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ACDG5: The Wardroom

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  • BEFORE ENDING 2179:

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

    (2) Big Easy 3-0-2 worker moves to 3-1-0 jungle 2 sq. NW of base.

    (3) E pur si mueve 3-0-0 worker 2 sq. SE of base moves to 3-0-2 jungle 1 sq. SE of base (E pur si mueve and Big Easy workers switch places so Big Easy can build recreation commons before it grows).

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

    (5) Change Bring on the Clowns to fusion sea colony pod mk2.

    (6) In design workshop, retire ECM Transport Mk2.

    (7) Change The Battery to fusion sea colony pod mk2 (unfortunately, a transport can't transport another transport unit; we'll have to build one on the Universiy continent).

    (8) Bay Area fusion cruiser transport at The Battery moves toward E pur si mueve.

    (9) Seaview supply 1 sq. SW of Seaview moves 2 sq. S.

    (10) BRCM supply droid 1 sq. SE of BRCM moves 2 sq. N and crawls 4 minerals.

    (11) Seaview supply 1 sq. SE of BRCM crawls 4 minerals.

    (12) Ushuaia recon rover at Panama moves to Athens, re-homes, returns to Panama and holds.

    BETWEEN 2179 AND 2180:

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

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

    (15) Bunker Palace Hotel builds recreation commons. Change to fusion sea colony pod mk2.

    (16) Gibraltar builds supply. Leave on supply.

    (17) Athens builds fusion cruiser probe team. Change to fusion sea colony pod mk2.

    (18) Test Tube Tango builds trance scout infantry. Change to fusion sea formers.

    (19) The Battery builds fusion sea colony pod mk2. Change to fusion sea formers.
    Last edited by vyeh; October 10, 2008, 08:48.
    Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

    Comment


    • There are a lot of crawler moves and rehoming. The intent is to complete production of the fusion sea colony pod mk2 at Bay Area, so that it can begin building The Living Refinery next year. By 2182, there will be 11 supplies within range. Combined with the skimship supply and 20 minerals provided by Bay Area or purchased, we will build The Living Refinery in 2183.

      FOR 2180:

      (1) The Battery fusion sea colony pod at The Battery moves toward Covert Operations.

      (2) Ushuaia fusion tactical at Covert Operations moves to 3 sq. N of Stellar Door and rests.

      (3) Big Easy fusion needlejet 3 sq. N of Stellar Door moves to Peacenik.

      (4) Stellar Door (5% damaged) fusion needlejet at Peacenik moves to 1 sq. N of University Base and attackes Hive AA team to the N (it is more important to interdict the road then the target).

      (5) Big Easy (30% damaged) fusion needlejet 1 sq. N of University Base returns to Peacenik.

      (6) BRCM fusion 'copter at Peacenik attacks targets of opportunity to the north of University Base and returns to Peacenik.

      (7) Cana missile foil between Covert Operations and Boiled Egghead moves toward Monitoring Station.

      (8) BRCM sea former and The Battery fusion sea former 2 sq. W by NW of Covert Operations moves toward Otkrieta-Discovery.

      (9) Drydock (65% damaged) fusion interceptor 1 sq. SW of Monitoring Station returns to Covert Operations.

      (10) Boiled Egghead missile foil 2 sq. S by SW of Covert Operations moves toward Monitoring Station.

      (11) Manifold Nexus Central (55% damaged) missile needlejet 1 sq. NE of University Base returns to Peacenik.

      (12) Krusty Krab impact foil 1 sq. NW of Tu es Petrus moves to GJgG.

      (13) Test Tube Tango trance scout at Test Tube Tango holds.

      (14) Kragen's Maw fusion cruiser probe team 1 sq. NW of Midway moves to Cana.

      (15) HQ trance scout at Drydock moves to 1 sq. SW of Strawberry Fields.

      (16) Strawberry Fields fungicidal former 1 sq. N of Strawberry Fields builds road.

      (17) Gateway fungicidal former 1 sq. W of Athens moves 1 sq. SE.

      (18) Athens fusion probe cruiser at Athens moves toward Midway.

      (19) Seaview fungicidal sea former and Persepolis fungicidal fusion sea former 1 sq. W of Boiled Egghead move to Big Easy.

      (20) Drydock fusion cruiser transport loaded with trance scout (there are two transports in the same area) 3 sq. N of Morgan Ocean Resources moves toward Monitoring Station.

      (21) Both Seaview formers and BRCM former 1 sq. NE of BRCM move 1 sq. N and build mag tube.

      (22) Ushuaia fungicidal fusion former 2 sq. S by SW of Ushuaia moves toward Persepolis.

      (23) Ushuaia 1-3-1 worker 2 sq. NW of base moves to 1-2-1 forest 2 sq. N by NE of base.

      (24) Constantinople supply 1 sq. E of Bay Area moves into Bay Area, re-homes and crawls 5 minerals for Bay Area (part of crawler re-homing to complete fusion sea colony pod next turn).

      (25) Bay Area 1-3-1 worker 2 sq. S by SE of base moves to 1-3-1 forest 1 sq. SE of base.

      (26) Gateway supply 1 sq. S of East moves 1 sq. SW and crawls 2 minerals.

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

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

      (29) Gibraltar supply at Gibraltar moves to 2 sq. S by SE of Bay Area and crawls 3 minerals.

      (30) Syrtis former 2 sq. S by SW of Syrtis builds forest.

      (31) Bay Area fungicidal fusion sea former 3 sq. N of Ocean Outpost removes fungus.

      (32) Bay Area fusion cruiser transport with 6 passengers 2 sq. NW of Morgan Interstellar Resources moves toward E pur si mueve.

      (33) Seaview (55% damaged) fusion needlejet at Hot Springs attacks Sea Collective from 1 sq. SE of Sea Collective.

      (34) Drydock (55% damaged) missile needlejet attacks Sea Collective.

      (35) Drydock gun foil between New Sargasso and Sea Collective moves 2 sq. NE, 1 sq. E into Sea Collective, seizing it, re-homes and holds.

      (36) Rename Sea Collective.

      (37) Change production of Sea Collective to trance scout infantry.

      (38) Bay Area gun foil between New Sargasso and Sea Collective moves 1 sq. N, 1 sq. NE.

      (39) The Battery supply 1 sq. NW of The Battery moves to 1 sq. N of Suez and crawls 2 minerals.

      (40) Gateway supply 1 sq. SW of Bay Area moves into Bay Area, re-homes, moves 1 sq. SW, 1 sq. S.

      (41) Gibraltar supply 2 sq. S by SW of Bay Area moves into Bay Area, re-homes, moves 1 sq. SW and crawls 2 minerals for Bay Area.

      (42) Bay Area supply 2 sq. S by SW of Bay Area crawls 2 minerals (the last three instructions are part of crawler re-homing to complete production of sea colony pod next year so Bay Area can begin The Living Refinery).

      (43) The Battery 1-2-1 worker moves to 0-4-0 mine 1 sq. NW of The Battery.

      (44) Seaview supply 1 sq. SE of BRCM moves to 1 sq. W of East and crawls 2 minerals.

      (45) BRCM 1-2-1 workers moves to 0-4-0 mine 1 sq. SE and 2-1-1 farm 1 sq. NW of base.

      (46) Seaview 3-1-1 worker moves to 1-2-1 forest 2 sq. S by SW of base.

      (47) Suez (25% damaged) missile needlejet at New Sargasso attacks Port Yang from 1 sq. W of Port Yang (this blocks the Gatling Foil that will be produced next year from attacking Sea Collective or convinces Yang to change production).

      (48) Bay Area 1-2-1 worker moves to 1-1-0 rolling square 2 sq. N by NE of base (to prevent eco-damage).

      (49) East 1-3-1 worker moves to 1-2-1 forest 2 sq. E by SE of base (to prevent eco-damage).

      (50) Both GJgG doctors become 2-1-0 workers on mining platforms 1 sq. NE and 1 sq. E of base.

      (51) GJgG 3-0-0 worker moves to 2-1-0 mining platform 2 sq. E by SE of base.

      (52) Hurry GJgG recreation commons for 34 credits (partial payment).

      (53) Hurry Peacenik fusion speeder probe team for 8 credits (partial payment).

      (54) Strawberry Fields 4-0-3 worker moves to 1-2-1 forest.

      (55) Tu es Petrus doctor becomes 3-0-0 worker on jungle 1 sq. S of base.

      (56) Hurry Drydock X shard penetrator for 15 credits (partial payment).

      (57) East (45% damaged) missile needlejet at Fleet Anchorage attacks Fort Superiority.

      (58) Sunken City trance plasma sentinels at Bunker Palace Hotel moves to Fort Superiority, seizes it, re-homes and holds.

      (59) Rename Fort Superiority to "Santiago's Last Stand."

      (60) Change production of Santiago's Last Stand to recreation commons.

      (61) The following Santiago's Last Stand workers become 2 thinkers and 1 doctor: 1-2-1, 1-4-0, 3-1-0.

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

      (63) Change Water Music to fusion sea colony pod mk2.
      Last edited by vyeh; October 12, 2008, 03:37.
      Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

      Comment


      • Between 2180 and 2181, we will discover Nanominiaturization and have a choice of

        Matter Compression (neutronium armor - D8)
        Intellectual Integrity (high morale, non-lethal methods)
        Biomachinery (Cloning Vats)
        Industrial Nanorobotics (Nano Factory, robotic assembly plants)

        The University has:

        Intellectual Integrity (high morale, non-lethal methods)
        Biomachinery (Cloning Vats)

        Since we have two probe cruisers and a fusion speeder probe team, we shouldn't be researching something we can steal from University.

        This leaves:

        Matter Compression (neutronium armor - D8)
        Industrial Nanorobotics (Nano Factory, robotic assembly plants)

        While armor is useful, we have been able to avoid attacks by attacking first with our aircraft. Industrial Nanorobotics is along the path to quantum laser (A16), which would be a great boost in eradicating the University and cybernetic future society, which would help our research.

        So, Industrial Nanorobotics is the obvious choice.
        Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

        Comment


        • 2 down, 2 to go (assuming neither Morgan nor Deidre breaks their pact with us).

          BEFORE ENDING 2180:

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

          (2) Change Water Music to fusion sea colony pod mk2.

          (3) Hot Springs fusion 'copter at Hot Springs moves to 1 sq. SW of Surfin' Safari (go around New Sargasso), attacks Hive X Gatling rover to the SE and moves into Surfin' Safari.

          (4) Surfin' Safari gun foil at Surfin' Safari attacks Hive sea former 1 sq. E. (The most obsolete naval unit scores another kill!)

          (5) Bring on the Clowns 3-0-0 worker moves to 1-4-0 mine 2 sq. SW of base.

          (6) Santiago's Last Stand 3-1-0 worker 2 sq. N by NW of base moves to 3-1-0 jungle 1 sq. W of base.

          (7) Bunker Palace Hotel 3-0-1 worker moves to 3-1-0 jungle 2 sq. SW of base.

          (8) Cana 1-0-0 worker moves to 3-0-0 kelp 2 sq. E by NE of base.

          (9) Covert Operations plasma hoverboat at Covert Operations moves to cover BRCM sea former and The Battery fusion sea former 1 sq. NE of Monitoring Station.

          10) Change Gibraltar to fusion sea former.

          (11) Water Poetry 1-0-0 worker moves to 1-0-0 ocean shelf 1 sq. NE of base.

          (12) Test Tube Tango missile foil at Test Tube Tango moves to 1 sq. S of Stellar Door.

          (13) Midway trance scout at Peacenik moves to E pur si mueve and boards transport.

          (14) Boil IoD at E pur si mueve with Midway trance scout aboard moves to 1 sq. NW of Tu es Petrus.

          (15) Midway trance scout 1 sq. NW of Tu es Petrus attempts to move 1 sq. SE into Tu es Petrus.

          (16) If Midway trance scout was successful in moving into Tu es Petrus, Tu es Petrus missile foil moves toward Miriam's Last Stand.

          (17) Pre-boil IoD at Bunker Palace Hotel moves to Fleet Anchorage and holds.

          BETWEEN 2180 AND 2181:

          (18) 300 Down builds fusion sea colony pod mk2. Change to fungicidal fusion sea formers. 300 Down 1-2-2 worker moves to 0-7-0 bonus mine 2 sq. N by NW of base.

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

          (20) Peacenik builds fusion speeder probe team. Change to X shard battery.

          (21) Bay Area builds fusion sea colony pod mk2. Change to The Living Refinery. Bay Area 3-0-0 worker moves to 1-1-0 rolling square 2 sq. N by NE of base.

          (22) Drydock builds X shard penetrator prototype. Do not upgrade any units. Change to fusion sea colony pod mk2.

          (23) GJgG builds recreation commons. Change to fusion sea colony pod mk2.

          (24) Ushuaia builds supply. Change to recreation commons.

          (25) Sunken City builds fusion sea colony pod mk2. Leave on fusion sea colony pod mk2.

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

          (27) Tu es Petrus builds recreation commons. Chnage to fusion sea formers.

          (28) Syrtis builds fungicidal fusion sea formers mk2. Change to fusion sea colony pod mk2.

          (29) Manifold Nexus Central builds formers. Leave on formers.

          (30) Constantinople builds fusion sea colony pod mk2. Change to supply.

          (31) Our researchers discover Nanominiaturization. Choose Industrial Nanorobotics.
          Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

          Comment


          • We're preparing to take Mendelev College next year. A squadron of bombers with fighter escort will attack units south of Mendelev College. A green trance scout will capture the bunker 2 sq. N of Stellar Door. The recon rover moves to Stellar Door so it is in range to capture Mendelev College.

            We are in a position to build The Living Refinery in two years. Instead of cashing in the crawlers this year, we will wait until next year so we can continue to use them to gather resources.

            Since we need them to be within range of Bay Area, the area around Bay Area will become crowded. We re-home an additional crawler to Bay Area and re-home a couple of Bay Area units to other bases so we will produce 20 minerals at Bay Area over the next two years (when we cash in the crawlers next year, Bay Area will lose some mineral production).

            The capture of Port Yang will facilitate the movement of aircraft from the Spartan theatre to the University theatre.

            FOR 2181:

            (1) Constantinople fusion sea colony pod mk2 at Constantinople moves toward Midway.

            (2) Athens fusion cruiser probe team 1 sq. W of Midway moves to 1 sq. E of Tu es Petrus.

            (3) Boil IoD 1 sq. NW of Tu es Petrus unloads Midway trance scout into Tu es Petrus, moves to Stellar Door and holds.

            (4) Test Tube Tango missile foil 1 sq. S of Stellar Door moves toward Miriam's Last Stand.

            (5) Krusty Krab impact foil at GJgG moves toward Miriam's Last Stand.

            (6) Ushuaia fusion tactical 3 sq. N of Stellar Door moves to Cana.

            (7) Kragen's Maw fusion cruiser probe team steals tech from The Marine Institute (100% success, 88% survival).

            (8) Stellar Door (5% damaged) fusion needlejet 1 sq. N of University Base returns to Peacenik.

            (9) Big Easy fusion needlejet at Peacenik moves to 2 sq. S of Mendelev College and attacks Hive Gatling rover to the SE.

            (10) Manifold Nexus Central (55% damaged) missile needlejet at Peacenik moves to 2 sq. S of Mendelev College and attacks Hive X Gatling rover to the SE.

            (11) Stellar Door fusion needlejet 2 sq. NW of Stellar Door moves to Peacenik.

            (12) Big Easy (30% damaged) fusion needlejet at Big Easy moves to 2 sq. S of Mendelev College and attacks Hive AA team to the NE.

            (13) East X fusion penetrator at Big Easy moves to 2 sq. S of Mendelev College and attacks University clean fusion marines to the E (use nerve gas).

            (14) BRCM (25% damaged) fusion 'copter attacks University former 2 sq. S by SW of Mendelev College and returns to Stellar Door.

            (15) Seaview fungicidal sea formers and Persepolis fungicidal fusion sea formers at Big Easy moves to Cana.

            (16) Manifold Nexus Central former at Manifold Nexus Central moves 1 sq. NE.

            (17) Change Manifold Nexus Central to fungicidal formers.

            (18) Bay Area fusion cruiser transport 2 sq. SW of E pur si mueve moves into E pur si mueve and holds.

            (19) Both Unity former droids and ETU-125 at E pur si mueve move 1 sq. N and build mag tube.

            (20) Constantinople ECM plasma garrison at E pur si mueve moves to Peacenik, is designated defender and holds.

            (21) Peacenik fusion speeder probe team at Peacenik steals tech from University Base (100% success, 88% chance survival).

            (22) Bay Area fusion marines at E pur si mueve moves to Peacenik, re-homes and holds.

            (23) Suez fusion speeder probe team at E pur si mueve steals tech from Academgorodok (100% success, 88% chance survival).

            (24) Cana missile foil 1 sq. NE of Covert Operations moves toward Otkrieta-Discovery.

            (25) Covert Operations plasma hoverboat, BRCM sea formers and The Battery fusion sea formers 1 sq. NE of Monitoring Station move 1 sq. NW, 4 sq. N, holds (plasma hoverboat) or cultivates kelp farm (sea formers).

            (26) Fleet Anchorage (25% damaged) missile needlejet at New Sargasso attacks Port Yang.

            (27) Surfin' Safari gun foil at Surfin' Safari moves to Port Yang, seizes it, re-homes and holds.

            (28) Rename Port Yang.

            (29) Change production of Port Yang to trance scout infantry.

            (30) Port Yang 3-0-0 worker moves to thermal borehole 1 sq. N of base.

            (31) Suez (65% damaged) missile needlejet 1 sq. W of Port Yang moves into Port Yang.

            (32) Drydock (80%) damaged missile needlejet 1 sq. SE of Surfin' Safari moves into Port Yang.

            (33) Hot Springs fusion 'copter at Surfin' Safari attacks targets of opportunity including Hive supply droid 2 sq. SE (this will cut The Hive's mineral production in half) and Hive X Gatling rover 2 sq. E by NE (to prevent it from destroying a mine or thermal borehole in our territory) and ends up in Port Yang.

            (34) Seaview (70% damaged) fusion needlejet 1 sq. SW of Surfin' Safari moves to Port Yang.

            (35) Bay Area gun foil 2 sq. W by SW of Surfin' Safari moves to Surfin' Safari, re-homes and holds.

            (36) Boiled Egghead missile foil 1 sq. SE of Monitoring Station moves 1 sq. N, 1 sq. NW, 4 sq. N, and attacks any enemy sea units.

            (37) Drydock fusion cruiser transport 2 sq. S of Monitoring Station with trance scout moves N.

            (38) Drydock (65% damaged) fusion interceptor at Covert Operations moves to 2 sq. S of Mendelev College and rests (there are two Falcons at Gagarin Memorial; they would have to fight the interceptor at its attack strength before they could fight the bombers).

            (39) The Battery fusion sea colony pod moves toward Covert Operations.

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

            (41) East (60% damaged) missile needlejet 1 sq. NE of Santiago's Last Stand moves to New Sargasso.

            (42) 300 Down fusion sea colony pod at 300 Down moves toward Greenhouse Gate.

            (43) Strawberry Fields fungicidal formers 1 sq. N of Strawberry Fields moves 1 sq. SW.

            (44) HQ trance scout 1 sq. SW of Strawberry Fields moves into Strawberry Fields, re-homes and holds.

            (45) Strawberry Fields trance scout (with 1 movement point) at Strawberry Fields moves to Panama, re-homes and holds.

            (46) Gateway fungicidal former 1 sq. SW of Athens removes fungus.

            (47) Seaview former (with movement point) 1 sq. SW of Seaview moves 1 sq. S of BRCM and builds mag tube.

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

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

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

            (51) Gateway scout patrol at Gateway moves to Athens and holds.

            (52) Boil mindworm at Athens moves toward Constantinople.

            (53) Gateway fusion sea colony pod moves toward Boiled Egghead.

            (54) Bay Area former and East former 1 sq. SW of Persepolis moves 1 sq. W and plant forest replacing farm and solar collector.

            (55) Persepolis fungicidal fusion sea former 1 sq. S of Persepolis moves toward Constantinople.

            (56) Ushuaia fungicidal fusion sea former 2 sq. S of Persepolis moves toward Constantinople.

            (57) Kragen's Maw fusion sea former 1 sq. NW of Kragen's Maw moves toward The Battery.

            (58) Bay Area fusion sea colony pod at Bay Area moves toward Ocean Outpost.

            (59) Syrtis fungicidal fusion sea formers at Syrtis moves to 3 sq. NW of Syrtis and removes fungus.

            (60) Bay Area fungicidal fusion sea former 3 sq. N of Ocean Outpost moves to 1 sq. SE of Sunken City and removes fungus.

            (61) Sunken City fusion sea colony pod at Sunken City moves to Sea Resort.

            (62) Drydock X shard penetrator at Drydock moves to Morgan Interstellar.

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

            (64) Change HQ to formers.

            (65) Ocean Outpost fusion sea formers 3 sq. N of Ocean Outpost moves to 1 sq. SW of Sea World and builds tidal harness.

            (66) Bay Area fungicidal sea former 1 sq. NE of Water Poetry moves into Water Poetry, re-homes (this helps Bay Area build The Living Refinery without purchasing minerals) and moves to 1 sq. SW of Water Music.

            (67) Bay Area 1-3-1 worker moves to 1-2-1 forest 2 sq. N by NW of Bay Area.

            (68) Gibraltar supply 2 sq. S by SE of Bay Area moves 1 sq. N onto unroaded forest and crawls 3 minerals.

            (69) Gibraltar supply 1 sq. SW of Ushuaia moves 1 sq. W and crawls 3 minerals (the last two moves were made so this crawler is in range of Bay Area).

            (70) Bay Area supply 1 sq. SW of Bay Area moves 1 sq. SE onto unroaded rocky square and crawls 2 minerals.

            (71) East supply 1 sq. N of Ushuaia moves to Bay Area, re-homes, moves 1 sq. SW and crawls 2 minerals for Bay Area.

            (72) Ushuaia supply at Ushuaia moves 1 sq. N and crawls 4 minerals.

            (73) Drydock supply droid 1 sq. E of Gibraltar moves along road to 1 sq. SW of Ushuaia and crawls 4 minerals.

            (74) Bay Area supply 1 sq. E of Bay Area moves to 1 sq. E of Gibraltar and crawls 4 minerals.

            (75) Seaview supply 1 sq. W of East moves to 1 sq. E of Bay Area and crawls 5 minerals.

            (76) 300 Down 1-2-2 worker moves to 0-7-0 bonus mineral mine 2 sq. N by NW of base.

            (77) BRCM 2-2-2 worker moves to 4-0-3 tidal harness 2 sq. N by NW (to prevent ecodamage).

            (78) Bay Area 3-0-0 worker moves to farm 2 sq. E by SE of base.

            (79) Constantinople recon rover at E pur si mueve moves to Stellar Door and holds.

            (80) East 1-2-1 worker moves to 1-3-1 forest 2 sq. SE of base.

            (81) Gibraltar 1-2-1 worker moves to 0-6-6 thermal borehole 2 sq. S by SE of base.

            (82) Gibraltar 1-2-1 and 1-2-2 workers move to 3-0-0 kelp squares.

            (83) Bay Area 1-2-1 worker moves to 1-2-2 forest 2 sq. W by NW of base.

            (84) HQ 1-2-2 worker moves to 2-2-2 monolith 1 sq. N of base.

            (85) Peacenik trance scout at Peacenik moves to E pur si mueve, undesignates as a defender, and boards transport.

            (86) Seaview 1-2-1 workers moves to 4-0-0 kelp 1 sq. E and 3-0-2 farm 2 sq. E by NE of base (to prevent ecodamage).

            (87) Big Easy trance scout at Stellar Door moves 2 sq. N and captures bunker.

            (88) E pur si mueve fusion marines at Stellar Door moves to E pur si mueve.

            (89) Bay Area fusion cruiser transport at E pur si mueve with trance scout aboard moves 2 sq. S, 1 sq. E.

            (90) The Battery supply 1 sq. N of Suez moves 3 sq. S and crawls 2 minerals.

            (91) Syrtis 1-2-1 worker moves to 1-2-2 forest 2 sq. E by NE of base.

            (92) Tu es Petrus missile foil at Tu es Petrus moves toward Miriam's Last Stand.

            (93) Hurry Water Poetry fusion sea formers for 13 credits (full payment).

            (94) Hurry Atlantic Ruins fusion sea colony pod mk2 for 8 credits (full payment).

            (95) Hurry BRCM fusion sea colony pod mk2 for 13 credits (full payment).

            (96) Hurry Panama former for 25 credits (full payment).

            (97) Hurry Persepolis former for 8 credits (full payment).

            (98) Hurry Seaview supply for 13 credits (full payment).

            (99) Hurry Strawberry Fields former for 8 credits (full payment).

            (100) Peacenik trance scout 1 sq. SW of Big Easy moves into Big Easy.

            (101) Boil IoD at Stellar Door moves to Big Easy, loads Peacenik trance scout and moves 1 sq. E.

            (102) Hurry Big Easy recreation commons for 10 credits (full payment).
            Last edited by vyeh; October 13, 2008, 11:50.
            Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

            Comment


            • Too bad about the Suez fusion speeder probe team. Still 3 turns (30 minerals) of Suez time is a good deal for intellectual integrity.

              With intellectual integrity comes The Citizen's Defense Force (all of the other factions have built in perimeter defenses which is why this secret project hasn't been built).

              We also get high morale (it only works if the unit is produced; it doesn't work for upgrades; it can be useful to build a shell with high morale and then upgrade it to the final unit; the final unit keeps the morale boost from the shell even if the final unit doesn't have high morale special ability).

              More useful is non-lethal methods. That means our single garrison can suppress two drones.

              With centauri meditation comes centauri preserves, IoD's, and empath specialists.

              The centauri preserves probably won't help us much as we have a lot of bases in which to build tree farms. Each tree farm will raise our clean mineral limit for all bases.

              Our two captured IoD's have already proven the worth if IoD's as transports. Their ability to go through fungus more than compensates for the fact they only have six moves compared to the seven for the fusion cruiser transports.

              The empath specialists are doctors that also produce two credits per turn.

              Homo superior gives us nanohospitals and the universal translator, which provides two techs.

              BEFORE ENDING 2181:

              (1) Bikini Bottom 1-0-0 worker moves to 1-0-1 fungus 2 sq. SE of base (centauri meditation allows us to harvest an energy from fungus).

              (2) Boiled Egghead 1-0-0 worker moves to fungus 1 sq. SW of base.

              (3) Gateway 1-2-1 worker moves to 2-2-1 jungle forest 2 sq. N by NE of base.

              (4) Change HQ to formers.

              (5) Midway 1-0-0 workers move to 1-0-1 fungus 2 sq. S by SE, 2 sq. NE and 2 sq. N by NE of base.

              (6) Miriam's Last Stand 1-0-0 worker moves to 1-0-1 fungus 2 sq. NE of base.

              (7) Sea Resort 1-0-0 worker moves to 1-0-1 fungus 2 sq. E by NE of base.

              (8) Midway trance scout at Tu es Petrus re-homes.

              (9) Surfin' Safari 1-0-0 worker moves to 1-0-1 fungus 1 sq. SW of base.

              (10) Test Tube Tango 1-0-0 worker moves to 1-0-1 fungus 1 sq. SE of base.

              (11) Water Music 1-0-0 worker moves to 1-0-1 fungus 1 sq. SW of base.

              BETWEEN 2181 AND 2182:

              (12) BRCM builds fusion sea colony pod mk2. Change to tree farm.

              (13) Seaview builds supply. Change to tree farm.

              (14) Suez builds supply. Leave on supply.

              (15) Surfin' Safari builds trance scout infantry. Change to fusion sea formers.

              (16) Gibraltar builds fusion sea formers. Change to fusion sea colony pod mk2.

              (17) Persepolis builds formers. Change to supply.

              (18) Big Easy builds recreation commons. Change to fusion sea formers.

              (19) Strawberry Fields builds formers. Change to supply.

              (20) Panama builds formers. Change to supply.

              (21) Water Poetry builds fusion sea formers. Change to recreation commons.

              (22) Atlantic Ruins builds fusion sea colony pod mk2. Leave on fusion sea colony pod mk2.

              (23) New Sargasso builds trance scout infantry. Change to fusion sea formers.
              Last edited by vyeh; October 13, 2008, 20:21.
              Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

              Comment


              • FOR 2182:

                (1) East (60% damaged) missile needlejet at New Sargasso attacks Otkrieta-Discovery from 1 sq. S of Otkrieta-Discovery.

                (2) Drydock fusion cruiser transport 2 sq. NW of Otkrieta-Discovery moves 1 sq. S, unloads trance scout into Otkrieta-Discovery, seizing Otkrieta-Discovery.

                (3) HQ trance scout at Otkrieta-Discovery re-homes and holds.

                (4) Change name of Otkrieta-Discovery.

                (5) Change production of Otkrieta-Discovery to recreation commons.

                (6) Otkrieta-Discovery 1-0-0 and 1-1-0 workers become empaths.

                (7) Otkrieta-Discovery 2-1-0 worker moves to 3-0-3 tidal harness 2 sq. N by NW of base.

                (8) Drydock fusion cruiser transport moves toward Covert Operations.

                (9) The Battery fusion sea colony pod 1 sq. SW of Covert Operations moves toward Otkrieta-Discovery.

                (10) Cana missile foil 1 sq. E of Great Collective moves 2 sq. N, then moves E searching for enemy sea units. (The Hive has 3 0-3-3 transports; the University has 1 0-1-3 transport foil, 1 fusion sea former and 1 0-6-5 fusion cruiser transport.)

                (11) Covert Operations plasma hoverboat between Otkrieta-Discovery and Vladisever moves into Otkrieta-Discovery and attacks University sea former to the SW.

                (12) Boiled Egghead missile foil between Otkirieta-Discovery and Vladisever moves 1 sq. N, then E looking for enemy sea units.

                (13) Drydock (80% damaged) missile needlejet at Vladisever moves to 1 sq. NE of Otkrieta-Discovery and attacks University scout rover to the E.

                (14) Suez (65% damaged) missile needlejet at Vladisever moves to 1 sq. E of Otkrieta-Discovery and attacks University scout rover to the NE.

                (15) Hot Springs (70% damaged) fusion 'copter at Surfin' Safari attacks Hive Gatling squad 2 sq. N by NW of Otkrieta-Discovery and moves into Otkrieta-Discovery.

                (16) Seaview (70% damaged) fusion needlejet at Vladisever moves to 2 sq. S by SE of Otkrieta-Discovery and attacks Hive AA team to the W..

                (17) Fleet Anchorage (45% damaged) missile needlejet 1 sq. W of Vladisever moves into Vladisever.

                (18) Surfin' Safari trance scout at Surfin' Safari holds.

                (19) New Sargasso trance scout at New Sargasso holds.

                (20) Atlantic Ruins fusion sea colony pod at Atlantic Ruins moves 6 sq. SE.

                (21) New Sargasso plasma hoverboat at New Sargasso moves to cover Atlantic Ruins sea colony pod and holds.

                (22) 300 Down fusion sea colony pod 1 sq. NE of Greenhouse Gate moves toward Miriam's Last Stand.

                (23) Kragen's Maw fusion cruiser probe team at Miriam's Last Stand steals tech from Gagarin Memorial (100% success, 88% survival).

                (24) Krusty Krab impact foil 1 sq. E of The Marine Institute moves toward Manufacturing Warren.

                (25) BRCM X fusion penetrator at Covert Operations moves to 1 sq. NE of Mendelev College and attacks Mendelev College (use nerve gas).

                (26) Stellar Door (5% damaged) fusion needlejet at Peacenik moves to 1 sq. SE of Mendelev College and attacks Mendelev College.

                (27) Stellar Door fusion needlejet at Peacenik moves to 1 sq. NW of Mendelev College and attacks Mendelev College.

                (28) If there is still a defender in Mendelev College, Ushuaia fusion tactical at Cana attacks Mendelev College.

                (29) BRCM fusion 'copter at Stellar Door moves to 1 sq. S of Mendelev College and attacks any enemy units blocking recon rover at Stellar Door from occupying Mendelev College (do not end move).

                (30) Peacenik fusion speeder probe team at Peacenik steals tech from Mendelev College (100% success, 88% survival).

                (31) Constantinople recon rover at Stellar Door moves into Mendelev College, seizes it, re-homes and holds.

                (32) Re-name Mendelev College.

                (33) Change Mendelev College to recycling tanks.

                (34) BRCM fusion 'copter 1 sq. S of Mendelev College attacks targets of opportunity and moves into Mendelev College.

                (35) All aircraft 2 sq. S of Mendelev College moves into Mendelev College.

                (36) Drydock (90% damaged) fusion interceptor at Mendelev College goes on alert.

                (37) Big Easy trance scout 2 sq. N of Stellar Door moves to 1 sq. S of Mendelev College and investigates monolith.

                (38) Both Unity former droids and ETU-125 1 sq. N of E pur si mueve move to 1 sq. E of E pur si mueve and build mag tube.

                (39) E pur si mueve fusion marines at E pur si mueve move to Peacenik and hold.

                (40) Peacenik trance scout at Big Easy moves 1 sq. NE into IoD.

                (41) Boil IoD 1 sq. NE of Big Easy with trance scout aboard moves toward GJgG.

                (42) Seaview fungicidal sea former and Persepolis fungicidal fusion sea former at Cana move toward Miriam's Last Stand.

                (43) Tu es Petrus missile foil 2 sq. NW of GJgG moves toward Miriam's Last Stand.

                (44) Test Tube Tango missile foil 1 sq. W of GJgG moves toward Miriam's Last Stand.

                (45) If Ushuaia fusion tactical at Cana was not used in taking Mendelev College, it moves to Mendelev College and goes on alert.

                (46) Athens fusion cruiser probe team 1 sq. W of Tu es Petrus moves toward Miriam's Last Stand.

                (47) Manifold Nexus Central former 1 sq. NE of Manifold Nexus Central builds road.

                (48) Bay Area fusion cruiser transport 1 sq. SW of Big Easy moves to 1 sq. E of Constantinople.

                (49) Persepolis fungicidal fusion sea former 1 sq. S of Constantinople moves toward Fecundity Tower.

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

                (51) Panama former 1 sq. SW of Panama moves 1 sq. SW and builds mag tube.

                (52) Strawberry Fields fungicidal former 1 sq. NW of Strawberry Fields removes fungus.

                (53) Strawberry Fields former at Strawberry Fields moves 1 sq. NE and builds mag tube.

                (54) Seaview and BRCM formers 1 sq. SW of Seaview move to 1 sq. S of BRCM and build mag tube.

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

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

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

                (58) Gateway trance scout at Gateway (with 1 movement point) moves to Constantinople, re-homes and holds.

                (59) Boil mindworm at Athens moves toward Constantinople.

                (60) Ushuaia fungicidal fusion sea former 2 sq. S by SW of Constantinople moves toward Bring on the Clowns.

                (61) Gateway fusion sea colony pod 1 sq. W of Boiled Egghead moves to Big Easy.

                (62) Constantinople fusion sea colony pod 1 sq. NW of Midway moves to 1 sq. NW of Tu es Petrus.

                (63) Drydock X shard penetrator moves to 2 sq. NW of Peacenik and attacks Hive X Gatling rover to the N (use nerve gas).

                (64) Assign the minerals in the following supplies to The Living Refinery being built at Bay Area:
                (a) Gibraltar skimship supply 1 sq. NW of Gibraltar (50 minerals);
                (b) Ushuaia supply 2 sq. SE of Gibraltar (30 minerals);
                (c) Bay Area supply 1 sq. E of Gibraltar (30 minerals);
                (d) Bay Area supply 2 sq. S by SW of Bay Area (30 minerals);
                (e) Bay Area supply 1 sq. SW of Bay Area (30 minerals);
                (f) Bay Area supply 1 sq. S of Bay Area (30 minerals);
                (g) Gibraltar supply 2 sq. S by SE of Bay Area (30 minerals);
                (h) Gibraltar supply 1 sq. SE of Bay Area (30 minerals);
                (i) Gateway supply 1 sq. NE of Bay Area (30 minerals);
                (j) Seaview supply 1 sq. E of Bay Area (30 minerals);
                (k) East supply 1 sq S of East (30 minerals);
                (l) Ushuaia supply 1 sq. N of Ushuaia (30 minerals).

                (65) Persepolis former at Persepolis moves to 1 sq. E of East and builds mag tube.

                (66) Kragen's Maw fusion sea former 1 sq. N of Persepolis moves toward Boiled Egghead.

                (67) The Battery supply 1 sq. E of East moves to 1 sq. S of East and crawls 3 minerals.

                (68) Suez supply at Suez moves 2 sq. S and crawls 3 minerals.

                (69) BRCM fusion sea colony pod at BRCM moves toward Panama.

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

                (71) Water Poetry fungicidal sea former 1 sq. SW of Water Music removes fungus.

                (72) Sunken City fusion sea colony pod at Sea Resort moves toward Athens.

                (73) Water Poetry fusion sea former at Water Poetry moves 2 sq. NE and builds mining platform.

                (74) Water Poetry fungicidal sea former 1 sq. SW of Water Music removes fungus.

                (75) Xanadu fusion sea former 1 sq. SW of Xanadu moves 1 sq. N and plants kelp.

                (76) Bay Area fusion sea colony pod 2 sq. SE of Ocean Outpost moves toward bonus nutrient between Water Poetry and Sunken City.

                (77) Gibraltar fusion sea former moves to bonus mineral and cultivates kelp farm.

                (78) Both Ushuaia formers and East former 2 sq. S by SE of Gibraltar move to 1 sq. E of Gibraltar and build mag tube.

                (79) Bay Area 1-2-1 and 1-2-2 workers move to 1-5-2 bonus mineral forest and 1-3-2 canyon forest 1 sq. E and 1 sq. SE of base.

                (80) BRCM 4-0-3 worker moves to 1-2-1 forest 1 sq. S of base.

                (81) Gibraltar 3-0-0 worker moves to 1-2-2 forest 2 sq. N by NE of base.

                (82) Suez 1-3-1 worker moves to 1-2-1 forest 1 sq. SE of base (to stop ecodamage).

                (83) Change Suez to tree farm.

                (84) Ushuaia 1-2-1 worker moves to 1-3-1 forest 2 sq. W by SW of base.

                (85) Hurry Fleet Anchorage former for 25 credits (full payment).

                (86) Hurry HQ former for 22 credits (full payment).

                (87) Santiago's Last Stand doctor and thinker becomes 1-2-1 workers on forests 1 sq. E and 2 sq. E by NE of base.

                (88) Hurry Santiago's Last Stand recreation commons for 60 credits (full payment).

                (89) Hurry Sea World fusion sea formers for 25 credits (full payment).

                (90) Hurry Ugly Pupply recycling tanks for 56 credits (full payment).

                (91) Miriam's Last Stand 1-0-0 worker moves to 1-0-1 fungus 2 sq. NE of base.

                (92) Athens recon rover at Panama moves to Constantinople.

                (93) Change Persepolis to fusion sea formers.

                (94) Strawberry Fields 4-0-3 worker moves to 4-0-3 tidal harness 2 sq. SE of base.

                (95) Panama 4-0-5 worker moves to 4-0-3 tidal harness 1 sq. S of base.

                (96) Seaview 4-0-0 worker moves to 4-0-5 tidal harness 2 sq. N by NW of base.

                (97) Change Test Tube Tango to recreation commons.

                (98) Change Gibraltar to recreation commons.

                (99) Change New Sargasso to recreation commons.
                Last edited by vyeh; October 15, 2008, 01:28.
                Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                Comment


                • Amazing that Otkrieta-Discovery was only guarded by one synthmetal garrison (it was on the verge of producing an AAA Shard Squad (with probability sheath armor).

                  Fortunately there was a trance scout in a transport on its way to garrison an expansion base. To add insult to injury, the attacking plane was a 60% damaged obsolete missile needlejet, which had just destroyed the sole synthmetal defender at Fort Superiority (now Santiago's Last Stand).

                  The lost veteran X fusion penetrator was completely healthy (the other X fusion penetrator is only hardened). The victorious defender had probability sheath armor and no AAA. And we used nerve gas! It certainly is worthwhile to trade a 50 mineral unit for a major University city.

                  An interesting point: had the X fusion penetrator been successful, we would be holding a base with only one population unit as the nerve gas would have reduced the base by two population units. Since the X fusion penetrator only weakened the defender so a conventional unit could destroy it, we have ended up with a base with three population points. A trade of 50 minerals for two population points in a base with a lot of terraforming is a real good deal. So the BRCM X fusion penetrator attack of the ECM probability garrsion was a stroke of good luck. (At 8-5 odds, the ECM probability garrison couldn't have had more than one hit point left in its victory.)

                  We can more than replace the X fusion penetrator by paying 130 credits to upgrade our elite missile needlejet to a X shard penetrator (13x-1-12*2 X Deep Radar). Let's put that to a vote.

                  Probability Mechanics didn't give us new armor as we can reverse engineer probability sheath armor from the escort cruiser; however, it does give us the tachyon field.

                  At this point, the only University tech we haven't acquired is Biomachinery and the only University base we haven't probed is Climactic Research and we have two fusion cruiser probe teams in range.

                  The only Gaian tech we don't have is Adv. Ecological Engineering (Deidre is currently researching Centauri Psi,which we don't have). We could use our probe cruisers to steal those techs (if we frame another faction, the odds of success are 84% and the odds of survival are 75%).

                  Syrtis fungicidal fusion sea former will remove fungus from nutrient bonus sea square. With fungus producing 1-1-1 and unimproved sea squares prodcuing 1-0-0, it makes sense only to remove fungus from bonus squares (if they will immediately be improved), new base sites and sea squares that will be immediately improved.

                  Our military strategy consists of watching Morgan and Deidre battle it out (Morgan is leading in territory and Deidre in military) and picking off Hive and University bases. In addition to the artillery, we could produce probe teams to attempt to sabotage the perimeter defenses or mindworms (if we build Biology Lab and Centauri Preserve at Atom Heart Mother and the Phollus Mutagen on our continent and promote all mindworms on the monolith S of Atom Heart Mother, all mindworms will be Demon Boil -- equivalent to elite)

                  BEFORE ENDING 2182:

                  (1) Syrtis fungicidal fusion sea former 3 sq. NE of Syrtis moves 5 sq. NE onto bonus nutrient fungus square.

                  (2) Atom Heart Mother 2-1-1 worker moves to 0-6-1 volcano mine 2 sq. SW of base.

                  (3) Bring on the Clowns 3-0-0 worker moves to 1-1-1 fungus 1 sq. NE of base.

                  (4) Cana 3-0-0 worker moves to 1-1-1 fungus 1 sq. E of base.

                  (5) Fleet Anchorage 1-0-2 worker moves to 1-1-1 fungus 1 sq. N of base.

                  (6) Krusty Krab 1-1-0 worker moves to 1-1-1 fungus 2 sq. S by SW of base.

                  (7) Ocean Outpost 1-1-0 worker moves to 1-1-1 fungus 1 sq. SE of base.

                  (8) Sea World 1-1-0 worker moves to 1-1-1 fungus 1 sq. NW of base.

                  (9) Seaview 3-0-2 worker moves to 1-1-1 fungus 1 sq. W of base.

                  (10) Stellar Door 1-1-0 workers move to 1-1-1 fungus 1 sq. NW and 2 sq. NW of base.

                  (11) Test Tube Tango 3-0-0 worker moves to 1-1-1 fungus 2 sq. SE of base.

                  (12) Tu es Petrus 3-0-0 workers move to 1-1-1 fungus 1 sq. W and 1 sq. SW of base.

                  (13) Water Poetry fungicidal sea former 1 sq. SW of Water Music stops removing fungus. (Why turn a 1-1-1 square into a 1-0-0 square when we don't need to terraform it immediately/)

                  (14) Constantinople recon rover at Atom Heart Mother re-homes and holds.

                  (15) In design workshop, design 1^-1-1 Drop Scout Infantry (20 minerals; note fission reactor).

                  (16) Change Peacenik to drop scout infantry.

                  BETWEEN 2182 AND 2183:

                  (17) HQ builds formers. Leave on formers.

                  (18) Bay Area builds The Living Refinery. Change to supply.

                  (19) Fleet Anchorage builds formers. Change to fusion sea formers.

                  (20) Santiago's Last Stand builds recreation commons. Change to fusion sea colony pod mk2.

                  (21) Ugly Puppy builds recycling tanks. Change to formers.

                  (22) Sea World builds fusion sea formers. Change to recreation commons.

                  (23) Vladisever builds trance scout infantry. Change to fusion sea formers.
                  Last edited by vyeh; November 25, 2008, 13:44.
                  Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                  Comment


                  • FOR 2183:

                    (1) Tu es Petrus 3-0-0 worker moves to 1-1-1 fungus 1 sq. SW of base.

                    (2) Go to social engineering, verify that support is 0 and close window (this ensures recognition of the Living Refinery for support of units, although there won't be recognition of the free minerals for new bases until next year).

                    (3) Fleet Anchorage (55% damaged elite) missile needlejet at Vladisever upgrades to X shard penetrator (13x-1-12 Air*2 X) for 130 credits.

                    (4) Vladisever trance scout infantry at Vladisever holds.

                    (5) BRCM sea formers and The Battery fusion sea formers between Vladisever and Eureka build mining platform.

                    (6) Covert Operations plasma hoverboat at Eureka re-homes and holds.

                    (7) Hot Springs fusion 'copter (65% damaged) at Eureka attacks the following list as long as the odds are better than 1-1 and the 'copter has more than 2 hit points (less than 90% damaged): Hive Gatling squad 2 sq. N by NW of Eureka, Hive AA team 2 sq. S by SW of Eureka, Hive AA team 3 sq. SW of Eureka.

                    (8) Drydock (85% damaged) missile needlejet 1 sq. NE of Eureka scouts in eastern direction and returns to Eureka.

                    (9) East (80% damaged) missile needlejet 1 sq. S of Eureka scouts in southern direction and returns to Eureka.

                    (10) Suez (65% damaged) missile needlejet 1 sq. E of Eureka scouts in south easterly direction and returns to Eureka.

                    (11) Seaview (75% damaged) fusion needlejet 1 sq. SW of Eureka scouts in southwesterly direction and returns to Eureka.

                    (12) Cana missile foil 3 sq. NW of Manufacturing Warren moves 2 sq. E, 1 sq. SE, 1 sq. E, 1 sq. N (it is now covering two sea formers) and attacks Hive Gatling foil to the N.

                    (13) The Battery fusion sea colony pod 1 sq. NE of Monitoring Station moves 1 sq. NW, 5 sq. N.

                    (14) Drydock missile foil 3 sq. N of Manufacturing Warren looks for enemy sea units to destroy. (Hive has three 0-3-3 transports; University has one 0-1-1 transport foil).

                    (15) Krusty Krab impact foil between Gagarin Memorial and Miriam's Last Stand moves in northern direction looking for enemy sea units to destroy.

                    (16) Kragen's Maw fusion cruiser probe team at Miriam's Last Stand steals Biomachinery (it is the only University tech left to steal) from Climactic Research.

                    (17) Tu es Petrus missile foil 1 sq. S of Miriam's Last Stand moves in northern direction looking for enemy sea units to destroy.

                    (18) 300 Down fusion sea colony pod 2 sq. S by SW of Last Rose of Summer moves 1 sq. N, 2 sq. W 1 sq. NW, 2 sq. N.

                    (19) Test Tube Tango missile foil 2 sq. S of Miriam's Last Stand patrols the vicinity looking for enemy sea units to destroy.

                    (20) Stellar Door (15% damaged) fusion needlejet 1 sq. NE of Atom Heart Mother scouts in a northwesterly direction and returns to Atom Heart Mother.

                    (21) BRCM (30% damaged) fusion 'copter at Atom Heart Mother attacks Hive Gatling battery to the NW of Atom Heart Mother, Hive Gatling battery 2 sq. NE of University Base, University Gatling artillery 2 sq. E by SE of University Base (the enemy artillery can destroy terraforming improvements around Atom Heart Mother), University X Gatling speeder 2 sq. E by SE of University Base, and returns to Atom Heart Mother.

                    (22) Stellar Door fusion 'copter 1 sq. NE of Stellar Door attacks Hive AA team 1 sq. E of University Base, Hive AA team 1 sq. NE of University Base and returns to Peacenik (no point in destroying enemy formers; we plan to capture their bases; let them keep improving the terrain).

                    (23) Peacenik fusion speeder probe team moves to Atom Heart Mother and holds.

                    (24) Manifold Nexus Central (75% damaged) missile needlejet at Atom Heart Mother holds.

                    (25) Big Easy (35% damaged) fusion needlejet at Atom Heart Mother attacks a unit that was assigned to Hot Springs fusion 'copter at Eureka or, if Hot Springs fusion 'copter finished its list, moves to 1 sq. N of University Base and attacks Hive AA team to the N.

                    (26) Drydock fusion cruiser transport 2 sq. NE of Covert Operations moves to E pur si mueve.

                    (27) Drydock (5% damaged) X shard penetrator 2 sq. NW of Peacenik moves to Atom Heart Matter.

                    (28) Big Easy (15% damaged) fusion needlejet at Atom Heart Mother attacks any units left on Hot Springs fusion 'copter's list or, if the list has been completed, moves to 1 sq. N of University Base and attacks Hive AA team to the N or, if the Hive AA team has already been destroyed, holds.

                    (29) East (25% damaged) X fusion penetrator at Atom Heart Mother holds.

                    (30) Big Easy trance scout 1 sq. S of Atom Heart Mother moves into Atom Heart Mother, is designated defender and holds.

                    (31) Ushuaia fusion tactical 1 sq. S of Atom Heart Mother scouts in a southern direction and returns to Atom Heart Mother.

                    (32) Stellar Door (5% damaged) fusion needlejet 1 sq. SE of Atom Heart Mother scouts in a southeastern direction and returns to Atom Heart Mother.

                    (33) Seaview fungicidal sea former and Persepolis fungicidal fusion sea former 2 sq. W by NW of Ocean Flower move 6 sq. N.

                    (34) Athens fusion cruiser probe team 2 sq. W by NW of Ocean Flower moves to Miriam's Last Stand and holds.

                    (35) Boil IoD 2 sq. SW of GJgG with trance scout aboard moves toward Miriam's Last Stand.

                    (36) Constantinople fusion sea colony pod 1 sq. NW of Te es Petrus moves toward Miriam's Last Stand.

                    (37) Manifold Nexus Central former 1 sq. NE of Manifold Nexus Central plants forest.

                    (38) Gateway fusion sea colony pod at Big Easy moves toward Miriam's Last Stand.

                    (39) Both Unity former droids and ETU-125 1 sq. E of E pur si mueve move 1 sq. E and build mag tube.

                    (40) Kragen's Maw fusion sea former 2 sq. N by NW of Morgan Interstellar moves to 1 sq. E of Boiled Egghead and cultivates kelp farm.

                    (41) Bay Area fusion cruiser transport 1 sq. E of Constantinople moves into Constantinople, loads recon rover and pre-boil mindworm (do not end movement).

                    (42) Boil mindworm 1 sq. W of Constantinople moves into Constantinople and boards transport.

                    (43) Bay Area fusion cruiser transport at Constantinople moves toward Seat of Proper Thought with two mindworms and one recon rover aboard.

                    (44) Persepolis fungicidal fusion sea former between Morgan Ocean Resources and Seat of Proper Thought moves toward Fecundity Tower.

                    (45) Fleet Anchorage former at Fleet Anchorage moves 1 sq. NW.

                    (46) Ushuaia fungicidal fusion sea former between Morgan Ocean Resources and Seat of Proper Thought moves to bonus mineral N by NE of Trolls are Us.

                    (47) Panama 1-2-1 worker moves to 0-6-6 thermal borehole 1 sq. E of base.

                    (48) Panama former 1 sq. E of Panama builds mag tube.

                    (49) Sunken City fusion sea colony pod 1 sq. N of Panama moves into Morgan Ocean Resources.

                    (50) Bay Area former and East former 1 sq. E of East build mag tube.

                    (51) BRCM former and Seaview former 1 sq. S of BRCM moves 1 sq. S and build mag tube.

                    (52) HQ former at HQ moves 1 sq. W and builds mag tube.

                    (53) Ushuaia former 1 sq. E of Gibraltar moves 1 sq. NE and builds mag tube.

                    (54) Syrtis fungicidal fusion sea former 2 sq. N by NW of Sunken City removes fungus.

                    (55) Sea World fusion sea former at Sea World moves 1 sq. N, 4 sq. NE and cultivates kelp farm.

                    (56) Panama former 1 sq. SW of Panama moves 1 sq. SW and builds mag tube.

                    (57) BRCM fusion sea colony pod 2 sq. S of Panama moves to Panama, then 1 sq. NW, 2 sq. W and holds.

                    (58) BRCM fusion sea former 3 sq. S of Santiago's Last Stand moves 1 sq. SW and cultivates kelp farm.

                    (59) Bay Area fusion sea colony pod S by SW of Sunken City moves 1 sq. NW and establishes "Sunken Suburb."

                    (60) Change production of Sunken Suburb to trance scout infantry.

                    (61) Sunken Suburb 1-1-1 worker becomes empath.

                    (62) Water Poetry fusion sea former 2 sq. NE of Water Poetry moves 1 sq. SW and cultivates kelp farm.

                    (63) Water Poetry fungicidal sea former 1 sq. SW of Water Music moves to 1 sq. NE of Xanadu.

                    (64) Atlantic Ruins fusion sea colony pod between Fecundity Tower and Hot Springs establishes "Kelp Bounty."

                    (65) Change production of Kelp Bounty to trance scout infantry.

                    (66) Kelp Bounty's 3-0-0 worker becomes empath.

                    (67) BRCM 3-1-1 worker moves to 4-0-3 tidal harness (to prevent eco-damage).

                    (68) Bring on the Clowns 2-1-0 worker moves to 1-1-1 fungus 2 sq. S by SE of base.

                    (69) Ocean Outpost 1-1-1 worker moves to 1-2-1 forest 1 sq. E of base.

                    (70) Scrap Big Easy command center for 20 credits.

                    (71) Scrap Fleet Anchorage command center for 20 credits.

                    (72) Hurry Xanadu fusion sea former for 5 credits (partial payment).

                    (73) Hurry 300 Down fungicidal fusion sea former for 3 credits (partial payment).

                    (74) Hurry Atom Heart Mother for 60 credits (full payment).

                    (75) Hurry Kragen's Maw X shard chopper for 6 credits (partial payment).

                    (76) Pre-boil IoD at Fleet Anchorage moves toward Surfin' Safari.

                    (77) Surfin' Safari gun foil at Surfin' Safari moves toward New Sargasso.

                    (78) Vladisever gun foil at Vladisever moves 2 sq. SE, 1 sq. E to cover The Battery fusion sea colony pod and holds.

                    (79) Xanadu fusion sea former 1 sq. NW of Xanadu builds mining platform instead of cultivating kelp farm (we will crawl this square).

                    (80) The Battery supply 1 sq. S of East moves to 1 sq. N of Ushuaia and crawls 4 minerals.

                    (81) Bay Area 1-5-2 worker moves to 1-3-1 forest canyon 2 sq. NE of base.

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

                    (83) In design workshop:

                    (a) retire 0-1-4 deep radar skimship supply (originally used to block the bay and then used in building The Living Refinery);

                    (b) obsolete 0-1-3 hover probe;

                    (c) obsolete 1-4-3 AA tank;

                    (d) obsolete 10-1-12*2 fusion needlejet;

                    (e) obsolete 0-3-5*2 Deep Radar fusion cruiser transport;

                    (f) obsolete <10>-1-9*2 SAM fusion tactical; and

                    (g) obsolete 10~3-1*2 Amphibious fusion marines.

                    (84) Persepolis 1-2-1 worker moves to 1-3-1 forest canyon square 2 sq. W by SW of base.
                    Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                    Comment


                    • Between 2183 and 2184, we will discover Industrial Nanorobotics and have a choice of

                      Matter Compression (neutronium armor - D8)
                      Unified Field Theory (Theory of Everything, weapon 12, part of b-line to weapon 16)
                      Digital Sentience (Network Backbone, cybernetic future society)
                      Adv. Ecological Engineering (super formers, soil enrichers)

                      While armor is useful, we have been able to avoid attacks by attacking first with our aircraft. So Matter Compression isn't immediately useful.

                      We're not in a position to build the Network Backbone immediately (without the Network Backbone, every military unit away from base and every non-interceptor combat aircraft causes a drone and garrisons do not suppress drones), so Digital Sentience isn't immediately useful.

                      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). If she is willing to trade, then it would be a waste to research Adv. Ecological Engineering.

                      Unified Field Theory is along the path to quantum laser (A16), which would be a great boost in eradicating the University.

                      So, Unified Field Theory is the obvious choice.
                      Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                      Comment


                      • Good job destroying the Hive transport.

                        Now that we have eradicated the University's tech lead by stealing all the techs we didn't have, we can use the probes to attempt to sabotage the perimeter defenses (that is more useful than stealing credits).

                        BEFORE ENDING 2183:

                        (1) Suez 1-2-1 worker moves to 4-0-0 kelp 2 sq. NW of base (to control eco-damage).

                        (2) Stellar Door 1-1-1 worker 2 sq. S by SE of base to 1-1-1 fungus 1 sq. NW of base.

                        (3) Tu es Petrus 3-0-0 worker moves to fungus 1 sq. W of base.

                        (4) Ugly Puppy 1-2-2 worker moves to 0-4-0 mine 2 sq. NE of base.

                        (5) Change HQ to fusion speeder probe team.

                        (6) Change Bay Area to fusion speeder probe team.

                        (7) Change Panama to fusion speeder probe team.

                        BETWEEN 2183 AND 2184:

                        (8) 300 Down builds fungicidal sea formers. Change to fusion sea colony pod mk2.

                        (9) Peacenik builds drop scout infantry. Change to fusion speeder probe team.

                        (10) Drydock builds fusion sea colony pod mk2. Change to tree farm.

                        (11) Bring on the Clowns builds fusion sea colony pod mk2. Leave on fusion sea colony pod mk2.

                        (12) Xanadu builds fusion sea colony pod mk2. Change to fusion foil supply.

                        (13) Atom Heart Mother builds recycling tanks. Change to biology lab.

                        (14) Kragen's Maw builds X shard chopper. Change to fusion cruiser probe team.

                        (15) The Battery builds fusion sea formers. Change to fusion cruiser probe team.

                        (16) Our researchers discover Industrial Nanorobotics. Choose Unified Field Theory as the next tech to research.

                        (17) Hot Springs builds fusion sea colony pod mk2. Leave on fusion sea colony pod mk2.

                        FOR 2184:

                        (18) Peacenik fusion speeder probe team at Atom Heart Mother attempts to sabotage perimeter defense at University Base (67% success, 63% survival).

                        (19) Kragen's Maw fusion cruiser probe team at Miriam's Last Stand attempts to sabotage perimeter defense at The Marine Institute (67% success, 63% survival).

                        (20) If The Marine institute still has perimeter defense, Athens fusion cruiser probe team at Miriam's Last Stand attempts to sabotage perimeter defense at The Marine Institute.

                        Please post a midturn save.
                        Last edited by vyeh; October 17, 2008, 00:44.
                        Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                        Comment


                        • Just a reminder: if we intend to seize University Base, we might need the X shard batteries currently built in E pur si mueve and Stellar Door.
                          All your base are belong to us

                          Comment


                          • Elimination of perimeter defense and reduction of defenders to 50% damaged by batteries is roughly equivalent. The perimeter defense adds +100% and the batteries cannot damage a defender in a base by more than 50% (and this may need successive bombardments by the two shard batteries).

                            The primary purpose of the existing probe teams was to steal tech. We've got all of Zakharov's tech and we run the risk of losing the pact (and the commerce income) if we try to steal Adv. Ecological Engineering from Deidre (even if we attempt to frame someone). While the probe teams could steal some credits with 88% chance of survival, it seemed better to try to take down the perimeter defenses.

                            If the Peacenik fusion speeder probe team had failed (and it only had 67% chance of success), then we would have the two shard batteries coming on line in a few turns. We don't know when sunspot activities will cease and we will lose the +50% gain from nerve gas.

                            The shard batteries will still be very useful in attacking The Hive. There are a lot of defenders, so multiple turns of bombardment won't be a problem as we don't have the aircraft to destroy them all in a single turn.

                            Since the odds of success for the probe teams in taking out the perimeter defense was 67%, the loss of one probe team in the operations is expected.
                            Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                            Comment


                            • Outstanding. We weren't planning on the University Base perimeter defense falling (there was only a 67% chance while there was an 8 out of 9 chance of The Marine Institute perimeter defense falling).

                              FOR 2184:

                              (1) Stellar Door (15% damaged) fusion 'copter at Peacenik moves 1 sq. N and attacks University former droid to the N (it is blocking the marines; do not end movement of fusion 'copter).

                              (2) Peacenik (elite) fusion marines at Peacenik moves 2 sq. N and attacks University Base.

                              (3) Big Easy fusion needlejet at Atom Heart Mother moves to 1 sq. N of University Base (this blocks Hive Gatling rover and Hive X Gatling rover in production at Communal Nexus) and attacks University Base.

                              (4) Stellar Door (5% damaged) fusion needlejet at Atom Heart Mother moves to 1 sq. S of University Base (covering fusion marines) and attacks University Base.

                              (5) Drydock (5% damaged) X shard penetrator at Atom Heart Mother attacks The Marine Institute (use nerve gas).

                              (6) East X fusion penetrator at Atom Heart Mother attacks The Marine Institute (do not use nerve gas; we'd like a base to occupy).

                              (7) There are two aircraft in reserve at Atom Heart Mother (we might lose an aircraft at The Marine Institute, particularly the one that is not using nerve gas and there is a slight chance of losing the fusion marines at University Base). Stellar Door (15% damaged) fusion needlejet at Atom Heart Mother attacks the stronger surviving defender at University Base or The Marine Institute if there is still a surviving defender. Manifold Nexus Central (45% damaged) missile needlejet attacks the weaker surviving defender if necessary.

                              (8) If there are no defenders left at University Base, Peacenik drop scout infanty at Peacenik occupies University Base, re-homes and holds (the drop scout infantry can paratroop or walk).

                              (9) If there are no defenders left at The Marine Institute, Miriam's Last Stand plasma hoverboat at Miriam's Last Stand occupies The Marine Institute, re-homes and holds.
                              Last edited by vyeh; October 17, 2008, 09:57.
                              Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                              Comment


                              • FOR 2184:

                                (1) Change production of Fungi League to fusion speeder probe team.

                                (2) Fungi League 1-2-2 worker moves to 3-0-3 farm 1 sq. SW of base.

                                (3) Change production of Semper Phi to trance scout infantry.

                                (4) Ushuaia (45% damaged) fusion tactical at Atom Heart Mother attacks Hive Falcon in Gagarin Memorial.

                                (5) Tu es Petrus missile foil between Gaia's Landing and Gagarin Memorial moves to 1 sq. N of Gagarin Memorial and holds.

                                (6) Test Tube Tango missile foil 2 sq. N of Miriam's Last Stand moves to 1 sq. E of Gagarin Memorial and holds.

                                (7) Change Atom Heart Mother to fusion speeder probe team.

                                (8) Seaview and Persepolis fungicidal sea formers 1 sq. N of Miriam's Last Stand move 3 sq. NW and remove fungus.

                                (9) 300 Down sea colony pod W by SW of Gaia's Landing moves 1 sq. NW, 1 sq. N and establishes "Northern Lights."

                                (10) Krusty Krab impact foil at Northern Lights re-homes and holds.

                                (11) Change Northern Lights production to trance scout infantry.

                                (12) Boiled Egghead missile foil 1 sq. SW of Northern Lights moves to 2 sq. N by NW of Manufacturing Warren and holds.

                                (13) All aircraft in Eureka hold.

                                (14) Cana missile foil between Eureka and Vladisever holds.

                                (15) The Battery sea colony pod between Deidre's Fishery and Vladisever establishes "Northern Outpost."

                                (16) Vladisever gun foil at Northern Outpost re-homes.

                                (17) Change production of Northern Outpost to trance scout infantry.

                                (18) Fleet Anchorage X shard penetrator at Vladisever moves to 1 sq. E of Seat of Proper Thought (blocks counterattackers) and attacks Seat of Proper Thought (do not use nerve gas).

                                (19) Stellar Door (15% damaged) fusion needlejet at Atom Heart Mother moves to 1 sq. W of Seat of Proper Thought (blocks counterattackers) and attacks Seat of Proper Thought.

                                (20) Manifold Nexus Central (45% damaged) missile needlejet at Atom Heart Mother moves to 1 sq. NE of Seat of Proper Thought (blocks counterattackers) and attacks Hive former to the N.

                                (21) Bay Area transport between Seat of Proper Thought and Morgan Ocean Resources moves to 1 sq. S of Seat of Proper Thought and unloads recon rover into Seat of Proper Thought, seizing it (do not end movement of transport).

                                (22) Athens recon rover at Seat of Proper Thought re-homes and holds.

                                (23) Re-name Seat of Proper Thought.

                                (24) Change production of Seat of Proper Thought to trance scout infantry.

                                (25) Bay Area transport 1 sq. S of Seat of Proper Thought moves into Seat of Proper Thought, re-homes, unloads mindworms and moves 3 sq. S.

                                (26) Boil mindworm at Seat of Proper Thought holds.

                                (27) Seat of Proper Thought 1-1-1 worker moves to 2-1-1 farm 2 sq. N by NE of base.

                                (28) Pre-boil mindworm at Seat of Proper Thought holds.

                                (29) Persepolis fungicidal sea former between Hole of Aspiration and Fleet Anchorage moves 2 sq. NW, 1 sq. N ending up 2 sq. S by SW of Fecundity Tower and removes fungus.

                                (30) Pre-boil IoD 1 sq. N of Kelp Bounty moves toward Surfin' Safari.

                                (31) Surfin' Safari gun foil 3 sq. N of New Sargasso moves 2 sq. S, 1 sq. E and holds.

                                (32) Hot Springs sea colony pod at Hot Springs moves 6 sq. NE.

                                (33) 300 Down fungicidal sea former at 300 Down moves to bonus mineral 2 sq. SE of Hot Springs.

                                (34) Change Surfin' Safari to fungicidal fusion sea formers (3 minerals retooling penalty).

                                (35) Fleet Anchorage former 1 sq. NW of Fleet Anchorage builds road.

                                (36) Ushuaia fungicidal sea former between Fleet Anchorage and Trolls are Us removes fungus.

                                (37) Unity former droid 1 sq. NW of Trolls are Us moves to 1 sq. W of Bring on the Clowns and builds mag tube.

                                (38) Bring on the Clowns sea colony pod moves toward Atlantic Ruins.

                                (39) Gateway fungicidal former 1 sq. SW of Athens builds road.

                                (40) Gateway former 1 sq. E of Panama builds mag tube.

                                (41) Both Panama formers and Strawberry Fields former 1 sq. NE of Strawberry Fields moves to 1 sq. SW of Strawberry Fields and build mag tube.

                                (42) BRCM sea colony pod between Strawberry Fields and Santiago's Last Stand establishes "Sea Spa."

                                (43) Change production of Sea Spa to trance scout infantry.

                                (44) Sea World sea former 1 sq. NE of Sea World moves to Sea Resort, re-homes, moves 1 sq. NE and builds mining platform.

                                (45) Bay Area fungicidal sea former 1 sq. SE of Sunken City moves 2 sq. NW, 1 sq. N and removes fungus.

                                (46) Drydock sea colony pod at Drydock moves toward Ocean Outpost.

                                (47) Syrtis sea former 2 sq. NE of Water Poetry moves 1 sq. SW and cultivates kelp farm.

                                (48) Water Poetry fungicidal sea former 1 sq. NE of Xanadu moves toward The Lord's Truth.

                                (49) Xanadu sea colony pod at Xanadu moves toward The Lord's Gift.

                                (50) Gateway sea colony pod 1 sq. SE of Cana moves toward Miriam's Last Stand.

                                (51) Boil IoD 1 sq. E of Semper Phi moves into Semper Phi and holds.

                                (52) Peacenik trance scout at Semper Phi holds.

                                (53) BRCM (40% damaged) fusion 'copter at Atom Heart Mother attacks targets of opportunity and returns to Atom Heart Mother (enemy combat units are a priority; enemy formers should be left alone unless stacked with a colony pod; they require support and they're doing something useful for us).

                                (54) Big Easy (40% damaged) fusion needlejet 1 sq. N of Fungi League returns after to Fungi League scouting around Communal Nexus.

                                (55) Peacenik fusion marines 1 sq. S of Fungi League moves 1 sq. S.

                                (56) Stellar Door (15% damaged) fusion 'copter 1 sq. N of Peacenik attacks target of opportunity and returns to Fungi League, Eureka or Atom Heart Mother.

                                (57) Drydock transport E by NE of E pur si mueve moves toward Stellar Door.

                                (58) Unity former droid (with movement point) and ETU-125 1 sq. W of Stellar Door move to 1 sq. N of Peacenik and build mag tube.

                                (59) Sunken City sea colony pod at Morgan Ocean Resources moves toward Covert Operations.

                                (60) The Battery sea former at The Battery heads toward Boiled Egghead.

                                (61) East and Persepolis formers 1 sq. E of East move 2 sq. W and build mag tube.

                                (62) Seaview former 1 sq. S of BRCM move 1 sq. S and builds mag tube.

                                (63) Ushuaia and East formers 1 sq. E of Gibraltar moves 1 sq. NE and builds mag tube.

                                (64) Syrtis former 1 sq. E of Ocean Outpost moves to 1 sq. E of Syrtis.

                                (65) Kragen's Maw X shard chopper at Kragen's Maw moves to Morgan Studios.

                                (66) Constantinople sea colony pod 2 sq. NW of GJgG moves toward Miriam's Last Stand.

                                (67) Constantinople 2-1-0 worker moves to 1-2-1 forest 2 sq. W by SW of base.

                                (68) Covert Operations 0-1-1 worker moves to 1-1-1 fungus 2 sq. E by NE of base.

                                (69) Gibraltar 3-0-0 and 1-2-2 workers become empaths.

                                (70) Kelp Bounty empath becomes 1-2-0 worker on bonus mineral 2 sq. E by SE of base.

                                (71) Change Miriam's Last Stand to fusion sea colony pod mk2.

                                (72) Two New Sargasso 3-0-0 workers become empaths.

                                (73) Sunken Suburb empath becomes 1-1-1 worker on fungus 1 sq. W of base.

                                (74) Test Tube Tango 3-1-0 worker becomes 1-1-1 worker on fungus 1 sq. N of base.
                                Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

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