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  • Lt. Nahkrinoth,

    Could you provide more sea base sites? I think we've established bases at every site you've suggested (you suggested four or five in the Atlantic Ruins area; there is one, there are two sea colony pods in the vicinity, and 300 Down and Atlantic Ruins will each build sea colony pods in the near future).

    Note that each site will need three nutrients to be provided by two workers unless we're able to send a garrison (scout or non-interceptor aircraft; naval vessels do not suppress drones), so there may be a need to send a sea former to the area first. Note that adjacent land squares do not work if they are already part of another faction's territory (influence by a land base over land takes precedent over a sea base).
    Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

    Comment


    • BEFORE ENDING 2176:

      (1) Open Seat of Proper Thought base control screen. Note our sea formers are on the bonus mineral sea square. Covert Operations 0-1-1 worker moves to bonus mineral 1 sq. W by NW of base.

      (2) Stellar Door fusion needlejet at Big Easy re-homes.

      (3) Fleet Anchorage missile needlejet at Fleet Anchorage holds.

      (4) In design workshop:
      (a) design ECM Transport Mk2 (by adding hypnotic trance to ECM Transport to get 0-6+t-1*2 ECM, Trance (40 minerals). Hit apply. Unpgrade all future poduction of ECM Transport to the mk2 model at no cost; and
      (b) retire ECM Transport design.

      (5) Change Constantinople to fusion sea colony pod mk2.

      (6) Gibraltar supply 2 sq. SE of Gibraltar moves to 1 sq. NW of Ushuaia and crawls 4 minerals for Gibraltar.

      BETWEEN 2176 AND 2177:

      (7) 300 Down builds recreation commons. Change to trance scout infantry.

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

      (9) BRCM builds fusion 'copter. Change to fusion sea colony pod mk2.

      (10) East builds supply. Leave on supply.

      (11) Gateway builds supply. Change to fusion sea colony pod mk2.

      (12) Atlantic Ruins builds trance scout infantry. Change to fusion sea colony pod mk2.

      FOR 2177:

      (13) Atlantic Ruins trance scout at Atlantic Ruins holds.

      (14) Athens fusion sea colony pod between Atlantic Ruins and the Hive moves 1 sq. NW onto bonus nutrient and establishes "New Sargasso."

      (15) Change production of New Sargasso to trance scout infantry.

      (16) New Sargasso 3-0-0 worker becomes doctor.

      (17) Atlantic Ruins plasma hoverboat at Atlantic Ruins moves to New Sargasso re-homes and holds.

      (18) Panama fusion sea colony pod between 300 Down and Fecundity Tower moves 4 sq. NW onto bonus nutrient and establishes "Hot Springs."

      (19) Change production of Hot Springs to trance scout infantry.

      (20) Atlantic Ruins 2-2-2 worker on monolith 1 sq. S of base moves to 2-2-2 monolith 2 sq. SW of base.

      (21) Hot Springs 1-1-1 worker moves to 2-2-2 monolith 2 sq. N by NW of base.

      (22) Drydock fusion 'copter at 300 Down moves 4 sq. S and then moves to Hot Springs, re-homes and holds.

      (23) Drydock (75% damaged) missile needlejet at Fleet Anchorage holds.

      (24) Fleet Anchorage (25% damaged) missile needlejet at Fleet Anchorage moves 7 sq. SW, 3 sq. NE (this will block counterattacks) and attacks Bunker 118.

      (25) Seaview (40% damaged) missile needlejet 1 sq. W of Bring on the Clowns moves to Fleet Anchorage.

      (26) BRCM X fusion penetrator moves 6 sq. W, 4 sq. E (this will block counterattacks) and attacks Bunker 118 (no nerve gas).

      (27) East (50% damaged) missile needlejet at Fleet Anchorage moves 3 sq. SW and attacks Bunker 118.

      (28) Pre-boil IoD at Bring on the Clowns loads plasma sentinels, moves to 1 sq. E of Bunker 118, unloads plasma sentinels into Bunker 118, seizing it.

      (29) Rename Bunker 118.

      (30) Bring on the Clowns plasma sentinels at Bunker 118 re-homes and holds.

      (31) Change production of Bunker 118 to recreation commons.

      (32) Both 3-0-0 workers become doctors.

      (33) Pre-boil IoD moves to Bring on the Clowns and holds.

      (34) Suez (85% damaged) missile needlejet at Bring on the Clowns holds.

      (35) Drydock fusion interceptor at Fleet Anchorage moves to Covert Operations.

      (36) Drydock and Bay Area gun foils move toward Atlantic Ruins.

      (37) Bay Area fusion cruiser transport 1 sq. N of Panama moves 1 sq. NE, 1 sq. E (do not end movement).

      (38) ETU-125 and Unity former droid at Athens move 1 sq. NW onto transport.

      (39) Bay Area fusion cruiser transport moves 2 sq. N into Trolls are Us; reloads ETU-125, the already moved former droid and one former droid with movement point; and moves 1 sq. S.

      (40) Unity former droid, Sunken City trance plasma sentinels and Sea World trance plasma garrison at Trolls are Us move to Bring on the Clowns.

      (41) Sea World trance plasma garrison at Bring on the Clowns re-homes.

      (42) Gateway supply at Gateway moves 1 sq.S and crawls 2 minerals for Gateway.

      (43) Ushuaia fusion tactical at The Battery moves to Midway.

      (44) Krusty Krab impact foil at Midway holds.

      (45) Manifold Nexus Central (50% damaged) missile needlejet at Big Easy moves to mine 2 sq. N of Stellar Door (and if University AAA fusion marines are not at junction 1 sq. N, moves another sq. N) and rests (to block University AAA fusion marines from Steller Door).

      (46) Boil IoD at Stellar Door moves to Midway.

      (47) Big Easy (25% damaged) fusion needlejet moves 4 sq. N, 1 sq. NE (and if University AAA fusion marines are not at the junction 1 sq. E, attacks a University former or other "soft" target) and rests (to block University AAA fusion marines from Peacenik).

      (48) Big Easy fusion needlejet at Big Easy moves to road 1 sq. N of University Base and attacks an enemy unit in the open (priority targets are Hive X Gatling rover, Gatling battery, and Gatling rover; University fusion battery; and non-combat units).

      (49) East X fusion penetrator 2 sq. N by NE of University returns to Big Easy.

      (50) Stellar Door fusion needlejet 2 sq. N of Mendelev College returns to Big Easy.

      (51) Test Tube Tango trance scout at Stellar Door holds.

      (52) E pur si mueve fusion marines at Peacenik moves to E pur si mueve and holds.

      (53) Bay Area fusion marines at East moves 2 sq. W to HQ monolith and investigates.

      (54) HQ (hardened) trance scout at HQ moves to Syrtis.

      (55) Syrtis trance scout at Syrtis moves 1 sq. E, 2 sq. N and investigates.

      (56) HQ trance scout 2 sq. SE of Drydock moves to Drydock and loads on transport.

      (57) HQ (veteran) trance scout at Drydock with 1 movement point loads on transport.

      (58) Drydock fusion cruiser transport at Drydock with two trance scouts moves 1 sq. NW, 2 sq. N, and 1 sq. NW (do not end movement).

      (59) Suez fusion sea colony pod 2 sq. W by NW of Strawberry Fields moves 1 sq. W and establishes "Sea Resort."

      (60) HQ veteran scout with 1/3 movement point at Sea Resort re-homes and holds.

      (61) Change production of Sea Resort to fusion sea formers.

      (62) Drydock fusion cruiser transport at Sea Resort moves toward Trolls are Us.

      (63) Strawberry Fields fungicidal former 1 sq. N of Strawberry Fields removes fungus.

      (64) BRCM fusion sea former between Strawberry Fields and Fort Superiority removes fungus.

      (65) BRCM fusion 'copter at BRCM moves to Morgan Ocean Resources.

      (66) Bay Area former 1 sq. SW of Persepolis plants forest (replacing farm and solar collector).

      (67) Bay Area 1-5-2 worker moves to 1-2-1 forest.

      (68) East supply at East moves 2 sq. S and crawls 5 minerals for East.

      (69) Syrtis former 2 sq. S of Syrtis moves 1 sq. NW.

      (70) Syrtis fusion sea former 2 sq. NE of Water Poetry builds mine.

      (71) Ushuaia fungicidal fusion sea former 2 sq. S by SW of Kragen's Maw moves 2 sq. W and removes fungus.

      (72) Kragen's Maw fusion sea former 2 sq. S by SW of Kragen's Maw moves 2 sq. N and cultivates kelp farm.

      (73) Hurry E pur si mueve recreation commons for 44 credits (partial payment).

      (74) Peacenik 3-1-0 worker 2 sq. S by SW of base moves to 1-2-1 forest square 2 sq. N by NW of base.

      (75) 3 thinkers at E pur si mueve become 3-0-1, 0-2-1 and 3-1-0 workers 2 sq. NW, 2 sq. NE and 1 sq. NW of base.

      (76) The 3 Bring on the Clows thinkers become 3-0-0, 3-0-0 and 2-1-0 workers 1 sq. SW, 2 sq. SE and 1 sq. SE of base.

      (77) Hurry recreation commons at Bring on the Clowns for 48 credits (partial payment).

      (78) The 2 Trolls are Us doctors become 3-1-0 and 2-1-1 workers 2 sq. NE and 1 sq. SE of base.

      (79) Hurry Trolls are Us recreation commons for 46 credits (partial payment).

      (80) One Peacenik thinker and one Peacenik doctor become 1-2-1 and 1-1-4 workers 1 sq. E and 2 sq. NE of base (make sure remaining specialist is a thinker).

      (81) Hurry Peacenik recreation commons for 34 credits (partial payment).

      (82) Boiled Egghead 1-0-0 worker moves to 3-0-0 kelp 1 sq. W of base.

      (83) Covert Operations doctor becomes 0-1-1 worker 2 sq. E by SE of base.

      (84) Both Water Music doctors become 1-0-0 workers.

      (85) Hurry Water Music recreation commons for 16 credits (partial payment).

      (86) Constantinople supply 1 sq. NE of Gateway moves to 1 sq. N of Suez and crawls 2 minerals for Constantinople.

      (87) Bay Area 1-3-1 worker 2 sq. NE of base moves to 1-2-1 forest.

      (88) Gateway supply 1 sq. S of Suez moves to 1 sq. S of East and crawls 3 minerals for Gateway.

      (89) Suez 1-2-1 worker moves to 1-3-1 forest canyon 1 sq. S of base.

      (90) Gibraltar 1-2-1 worker 2 sq. E by NE of base moves to forest 1 sq. SE of base.

      (91) Ushuaia supply 1 sq. N of Ushuaia moves to 1 sq. SW of Bay Area and crawls 2 minerals for Ushuaia.

      (92) East supply 1 sq. E of Bay Area moves 1 sq. E and crawls 4 minerals for East.

      (93) Bay Area 1-2-1 worker moves to 1-5-2 bonus mineral 1 sq. E of Bay Area.

      (94) Change Bay Area to fusion sea colony pod mk2.

      (95) 300 Down trance scout moves 2 sq. W, 1 sq. S and holds.
      Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

      Comment


      • Between 2177 and 2178, we will discover Magnetic Monopoles and have a choice of

        Unified Field Theory (Theory of Everything, weapon 12)
        Probability Mechanics (tachyon field, defense 6)
        Intellectual Integrity (high morale, non-lethal methods)
        Nanominiaturization (hovertanks, leads to defense 8)
        Centauri Meditation (IoD, Centauri Preserve)
        Bio-Engineering (clean reactor)
        Adv. Ecological Engineering (super formers, soil enrichers)

        The University has:

        Probability Mechanics (tachyon field, defense 6)
        Intellectual Integrity (high morale, non-lethal methods)
        Centauri Meditation (IoD, Centauri Preserve)
        Bio-Engineering (clean reactor)

        Since we are two and four years from two more probe cruisers, so we shouldn't be researching something we can steal from University.

        This leaves:

        Nanominiaturization (hovertanks, leads to defense 8)
        Adv. Ecological Engineering (super formers, soil enrichers)

        While super formers and soil enrichers would be a big boost to growing our bases, hovertanks and defense 8 are tremendous assets to our military. Following "claws and fangs," our choice should be Nanominiaturization.

        Deidre has Adv. Ecological Engineering. Maybe once we have Intellectual Integrity (Citizen's Defense Force), she will be willing to trade tech (see Lt. Bodissey's 2171-2172 report).
        Last edited by vyeh; October 12, 2008, 02:48.
        Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

        Comment


        • BEFORE ENDING 2177:

          (1) Fleet Anchorage 3-0-0 worker moves to 1-1-1 river square 1 sq. NW of base.

          (2) In design workshop, obsolete 1-1-1 scout patrol.

          (3) Change E pur si mueve doctor to a thinker.

          (4) Change Peacenik doctor to a thinker.

          (5) Change 300 Down doctor to a thinker.

          BETWEEN 2177 AND 2178:

          (6) 300 Down builds trance scout infantry. Change to fusion sea colony pod mk2.

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

          (8) Peacenik builds recreation commons. Change to fusion speeder probe team.

          (9) Our researches have discovered Monopole Magnets. Choose Nanominiaturization.

          (10) E pur si mueve builds recreation commons. Change to fusion speeder probe team.

          (11) Bring on the Clowns builds recreation commons. Change to fusion sea colony pod mk2.

          (12) Fleet Anchorage builds trance scout infantry. Change to formers.

          (13) Trolls are Us builds fusion sea colony pod mk2. Change to fusion sea colony pod mk2.

          (14) Gibraltar builds supply. Change to fusion sea colony pod mk2.

          (15) Water Music builds recreation commons. Change to fusion sea colony pod mk2.

          (16) Persepolis builds fungicidal fusion sea formers mk2. Change to formers.

          (17) Boiled Egghead builds trance scout infantry. Change to fusion sea formers.

          (18) Kragen's Maw builds fusion cruiser probe team. Change to fusion sea colony pod mk2.

          (19) Miriam's Last Stand builds trance scout infantry. Change to fusion sea formers.

          (20) Sea World builds fusion sea formers. Change to fusion sea colony pod mk2.

          (21) Manifold Nexus Central builds recreation commons. Change to formers.

          (22) Covert Operations builds trance scout infantry. Change to fusion sea formers.
          Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

          Comment


          • Looks like we're running out of space left on the planet. Let's see what you think about these.

            At 37, 9 or 38,10 is a solid base location with lots of shallow water and nutrients. If we clear the fungus off of 38,10 and settle there we can be in range of a mineral bonus square also.

            At 4,14 near New Sargasso is another base square ready to build. There is room for maybe two more bases north of New Sargasso after some significant terraforming. Only recommended if we have lots of time and sea formers with little else to do.

            38,4 might be a good spot depending on how the borders are drawn. It should have enough nutrients.

            Comment


            • I was away for a few days and it looks like we've acquired a lot of stolen bases. How far over our bureaucracy limit are we? The drones are a mess.

              Comment


              • Our bureaucracy limit is 10.

                You can determine this two ways.

                (1) Plug our current efficiency (+5 from social engineering) into the formula and get 10.125; or

                (2) See from Lt. Bodissey's 2168-2169 report that he triggered a bureaucracy warning when Constantinople was established. Take the 2168 end turn, end the turn and in 2169, establish Constantinople to trigger the bureacracy warning. The warning will tell you that ten bases is the limit.

                We currently have 48 bases.

                Because of the Planetary Transit System, Longevity Virus, and Human Genome Project, a new base with no garrison and a doctor has one talent, one drone and one doctor (look at New Sargasso) and a new base with a garrison has one talent and two workers (look at Hot Springs), both of which are out of drone riots.

                So to be stable (no drone riots and no starvations), a new sea base needs either (1) a garrison and three nutrients from three workers or (2) three nutrients from two workers.

                At this point, it doesn't matter how many bases we establish. Once every unmodified citizen starts as a bureacracy (double) drone, none of the existing bases can get any more drones and all new bases start out with three drones before secret projects are taken into effect (with secret projects, two workers and a drone).

                When you say the drones are a mess, you are probably looking at bases that will complete a recreation commons or build a garrison the next year. They won't go into riots because production of new facilities and new units occur before drone riot status is determined.

                Since additional bases do not create a need for more drone control in existing bases, we only need to be concerned with whether we can establish a new base that is neither starving nor in drone riots.

                Because of our pact status with Morgan and Deidre, we can only establish bases outside or their territory and vice versa. Now is the time to claim as much territory as we can.
                Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                Comment


                • Sunspot activities also means we can use nerve gas without taking a hit to our commerce income.
                  Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                  Comment


                  • FOR 2178:

                    (1) Change Peacenik doctor to thinker.

                    (2) In design workshop:
                    (a) design X Shard Penetrator by adding nerve gas special ability to Shard Penetrator. Hit Apply;
                    (b) retire Shard Penetrator; and
                    (c) design 13x-1-12*2 X Deep Radar X Shard Chopper.

                    (3) Change Drydock to X Shard Penetrator.

                    (4) Change Kragen's Maw to X Shard Chopper.

                    (5) Drydock fusion interceptor at Covert Operations goes on alert.

                    (6) Covert Operations trance scout at Covert Operations holds.

                    (7) BRCM sea formers and The Battery fusion sea formers 2 sq. W by NW of Covert Operations build tidal harness.

                    (8) Bay Area gun foil between Fleet Anchorage and Hole of Aspiration moves 3 sq. NW, 3 sq. N.

                    (9) Drydock gun foil between Fleet Anchorage and Hole of Aspiration moves 1 sq. NW, 5 sq. N.

                    (10) 300 Down trance scout at 300 Down holds.

                    (11) BRCM (75% damaged) X fusion penetrator 1 sq. N of Bunker Palace Hotel moves to Covert Operations.

                    (12) Seaview (40% damaged) fusion needlejet at Fleet Anchorage moves to 1 sq. SE of Defiance Freehold (this will block counterattacks) and attacks Defiance Freehold.

                    (13) Drydock (45% damaged) missile needlejet at Fleet Anchorage moves to 1 sq. SW of Defiance Freehold and attacks Defiance Freehold.

                    (14) 300 Down trance scout 2 sq. NE of Defiance Freehold moves into Defiance Freehold, seizing it, re-homes and holds.

                    (15) Rename Defiance Freehold.

                    (16) Change production of Defiance Freehold to recycling tanks.

                    (17) Fleet Anchorage (55% damaged) missile needlejet 1 sq. S of Bunkers Palace Hotel returns to Fleet Anchorage.

                    (18) Fleet Anchorage trance scout at Fleet Anchorage holds.

                    (19) Unity former droid at Bring on the Clowns moves 1 sq. SE and builds mag tube.

                    (20) Pre-boil IoD at Bring on the Clowns loads trance plasma garrison and trance plasma sentinels, moves to Bunker Palace Hotel and attacks Spartan probe cruiser to the W.

                    (21) Sunken City trance plasma sentinels and Bring on the Clowns trance plasma garrison hold.

                    (22) East (75% damaged) missile needlejet 1 sq. SE of Bunker Palace Hotel returns to Fleet Anchorage.

                    (23) Bay Area fusion cruiser transport 1 sq. S of Trolls are Us moves to Constantinople; reloads ETU-125 and the two Unity former droids; loads plasma garrison; and moves 1 sq. W.

                    (24) Seaview fungicidal sea formers and Persepolis fungicidal sea formers 1 sq. W of Boiled Egghead build mining platform.

                    (25) Boiled Egghead trance scout at Boiled Egghead holds.

                    (26) Boil IoD at Midway loads trance scout and moves to 1 sq. N of Bikini Bottom (do not end movement).

                    (27) Bikini Bottom trance scout at Bikini Bottom moves 1 sq. N onto the transport.

                    (28) Boil IoD 1 sq. N of Bikini Bottom moves to E pur si mueve, unloads trance scouts and holds.

                    (29) Midway trance scout at E pur si mueve moves to Peacenik and holds.

                    (30) Bikini Bottom trance scout at E pur si mueve is designated defender and holds.

                    (31) E pur si mueve fusion marines at E pur si mueve move to Stellar Door.

                    (32) Test Tube Tango (hardened) trance scout at Stellar Door is designated defender and holds.

                    (33) Manifold Nexus Central (50% damaged) missile needlejet 2 sq. N of Stellar Door moves to Big Easy.

                    (34) Stellar Door (5% damaged) fusion neelejet at Big Easy moves 4 sq. N, 1 sq. NE and rests.

                    (35) Big Easy (25% damaged) fusion needlejet between Peacenik and Mendelev College moves to Big Easy.

                    (36) East (70% damaged) X fusion penetrator at Big Easy holds.

                    (37) Ushuaia fusion tactical at Midway moves to 2 sq. N of Stellar Door and rests.

                    (38) Big Easy fusion needlejet 1 sq. N of University Base returns to Big Easy.

                    (39) BRCM fusion 'copter at Morgan Ocean Resources moves to Peacenik.

                    (40) Cana missile foil at Big Easy moves to Bikini Bottom and holds.

                    (41) Suez 1-3-1 worker 1 sq. S of base moves to borehole 2 sq. W by SW of base.

                    (42) BRCM 1-2-1 worker 1 sq. E of base moves to 4-0-3 kelp 1 sq. W of base.

                    (43) BRCM former and Seaview former (with movement point) 2 sq. E by SE of BRCM move 1 sq. W, 1 sq. N and build mag tube.

                    (44) Syrtis trance scout 2 sq. NW of HQ moves to Syrtis.

                    (45) HQ trance scout at Syrtis moves 1 sq. E, 2 sq. N and investigates monolith.

                    (46) Bay Area fusion marines at HQ monolith moves to Suez and holds.

                    (47) East former 1 sq. SW of Persepolis builds mag tube.

                    (48) Persepolis fungicidal fusion sea former at Persepolis moves 1 sq. S and removes fungus.

                    (49) Kragen's Maw fusion cruiser probe team at Kragen's Maw moves to The Battery .

                    (50) Gateway fungicidal former 1 sq. W of Athens builds road.

                    (51) Drydock fusion cruiser transport 2 sq. N by NW of Strawberry Fields moves to 1 sq. S of Trolls are Us and unloads trance scout into Trolls are Us.

                    (52) Trolls are Us trance scout at Trolls are Us moves to Bring on the Clowns and holds.

                    (53) Sea World fusion sea formers at Sea World move 1 sq. NE and builds tidal harness.

                    (54) Sea World 3-0-0 worker on bonus nutrient 1 sq. NE of base moves to 3-0-0 kelp square.

                    (55) Sea Resort 1-0-0 worker moves to 3-0-0 bonus nutrient 2 sq. S by SW of base.

                    (56) HQ (hardened) trance scout at HQ moves 1 sq. NE and investigates monolith.

                    (57) Gibraltar supply at Gibraltar moves 1 sq. E, 1 sq. SE and crawls 2 minerals for Gibraltar.

                    (58) Syrtis former 2 sq. S by SW of Syrtis builds road.

                    (59) Bay Area fungicidal sea former 1 sq. SW of Water Poetry moves 2 sq. NE and removes fungus.

                    (60) Miriam's Last Stand trance scout at Miriam's Last Stand holds.

                    (61) Change Cana to fusion sea formers.

                    (62) Change Krusty Krab to fusion sea formers.

                    (63) 2 of Stellar Door thinkers become 1-1-0 workers 1 sq. E and 2 sq. E by SE of base.

                    (64) Hurry Stellar Door recreation commons for 50 credits (partial payment).

                    (65) Persepolis 1-2-1 worker on farm canyon 2 sq. W by SW of base moves to 1-2-1 forest 1 sq. SW of base.

                    (66) Constantinople supply 1 sq. N of Suez moves to 1 sq. E of East and crawls 2 minerals for Constantinople.

                    (67) Gateway supply 1 sq. S of Gateway moves 3 sq. S and crawls 3 minerals for Gateway.

                    (68) Suez scout at Suez moves to Gateway.

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

                    (70) Test Tube Tango 3-0-0 worker becomes a doctor.
                    Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                    Comment


                    • As University Base is heavily defended, why don't we try the artillery option. We could build a few shard artillery rovers (or infantry) to pummel the defenders before attacking with our needlejets and elite assault troopers with better odds.

                      These shard batteries would cost 60 minerals for a rover chassis and 30 for a infantry.
                      A cheaper approach could be the chaos artillery rover (40 min) with a decent firepower of 8.
                      All your base are belong to us

                      Comment


                      • Good idea. We can set Stellar Door to building a shard artillery squad in 2179.
                        Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                        Comment


                        • BEFORE ENDING 2178:

                          (1) Change Krusty Krab to fusion sea formers.

                          (2) Constantinople supply 1 sq S of Suez moves 1 sq. S and crawls 2 minerals for Constantinople.

                          (3) Gateway supply 1 sq. S of Gateway moves 3 sq. S and crawls 3 minerals for Gateway.

                          (4) In design workshop, design (13x)-1-1*2 Artillery, X Shard Battery.

                          (5) Change Gibraltar to supply.

                          (6) Change E pur si mueve to X Shard Battery.

                          (7) Change Trolls are Us to recycling tanks.

                          (8) Change Water Music to fusion sea formers.

                          (9) Change Sea World to fusion sea formers.

                          (10) Change Bring on the Clowns to recycling tanks.

                          BETWEEN 2178 AND 2179:

                          (11) Stellar Door builds recreation commons. Change to X shard battery.

                          (12) Seaview builds supply. Leave on supply.

                          (13) Suez builds fusion speeder probe team. Change to supply.

                          (14) Bikini Bottom builds trance scout infantry. Change to fusion sea formers.

                          (15) Strawberrry Fields builds recreation commons. Change to formers.

                          (16) Panama builds formers. Leave on formers.

                          (17) Midway builds trance scout infantry. Change to fusion sea formers.

                          (18) Ocean Outpost builds fusion sea formers. Change to fusion sea colony pod mk2.

                          (19) Hot Springs builds trance scout infantry. Change to fusion sea colony pod mk2.
                          Last edited by vyeh; October 8, 2008, 12:42.
                          Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                          Comment


                          • Some future tech paths to consider:

                            Probability Mechanics (steal from Zakharov)/Nanometallurgy (Zakharov)/Matter Compression (D8)

                            Probability Mechanics (Zakharov)/Nanometallurgy (Zakharov)/Unified Field Theory/Industrial Nanorobotics/Frictionless Surfaces/Quantum Power/Quantum Machinery (A16)

                            Bio-Engineering (steal from Zakharov)/Retroviral Engineering (Zakharov)/Biomachinery (Zakharov; Cloning Vats)

                            Industrial Nanorobotics (Nano Factory)/Digital Sentience (Network Backbone, cybernetic future society)

                            Given our current problems with AAA Probablity Sentinels, pursuing the A16 tech path would be the logical choice.

                            However, cybernetic future society would boost our research by another 20% (and only involves a one tech digression from the A16 line). Although the Cloning Vats path is tempting, we can steal all of the techs from Zakharov.

                            The D8 line would involve a one tech digression once we've stolen Nanometallurgy from Zak.

                            So the issue becomes:

                            While pursuing the weapons 16 line, should we

                            (1) digress one tech for armor 8? and/or

                            (2) digress one tech for cybernetic future society?

                            Let's have some opinions to see if we need a vote.
                            Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                            Comment


                            • Lt. Nahkrinoth,

                              (38,10), (4,14) and (38,4) look good.

                              Draw up a plan to establish bases there. Miriam's Last Stand isn't developed enough to produce a colony pod soon. Use 300 Down and Atlantic Ruins for your colonization plans.

                              Your plans need to include a build of a fungicidal fusion sea former to clear (38,10).

                              You also need to consider how you will guard the bases. Do you send a naval vessel (gun foil, hoverboat) to guard them while they build a trance scout? If so, please designate the escort boats. Or are we sending some garrison units to the location? There is a IoD around Bunker Palace Hotel. Please indicate when it will need to move and how many garrisons it needs to carry.

                              You don't have to worry about air support. We should wrap up the Spartan campaign soon and there will be some missile needlejets that can watch for new naval builds by the Hive and the University.

                              For the three expansion bases, please specify where the sea colony pods are to be built and where the guardian units are coming from.

                              Be sure to specify the units by their home base and current location. If they need to be built, specify which existing base is building them.

                              And you can't leave an existing base without a garrison!
                              Last edited by vyeh; October 8, 2008, 11:23.
                              Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

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                              • FOR 2179:

                                (1) Hot Springs trance scout at Hot Springs holds.

                                (2) Bay Area gun foil between Fecundity Towers and Fleet Anchorage moves 5 sq. N.

                                (3) Drydock gun foil between Fecundity Towers and New Sargasso moves 3 sq. N.

                                (4) Fleet Anchorage (55% damaged) missile needlejet at Fleet Anchorage moves to New Sargasso and holds.

                                (5) East (75% damaged) missile needlejet at Fleet Anchorage holds.

                                (6) Pre-boil IoD at Bunker Palace Hotel holds.

                                (7) HQ trance scout at Trolls are Us moves 1 sq. S onto transport.

                                (8) Drydock fusion cruiser transport 1 sq. S of Trolls are Us with trance scout aboard moves toward Covert Operations.

                                (9) Drydock (85% damaged) fusion interceptor moves to 3 sq. N of Stellar Door.

                                (10) Stellar Door (5% damaged) fusion needlejet between Peacenik and Mendelev College returns to Peacenik.

                                (11) Manifold Nexus Central (50% damaged) missile needlejet at Big Easy attacks target of opportunity N of University Base. The goal is to end up with an aircraft 1 sq. N of University Base.

                                (12) BRCM fusion 'copter at Peacenik attacks Hive Gatling rover to the N, then moves north veering east of University Base, attacks targets of opportunity outside University Base and returns to Peacenik (unlike needlejets, it is vulnerable outside the base and loses hit points).

                                (13) Ushuaia (25% damaged) fusion tactical 2 sq. N of Stellar Door moves to Covert Operations and goes on alert.

                                (14) BRCM (75% damaged) X fusion penetrator at Covert Operations holds.

                                (15) Pre-boil mindworm at Contantinople holds.

                                (16) Bay Area elite fusion marines and Suez fusion speeder probe team at Suez moves to Constantinople.

                                (17) Bay Area fusion cruiser transport 1 sq. NW of Constantinople moves into Constantinople, loads fusion marines, both former droids, ETU-125, ECM plasma garrison and fusion speeder probe team, moves to The Battery and holds.

                                (18) The Battery 0-4-0 worker moves to 1-2-1 forest.

                                (19) The Battery supply at The Battery moves 1 sq. NW and crawls 4 minerals.

                                (20) Kragen's Maw fusion cruiser probe team at The Battery moves toward The Marine Institute.

                                (21) Midway trance scout at Midway holds.

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

                                (23) Big Easy (25% damaged) fusion needlejet at Big Easy attacks target of opportunity N of University Base. The goal is to end up with an aircraft 1 sq. N of University Base.

                                (24) E pur si mueve fusion marines at Big Easy at Stellar Door holds.

                                (25) Big Easy fusion needlejet at Big Easy attacks target of opportunity N of University Base. The goal is to end up with an aircraft 1 sq. N of University Base.

                                (26) Panama former at Panama moves 1 sq. SW and builds mag tube.

                                (27) HQ trance scout 2 sq. NW of HQ moves to Drydock.

                                (28) Seaview former 2 sq. E by SE of BRCM moves 1 sq. W, 1 sq. N and builds mag tube.

                                (29) Seaview 0-4-0 worker moves to farm 2 sq. SW of base.

                                (30) BRCM supply droid 1 sq. SE of BRCM moves to 1 sq. SW of Seaview and crawls 4 minerals.

                                (31) Seaview supply at Seaview moves to 1 sq. SE of BRCM and crawls 4 minerals.

                                (32) HQ trance scout 1 sq. NE of HQ moves to East, re-homes and holds.

                                (33) East trance scout (with 1 movement point) at East moves to Suez, re-homes and holds.

                                (34) Bay Area former 1 sq. SW of Persepolis builds mag tube.

                                (35) Bay Area fungicidal fusion sea former 2 sq. SE of Ocean Outpost moves 1 sq. W, 4 sq. N.

                                (36) Syrtis trance scout at Syrtis holds.

                                (37) Ocean Outpost fusion sea former at Ocean Outpost moves 3 sq. N and removes fungus.

                                (38) Suez scout at Gateway re-homes and holds.

                                (39) Drydock (55% damaged) missile needlejet 1 sq. E of Ugly Puppy moves to Hot Springs.

                                (40) Seaview (55% damaged) fusion needlejet 1 sq. SE of Ugly Puppy moves to Hot Springs.

                                (41) Gibraltar 1-2-1 worker 2 sq. SE of base moves to 1-2-1 forest 2 sq. N by NW of base.

                                (42) Ushuaia supply 1 sq. SW of Bay Area moves to 2 sq. SE of Gibraltar and crawls 2 minerals.

                                (43) Gateway supply 1 sq. S of East moves to 1 sq. SW of Bay Area and crawls 2 minerals.

                                (44) Bay Area 1-5-2 worker moves to 1-2-1 forest 2 sq. NW of base.

                                (45) Constantinople supply 1 sq. E of East moves to 1 sq. E of Bay Area and crawls 5 minerals.

                                (46) Gateway supply 1 sq. S of Suez moves to 1 sq. S of East and crawls 3 minerals.

                                (47) Bunker Palace Hotel doctors become 3-0-1 and 2-1-1 workers 1 sq. S and 1 sq. N of base.

                                (48) Hurry Bunker Palace Hotel recreation commons for 48 credits (partial payment).

                                (49) E pur si mueve 3-1-2 worker moves to 3-0-0 jungle 2 sq. SE of base.

                                (50) Peacenik 3-1-0 worker moves to 3-1-2 jungle energy 2 sq. S by SE of base.

                                (51) E pur si mueve 3-0-0 worker moves to 3-1-0 jungle 1 sq. N of base (E pur si mueve and Peacenik workers switched places because Peacenik has the Supercollider, which doubles the labs generated by a Peacenik worker).

                                (52) Persepolis 1-2-1 worker moves to 1-3-1 forest canyon 2 sq. W by NW of base.

                                (53) Test Tube Tango doctor becomes 1-0-0 worker.

                                (54) Trolls are Us trance scout at Bring on the Clowns moves to Trolls are Us and holds.

                                (55) Bring on the Clowns trance plasma garrison at Bunker Palace Hotel moves to Bring on the Clowns and holds.

                                (56) Krusty Krab impact foil at Midway moves to 1 sq. NW of Tu es Petrus.

                                (57) Cana missile foil at Bikini Bottom moves toward Covert Operations.

                                (58) Boiled Egghead missile foil at Boiled Egghead moves toward Covert Operations.

                                (59) Suez (25% damaged) missile needlejet at Bring on the Clowns moves to New Sargasso and holds.
                                Last edited by vyeh; October 9, 2008, 12:05.
                                Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

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