even consider that producing the unit two or three turns earlier is beneficial.
              Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

              Comment


              • Drydock X fusion penetrator killed the wrong colony pod. The penetrator is at (29.19). The intended target is at (34, 24).

                The problem is that the penetrator is within Falcon range of Monitoring Station. It is already 80% damaged, so its chances of surviving are negligible. Going forward, we need to keep track of that Falcon until we can send an interceptor into that theatre (we'll probably send the one from the Spartan theatre and replace that one with a new one). If that Falcon is in a base, we don't want any damaged needlejets ending up within range. We will also want to look at the possibility of attacking that base with a healthy fusion penetrator to destroy the Falcon.

                Since the UN Charter is back in effect, the cost of replacing the fusion penetrator dropped from 50 minerals to 40 minerals (using nerve gas would have a devastating impact on our research, so we might as well replace the X fusion penetrator with a fusion penetrator). This is four turns of production at Drydock.

                According to the datalinks, the Drydock X fusion penetrator killed a Hive colony pod. In 2171, they had 1 active colony pod and 2 lost. In 2172, they have 0 active colony pods and 3 lost. In contrast, the University had 1 active colony pod and 0 lost in both 2171 and 2172.

                Good job on destroying the University transport. It makes it harder for Zakharov to reinforce The Marine Institute. Transports and sea colony pods are always priority targets.

                Re the UN charter. In the short run, we lose the extra +50% combat attack strength for our X units. In the long run, we're probably safer from enemy attacks.

                In the next year, we should be able to take Miriam's last base and two Spartan bases, Parade Ground and Blast Rifle Crag. Because of our air campaign and the need to send reinforcements to the Morgan front, both of these bases are light in defenders. There is a convenient choke point, so the territory of these two bases are relatively easy to defend. The biggest danger will probably be Spartan probe teams.
                Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                Comment


                • BEFORE ENDING 2172:

                  (1) Syrtis trance scout at Syrtis moves to HQ, re-homes and holds (this ends drone riots).

                  (2) BRCM scout at BRCM moves 1 sq. S, attacks mindworm (hasty assault; X fusion penetrator will act as garrison while scout is away). If BRCM scout is successful, BRCM 4-0-0 worker moves to 2-2-2 monolith 2 sq. S by SW of BRCM.

                  (3) Syrtis doctor becomes 1-2-1 worker on forest square 2 sq. N by NE of Syrtis.

                  (4) In design workshop:
                  (a) obsolete 10x-1-12*2 X Fusion Penetrator (50 minerals);
                  (b) retire 10x-1-12*2 Deep Radar X Fusion 'Copter (50 minerals);
                  (c) retire 10~x-3-1*2 Amphibious X Fusion Marines (70 minerals);
                  (d) obsolete XX missile;
                  (e) design 10-1-12*2 Deep Radar Fusion 'Copter (40 minerals);
                  (f) design 10-1-12*2 Deep Radar Fusion Needlejet (40 minerals); and
                  (g) design <10>-1-9*2 SAM Deep Radar Fusion Tactical.

                  (5) Change Seaview to fusion needlejet (will lose 1 mineral in retooling).

                  (6) Change Ushuaia to fusion tactical (note that retiring original production allows us to avoid a retooling penalty).

                  (7) Change Bay Area to fusion marines.

                  BETWEEN 2172 AND 2173:

                  (8) University Falcon most likely destroys Drydock X fusion penetrator.

                  (9) Drone riots at HQ end.

                  (10) BRCM builds X fusion penetrator. Change to fusion 'copter.

                  (11) Krusty Krab builds recreation commons. Change to trance scout infantry.

                  (12) Bikini Bottom builds trance scout infantry. Change to recreation commons.

                  (13) Syrtis builds recreation commons. Change to fusion sea former.

                  Could we have a 2173 starting save?
                  Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                  Comment


                  • Yes, I do wish to hurry the Recreation Commons in Syrtis.Thanks for catching that.

                    BEFORE ENDING 2172:

                    (1) Hurry Syrtis recreation commons for 42 credits (partial payment).

                    BETWEEN 2172 AND 2173:

                    (2) BRCM builds X fusion penetrator. Change to fusion 'copter.

                    (3) Krusty Krab builds recreation commons. Change to trance scout infantry.

                    (4) Bikini Bottom builds trance scout infantry. Change to recreation commons.

                    (5) Syrtis builds recreation commons. Change to fusion sea former.

                    Could we have a 2173 starting save?
                    Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                    Comment


                    • We cleared the way for the Gaians at Climatic Research. Maybe they're just returning the favor. Actually, our orders prohibit us from using 'copters against bases.

                      The seizure of Climatic Research will put pressure on the University.

                      FOR 2173:

                      (1) Syrtis former 2 sq. S of Syrtis plants forest.

                      (2) Bay Area fungicidal fusion sea former 2 sq. SE of Ocean Outpost builds tidal harness.

                      (3) Both Ushuaia formers and East former 2 sq. S by SE of Gibraltar build road.

                      (4) BRCM scout 1 sq. S of BRCM moves into BRCM and holds.

                      (5) BRCM X fusion penetrator at BRCM moves to 1 sq. W of Parade Ground (this square will block counterattacking units) and attacks Parade Ground (do not use nerve gas).

                      (6) East (5% damaged) missile needlejet at Fleet Anchorage moves to 1 sq. NW of Blast Rifle Crag (blocking reinforcements) and attacks Blast Rifle Crag.

                      (7) Drydock fusion interceptor 1 sq. S of Blast Rifle Crag returns to Fleet Anchorage and goes "on alert" (to protect needlejets from Falcon that will be produced at Ironholm).

                      (8) Drydock (55% damagd) missile needlejet at Fleet Anchorage attacks Parade Ground.

                      (9) Athens (70% damaged) missile needlejet at Fleet Anchorage attacks Parade Ground if the Drydock (55% damaged) missile needlejet was unsuccessful; otherwise, it holds.

                      (10) Suez (85% damaged) missile needlejet goes to 1 sq. SE of Sparta Command (blocking probe cruiser that will be produced next year) and ends movement.

                      (11) Seaview sea colony pod and escort near Blast Rifle Crag move toward Atlantic Ruins (stay outside base radius of Fleet Anchorage in case it is mind controlled).

                      (12) Drydock fusion cruiser probe team 1 sq. N of Panama moves toward Seat of Proper Thought.

                      (13) Gateway fusion sea colony pod and escort plasma hoverboat at Morgan Ocean Resources moves to bonus energy square in N by NE direction.

                      (14) Unity former droid 1 sq. NE of Constantinople moves toward Panama.

                      (15) Seaview fungicidal sea former and Persepolis fungicidal fusion sea former 1 sq. E of Gateway moves to bonus mineral 1 sq. S of The Battery and build tidal harness.

                      (16) Mindworm at Constantinople holds.

                      (17) BRCM sea former and The Battery fusion sea former 1 sq. SE of Morgan Ocean Resources move to the bonus energy square in the N by NE direction.

                      (18) Boil IoD at Boiled Egghead loads fusion marines, recon rover and trance scout, moves to 1 sq. SW of Koppernigk Observatory, unloads trance scout to seize Koppernigk Observatory.

                      (19) Rename Koppernigk Observatory.

                      (20) Change production of Koppernigk Observatory to recreation commons.

                      (21) The following workers become doctors: 0-2-1, 3-0-1, 3-0-2, 3-1-0.

                      (22) Boil IoD 1 sq. SW of Koppernigk Observatory moves into Koppernigk Observatory, unloads fusion marines and recon rover, loads trance scout and moves 1 sq. SW.

                      Could we have a 2173 mid-turn save?
                      Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                      Comment


                      • In 2174, we'll be in a position to capture Mir Lab with three secret projects. Should we obliterate it? It will be an atrocity and will cost have a huge impact on our research. On the other hand, do we want the University to get the Hunter-Seeker Algorithm back?

                        I've put the issue in the Voting Booth.
                        Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                        Comment


                        • FOR 2173:

                          (1) Pre-boil IoD at Fleet Anchorage loads both trance scouts, plasma sentinels, moves 1 sq. S, unloads Panama (disciplined) trance scout to seize Parade Ground.

                          (2) Change name of Parade Ground.

                          (3) Change production of Parade Ground to recreation commons.

                          (4) The following Parade Ground workers become doctors: 2-1-0, 2-0-1.

                          (5) Parade Ground 3-0-0 worker moves to 3-1-0 jungle square 1 sq. W of Parade Ground.

                          (6) Pre-boil IoD 1 sq. N of Parade Ground moves into Parade Ground, unloads Fleet Anchorage trance scout, plasma sentinels, loads Panama trance scout, moves 2 sq. N and holds.

                          (7) Fleet Anchorage plasma sentinels at Parade Ground re-home and hold.

                          (8) Fleet Anchorage trance scout at Parade Ground moves 3 sq. S and seizes Blast Rifle Crag.

                          (9) If Santiago contacts us, speak to her. Don't end pacts, give into extortion or end vendetta.

                          (10) Rename Blast Rifle Crag.

                          (11) The following workers become doctors: 2-1-1, 3-1-0.

                          (12) Change Blast Rifle Crag production to recreation commons.

                          (13) Fleet Anchorage trance scout at Blast Rifle Crag re-homes and holds.

                          (14) Panama trance scout at Fleet Anchorage re-homes and holds.

                          (15) Fleet Anchorage 1-0-0 workers move to 3-0-0 jungle square 2 sq. S by SW and 2-0-1 rainy river square 1 sq. SW of Fleet Anchorage.

                          (16) Panama former 1 sq. E of Panama builds borehole.

                          (17) Gateway fungicidal former 1 sq. NE of Panama builds road.

                          (18) Unity former droid and Strawberry Fields fungicidal former 1 sq. SW of Strawberry Fields plant forest.

                          (19) Drydock and Bay Area gun foils NW of Sunken City move toward Athens.

                          (20) Syrtis fusion sea former between Water Music and Sunken City moves 1 sq. NW and cultivates kelp farm.

                          (21) Sunken City fusion sea colony between Water Music and Sunken City moves 1 sq. W and establishes "Water Poetry."

                          (22) Change production of Water Poetry to recreation commons.

                          (23) Change Sunken City production to trance scout infantry.

                          (24) Drydock fusion cruiser transport at Water Music loads plasma sentinels, moves to Water Poetry, unloads plasma sentinels, moves toward Sunken City.

                          (25) Water Music plasma sentinels at Water Poetry re-home and hold.

                          (26) Water Poetry 1-0-0 worker becomes a doctor.

                          (27) Drydock impact foil 1 sq. N of Krusty Krab moves into Krusty Krab, re-homes and holds.

                          (28) GJgG missile foil 1 sq. E of Marine Institute attacks Consecrated Waters.

                          (29) Recon rover and fusion marines at E pur si mueve hold.

                          (30) Bikini Bottom trance scout at Bikini Bottom holds.

                          (31) Bikini Bottom missile foil at Bikini Bottom moves to Boiled Egghead and holds.

                          (32) East X fusion penetrator 1 sq. S of Climatic Research moves to Big Easy.

                          (33) Krusty Krab missile needlejet at GJgG moves to Manifold Nexus Central, re-homes and holds.

                          (34) Boiled Egghead missile needlejet 2 sq. S by SE of Consecrated Waters moves to Tu es Petrus.

                          (35) Big Easy plasma hoverboat moves into Consecrated Waters, seizing it, re-homes and holds.

                          (36) Sell command center of Consecrated Waters for 20 credits.

                          (37) Change name of Consecrated Waters.

                          (38) Change production of Consecrated Waters to trance scout infantry.

                          (39) Ushuaia 1-3-1 worker becomes doctor.

                          (40) Strawberry Fields 1-2-1 worker becomes doctor.

                          (41) Panama 4-0-5 worker becomes doctor.

                          (42) Hurry Panama fusion sea colony pod for 8 credits (partial payment).

                          (43) Seaview 6-0-3 worker moves to 4-0-5 bonus energy 2 sq. N by NW of base.

                          (44) Hurry Midway recreation commons for 44 credits.

                          (45) Test Tube Tango worker becomes doctor.

                          (46) Sell command center at Boiled Eggplant for 20 credits.

                          (47) Sell command center at Krusty Krab for 20 credits.

                          (48) Ocean Outpost 1-0-0 worker moves to 1-0-0 moist land square 2 sq. W by SW of base.

                          (49) Water Poetry 1-0-0 worker moves to 1-0-0 square 2 sq. NE of base.

                          (50) 2 doctors in Parade Ground become thinkers (look at the boost in labs).

                          (51) 4 doctors in E pur si mueve become thinkers.

                          (52) Change Boiled Egghead production to trance scout infantry.

                          (53) Change Bikini Bottom to trance scout infantry.

                          (54) Change Cana to trance scout infantry.

                          (55) In design workshop, retire fusion cruiser design and obsolete scout patrol.

                          (56) In Drydock, change production to fusion 'copter.

                          (57) Change Ocean Outpost to fusion sea former.
                          Last edited by vyeh; September 29, 2008, 16:28.
                          Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                          Comment


                          • Between 2173 and 2174, we will discover Silksteel Alloys and have a choice of

                            Monopole Magnets (mag tubes)
                            Intellectual Integrity (high morale, non-lethal methods)
                            Photon/Wave Mechanics (defense 5)
                            Advanced Spaceflight (Living Refinery, attack 13)

                            The Living Refinery would bring us back to 2 free units of support per base and ten free minerals for a new base.

                            We certainly need the plasma shard weapon (13), so following our "claws and fangs" philosophy, we will choose Advanced Spaceflight as our next choice.
                            Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                            Comment


                            • I assume that if we can, we'd rather keep Mir than obliterate it.

                              I think we can produce trance scouts at the nearby bases, shuttle them in via the IoD and then upgrade them.

                              We'll also risk our needlejets to defend Mir Lab.
                              Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

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                              • Shard will definitely help against probability sentinels.

                                Can we get some more crawlers and get closer to the clean mineral cap for our main bases?

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