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ACDG5: The Wardroom

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  • BEFORE ENDING 2184:

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

    (2) Suez 4-0-0 worker moves to 1-1-1 fungus 1 sq. E of base.

    (3) Bay Area 1-3-1 worker moves to 1-5-2 bonus mineral forest 1 sq. E of base.

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

    (5) E pur si mueve 3-0-1 worker moves to 1-1-1 fungus 1 sq. S of base.

    (6) Drydock (60% damaged) fusion tactical at Atom Heart Mother goes off alert (by activating it and resting).

    (7) HQ 1-2-1 worker moves to 1-2-2 forest river 1 sq. S of base.

    (8) Hurry E pur si mueve X shard battery for 8 credits (partial payment).

    (9) Eureka empaths become 1-1-1 and 2-1-0 workers on fungus and mining platform 2 sq. N by NW and 1 sq. N of base.

    (10) Hurry Eureka recreation commons for 34 credits (partial payment).

    (11) Stellar Door fusion 'copter at Fungi League re-homes.

    (12) Hurry Stellar Door X shard battery for 45 credits (partial payment).

    (13) Gateway scout at Athens re-homes.

    (14) Manifold Nexus Central 3-0-0 worker moves to 1-1-1 fungus 1 sq. S of base.

    (15) New Sargasso 3-0-0 worker moves to 1-1-1 fungus 2 sq. N by NW of base.

    (16) Hurry Ocean Outpost fusion sea colony pod mk2 for 25 credits (partial payment).

    (17) Hurry Sunken City fusion sea colony pod for 20 credits (partial payment).

    (18) Hurry Trolls are Us fusion sea colony pod mk2 for 13 credits (partial payment).

    (19) Hurry Water Music fusion sea colony pod mk2 for 24 credits (partial payment).

    (20) Hurry Krusty Krab fusion sea formers for 7 credits (partial payment).

    (21) Hurry Midway fusion sea formers for 31 credits (partial payment).

    (22) Big Easy trance scout at Atomic Heart Mother re-homes.

    (23) Scrap command center at Miriam's Last Stand for 20 credits.

    (24) Change Fungi League to trance scout infantry.

    BETWEEN 2184 AND 2185:

    (25) Fungi League builds trance scout infantry. Change to fusion speeder probe team.

    (26) HQ builds fusion speeder probe team. Change to formers.

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

    (28) Eureka builds recreation commons. Change to trance scout infantry.

    (29) E pur si mueve builds X shard battery. Change to trance scout infantry.

    (30) Stellar Door builds X shard battery. Change to trance scout infantry.

    (31) Krusty Krab builds fusion sea formers. Leave on fusion sea formers.

    (32) Trolls are Us builds fusion sea colony pod mk2. Change to recycling tanks.

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

    (34) Athens builds fusion sea colony pod mk2. Change to supply.

    (35) Water Music builds fusion sea colony pod mk2. Change to fusion sea formers.

    (36) Midway builds fusion sea formers. Leave on fusion sea formers.

    (37) Manifold Nexus Central builds fungicidal formers. Change to trance scout infantry.

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

    (39) Covert Operations builds fusion sea formers. Leave on fusion sea formers.

    (40) Sunken Suburb builds trance scout infantry. Change to fusion sea formers.

    (41) Kelp Bounty builds trance scout infantry. Change to fusion sea colony pod mk2.

    (42) Northern Lights builds trance scout infantry. Change to fusion sea formers.

    (43) Northern Outpost builds trance scout infantry. Change to fusion sea formers.

    (44) Sea Spa builds trance scout infantry. Change to fusion sea formers.

    FOR 2185:

    (45) Suez (35% damaged) missile needlejet at Eureka moves to 1 sq. SW of Manufacturing Warren (blocks counterattackers) and attacks Manufacturing Warren.

    (46) If Suez missile needlejet is unsuccessful, repeat with Drydock (55% damaged) missile needlejet at Eureka.

    (47) Fungi League drop scout infantry airdrops into Manufacturing Warren, seizes it, re-homes and holds.

    (48) Re-name Manufacturing Warren.

    (49) Seaview (45% damaged) fusion needlejet at Eureka moves SW and W to 1 sq. W of Hole of Aspiration (this path also scouts out the disposition of Hive forces) and attacks Hole of Aspiration.

    (50) If Seaview needlejet is unsuccessful, repeat with Drydock (55% damaged) missile needlejet at Eureka.

    (51) If there is an additional defender in Hole of Aspiration, boil mindworm at Freedom of Speech attacks Hole of Aspiration.

    (52) Pre-boil IoD at Freedom of Speech moves to Hole of Aspiration, seizes it and holds.

    (53) Re-name Hole of Aspiration.

    Please post a mid-turn save.
    Last edited by vyeh; October 19, 2008, 10:23.
    Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

    Comment


    • Look inside Ugly Puppy. Morgan drop fusion squad and fusion rover and Gaian locusts of Chiron and fusion 'copter are there with our trance scout.

      FOR 2185:

      (1) Drydock (30% damaged) fusion tactical at Atom Heart Mother moves to 1 sq. SE of Bunny Burrows (blocks counterattacks) and attacks Hive former to the N.

      (2) Drydock (55% damaged) missile needlejet at Eureka moves to 1 sq. NE of Freedom of Speech and attacks Hive AA rover to the N.

      (3) Manifold Nexus Central (45% damaged) missile needlejet 1 sq. NE of Freedom of Speech explores near the Hive and returns to Hooverville.

      (4) Stellar Door (15% damaged) fusion needlejet 1 sq. W of Freedom of Speech explores near Fecundity Tower and returns to Hooverville.

      (5) Fleet Anchorage (40% damaged) X shard penetrator 1 sq. E of Freedom of Speech explores near Communal Nexus, returns to Fungi League and holds.

      (6) Big Easy (40% damaged) fusion needlejet at Fungi League moves to 1 sq. N of Hooverville and attacks Hive ECM plasma garrison to the SW.

      (7) Fungi League (15% damaged) fusion 'copter at home moves to 1 sq. SW of Hooverville, attacks Hive Gatling rover to the N and moves into Hooverville.

      (8) Hot Springs (40% damaged) fusion 'copter at Eureka attacks Hive ECM plasma garrison 2 sq. S by SW of Eureka, two Hive AA rovers 1 sq. SE of Great Collective, Hive Gatling rover 1 sq. SW of Great Collective and Hive stack 2 sq. W by NW of Eureka until the odds are less than 7-5 or the 'copter has less than three hit points or the 'copter has just enough movement points to return to Eureka; then returns to Eureka and goes on alert.

      (9) East (50% damaged) missile needlejet at Eureka moves 1 sq. NE (blocking position) and attacks Hive stack 2 sq. W by NW.

      (10) Boiled Egghead missile foil 2 sq. N by NW of Bunny Burrows moves into Bunny Burrows, re-homes and holds.

      (11) Ushuaia (60% damaged) fusion tactical 1 sq. W of Gagarin Memorial returns to Atom Heart Mother.

      (12) BRCM (65% damaged) fusion 'copter at Atom Heart Mother attacks Hive Gatling rover 2 sq. E by SE of Communal Nexus, two Hive AA teams 1 sq. NE of Communal Nexus, as long as the odds are 7-5 or better; and moves to Bunny Burrows.

      (13) Constantinople sea colony pod 1 sq. S of Miriam's Last Stand moves 2 sq. N, 3 sq. NW and establishes "Sea Harvest."

      (14) Change production of Sea Harvest to trance scout infantry.

      (15) Seaview fungicidal sea former at Sea Harvest re-homes.

      (16) Persepolis fungicidal sea former at Sea Harvest re-homes and moves 5 sq. SE, 1 sq. S.

      (17) Tu es Petrus missile foil 1 sq. N of Gagarin Memorial moves into Sea Harvest and holds.

      (18) Test Tube Tango missile foil 1 sq. E of Gagarin Memorial moves to 2 sq. SE of Climactic Research and holds.

      (19) Drydock (75% damaged) X shard penetrator 1 sq. NW of Semper Phi moves to Fungi League and holds.

      (20) Fungi League trance scout at Fungi League is designated defender and holds.

      (21) Big Easy (55% damaged) fusion needlejet 1 sq. N of Fungi League moves into Fungi League and goes on alert.

      (22) Stellar Door (65% damaged) fusion needlejet 1 sq. S of Fungi League moves into Fungi League.

      (23) Drydock cruiser transport 1 sq. S of Big Easy moves to 1 sq. S of Stellar Door (do not end movement).

      (24) Peacenik fusion marines 1 sq. N of Peacenik moves to Stellar Door and then moves 1 sq. S onto transport.

      (25) E pur si mueve fusion marines at Peacenik moves to Stellar Door and then moves 1 sq. S onto transport.

      (26) Drydock cruiser transport 1 sq. S of Stellar Door with two fusion marines aboard moves 1 sq. E (do not end movement).

      (27) Pre-boil mindworm at Manifold Nexus Central moves 1 sq. N and attempts to move 1 sq. N onto transport.

      (28) If pre-boil mindworm was successful in boarding Drydock cruiser transport 1 sq. NW of Tu es Petrus, Drydock cruiser transport moves toward Climactic Research; otherwise it holds.

      (29) Manifold Nexus Central fungicidal former at Manifold Nexus Central moves 1 sq. NE and plants forest.

      (30) Manifold Nexus Central 1-1-1 worker moves to 2-2-1 jungle forest 1 sq. NE of base.

      (31) Krusty Krab sea former at home moves 1 sq. E and builds mining platform.

      (32) Water Poetry fungicidal sea former 1 sq. W of The Lord's Gift moves toward Miriam's Last Stand.

      (33) Stellar Door X shard battery at home moves 1 sq. N and bombards Academgorodok (use nerve gas).

      (34) Unity former droid 1 sq. W of Steller Door moves to 1 sq. S of Fungi League and builds mag tube.

      (35) Peacenik speeder probe team at Peacenik goes to Atom Heart Mother and holds.

      (36) East (65% damaged) X fusion penetrator 1 sq. SE of Semper Phi moves to Fungi League.

      (37) Covert Operations sea former at home moves to 2 sq. S by SW of home and builds mining platform.

      (38) Sunken City sea colony pod 2 sq. S by SW of Covert Operations moves toward Monitoring Station.

      (39) Freedom of Speech cruiser transport 3 sq. S of home moves to Constantinople.

      (40) The Battery sea former 1 sq. W of Boiled Egghead moves into Boiled Egghead, re-homes, moves 1 sq. E and cultivates kelp farm.

      (41) Midway sea former at home moves to 2 sq. W by NW of base and builds mining platform.

      (42) E pur si mueve X shard battery at home moves to 1 sq. N of Stellar Door and bombards Academgorodok (use nerve gas).

      (43) Gateway sea colony pod 2 sq. SE of Semper Phi moves toward Sea Harvest.

      (44) Athens cruiser probe team at Miriam's Last Stand attempts to sabotage AAA shard squad (production) at Climactic Research (84% success, 75% survival).

      (45) Northern Lights trance scout at home holds.

      (46) Northern Outpost trance scout at home holds.

      (47) Pre-boil IoD 2 sq. W by SW of Surfin' Safari moves to Vladisever and holds.

      (48) Hot Springs sea colony pod 2 sq. NE of New Sargasso moves 1 sq. E onto bonus nutrient and establishes "Kelp Abundance."

      (49) Change production of Kelp Abundance to trance scout infantry.

      (50) Surfin's Safari gun foil 1 sq. W of Kelp Abundance moves into Kelp Abundance, re-homes and holds.

      (51) Kelp Bounty trance scout at home holds.

      (52) 300 Down fungicidal sea former 2 sq. SE of Hot Springs moves 5 sq. N onto energy bonus 3 sq. NE of Atlantic Ruins.

      (53) Bring on the Clowns sea colony pod between Hot Springs and Fleet Anchorage moves toward Atlantic Ruins.

      (54) Trolls are Us sea colony pod at home moves toward Fleet Anchorage.

      (55) Athens sea colony pod at home moves toward Hooverville.

      (56) Strawberry Fields fungicidal former 1 sq. NW of home builds road.

      (57) Panama former 1 sq. SW of Strawberry Fields moves 1 sq. S and builds mag tube.

      (58) BRCM sea former 1 sq. SW of Sea Spa moves into Sea Spa, re-homes, moves 1 sq. SW and builds mining platform.

      (59) Sea World sea former 1 sq. SW of Sea Spa builds mining platform.

      (60) Sea Spa trance scout at home holds.

      (61) Ocean Outpost sea former 1 sq. SW of Sea World moves 1 sq. W and builds mining platform.

      (62) Bay Area and Syrtis fungicidal sea formers 2 sq. W by SW of Sea World build mining platform.

      (63) Sunken City sea colony pod at home moves toward Athens.

      (64) Drydock sea colony pod 2 sq. S of Sea World moves 2 sq. SE and establishes "Sea Holiday."

      (65) Change production of Sea Holiday to trance scout infantry.

      (66) Syrtis former 1 sq. E of home builds mag tube.

      (67) HQ speeder probe team at home moves toward Constantinople.

      (68) Bay Area former 1 sq. E of East moves to 1 sq. W of East and builds mag tube.

      (69) Seaview and BRCM formers 1 sq. NE of HQ move to 1 sq. W of HQ and build mag tube.

      (70) Seaview former 1 sq. NE of HQ moves to 1 sq. E of Syrtis and builds mag tube.

      (71) East and Ushuaia formers 1 sq. SW of Bay Area move to 1 sq. E of Bay Area and build mag tube.

      (72) East sea colony pod at home moves toward Panama.

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

      (74) Xanadu sea colony pod 1 sq. NE of Great Zion moves 1 sq. NE and establishes "Channel City."

      (75) Change production of Channel City to trance scout infantry.

      (76) Water Music sea colony pod at home moves toward Miriam's Last Stand.

      (77) Water Poetry sea former 1 sq. NE of home builds mining platform.

      (78) Sunken Suburb trance scout at home holds.

      (79) Ocean Outpost sea colony pod at home moves toward Xanadu.

      (80) Bring on the Clowns 2-1-0 worker moves to 1-1-1 fungus 2 sq. E by NE of base.

      (81) Change production of Bunny Burrows to trance scout infantry.

      (82) Bunny Burrows 1-2-0 worker moves to 0-6-6 thermal borehole 2 sq. W by SW of base.

      (83) Freedom of Speech 1-1-1 worker moves to 1-2-0 mine 2 sq. W by NW of base.

      (84) Gibraltar empaths become 1-2-1 and 3-2-0 workers on forest and bonus mineral kelp 1 sq. SE and 2 sq. SW of base.

      (85) Change production of Hooverville to trance scout infantry.

      (86) Midway 1-1-1 worker moves to 3-0-0 kelp 2 sq. W by NW of base.

      (87) Sunken City 2-2-2 worker 1 sq. SW of base moves to 2-2-2 monolith 2 sq. N by NE of base.

      (88) Sunken Suburbs 1-1-1 worker moves to 2-2-2 monolith 2 sq. N by NE of base.

      (89) Suez 1-1-1 worker moves to 1-1-1 fungus 2 sq. NE of base (frees up square for Persepolis growth).

      (90) Scrap Surfin' Safari command center for 20 credits.

      (91) Hurry Atlantic Ruins fusion sea colony pod mk2 for 25 credits (partial payment).

      (92) Hurry Bikini Bottom fusion sea formers for 33 credits (partial payment).

      (93) Hurry Boiled Eggplant fusion sea formers for 40 credits (partial payment).

      (94) Hurry Cana fusion sea formers for 13 credits (partial payment).

      (95) Hurry GJgG fusion sea colony pod mk2 for 28 credits (partial payment).

      (96) Hurry Persepolis fusion sea formers for 5 credits (partial payment).

      (97) Hurry Santiago's Last Stand fusion sea colony pod mk2 for 11 credits (partial payment).

      (98) Sea Resort 1-0-0 worker moves to 1-1-1 fungus 2 sq. SE of base.

      (99) Hurry Sea Resort fusion sea former for 18 credits (partial payment).
      Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

      Comment


      • Originally posted by vyeh
        Look inside Ugly Puppy. Morgan drop fusion squad and fusion rover and Gaian locusts of Chiron and fusion 'copter are there with our trance scout.
        Must be some kind of party in there.
        All your base are belong to us

        Comment


        • 10,000 views. Congrats Vyeh!



          Into Alien Crossfire? It has been almost 10 years. Time to update your datalinks.
          Try out my Comprehensive Datalinks Update. Now v1.3!

          Comment


          • Great news about the Hot Springs fusion 'copter becoming elite. Maybe we should consider upgrading it.

            Notice that using nerve gas canisters in artillery doesn't reduce the civilian population.

            We have 4 University bases and 6 Hive bases left. With the exception of the AAA fusion invaders being built by The Hive, all of the Hive defenders can be handled by missile needlejets (apparently the University gave the Hive two advanced units and the Hive is reproducing one of them).

            I think the following strategy:

            (1) Use probes to knock down perimeter defenses.

            (2) Bombard Academgorodok with the two X shard batteries, then attack Academgorodok from the air led by an X shard penetrator (conventional weapons because we'd like a base to occupy).

            (3) Attack Climactic Research and Gagarin Memorial with the fusion marines from the transport to knock out the AA probability defenders with the other defenders knocked out from the air (we can use nerve gas once if there is still sunspot activity and still have a base to occupy).

            (4) We'll see what we have left for Monitoring Station; however, we're currently building facilities in Atom Heart Mother to turn out advanced life stage mindworms (biology lab, centauri preserve).

            (5) With the exception of The Hive, we can take out Hive bases as missile needlejets become available and we have an occupying unit (that is why the IoD was moved to Vladisever). We also have a foothold on the other end of the Hive continent. The major concern is preventing counterattacks on newly captured bases; destroying Hive units outside bases with 'copters will help.

            If we can maintain our pacts with Morgan and Deidre (despite the fact that both sides are using Ugly Puppy for R & R from the war waging outside Ugly Puppy), then we will accomplish our mission once the final ten Hive and University bases are captured.

            Meanwhile, we're building a lot of new sea bases and our home continent is building tree farms and supplies to move us into a massive build phase in the event we lose one of those pacts before we can conquer the Hive and the University and wish to pursue a diplomatic or transcendent victory.
            Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

            Comment


            • BEFORE ENDING 2185:

              (1) Tu es Petrus missile foil 1 sq. N of Gagarin Memorial moves to Sea Harvest and holds.

              (2) Peacenik trance scout at Semper Phi re-homes and boards transport.

              (3) Boil IoD at Semper Phi moves 1 sq. E and holds (next year IoD will take the fusion marines at the end of the cruiser transport's movement and bring them next to Climactic Research or Gagarin Memorial).

              (4) Kragen's Maw X shard chopper at Peacenik re-homes.

              (5) Stellar Door fusion needlejet at Hooverville re-homes.

              (6) Fungi League fusion 'copter at Hooverville re-homes.

              (7) Fleet Anchorage X shard penetrator at Fungi League re-homes.

              BETWEEN 2185 AND 2186:

              (8) Bunker Palace Hotel builds fusion sea colony pod mk2. Change to recycling tanks.

              (9) Santiago's Last Stand builds fusion sea colony pod mk2. Change to hologram theatre.

              (10) Ugly Puppy builds formers. Change to fusion sea formers.

              (11) Atom Heart Mother builds fusion speeder probe team. Change to biology lab.

              (12) GJgG builds fusion sea colony pod mk2. Change to fusion sea formers.

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

              (14) Bikini Palace builds fusion sea formers. Leave on fusion sea formers.

              (15) Persepolis builds fusion sea formers. Change to supply.

              (16) Cana builds fusion sea formers. Leave on fusion sea formers.

              (17) Boiled Egghead builds fusion sea formers. Leave on fusion sea formers.

              (18) Strawberry Fields builds supply. Leave on supply.

              (19) Manifold Nexus Central builds trance scout infantry. Change to recycling tanks.

              (20) Vladisever builds fusion sea formers. Change to trance scout infantry.

              (21) Atlantic Ruins builds fusion sea colony pod mk2. Change to fusion sea formers.

              (22) Sea Resort builds fusion sea formers. Leave on fusion sea formers.

              (23) Sea Harvest builds trance scout infantry. Change to fusion sea formers.

              (24) Kelp Abundance builds trance scout infantry. Change to fusion sea formers.

              (25) Sea Holiday builds trance scout infantry. Change to fusion sea formers.

              (26) Channel City builds trance scout infantry. Change to fusion sea formers.

              FOR 2186:

              (27) Athens cruiser probe team at Semper Phi attempts to sabotage Climactic Research perimeter defense (67% success, 63% survival).

              (28) Atom Heart Mother speeder probe team attempts to sabotage Climactic Research perimeter defense or (if Climactic Research no longer has a perimeter defense) Communal Nexus perimeter defense (67% success, 63% survival).

              (29) Peacenik speeder probe team at Atom Heart Mother attempts to sabotage perimeter defense at Climactic Research; Communal Nexus (if Climactic Research no longer has a perimeter defense) or Academgorodok (if Communal Nexus no longer has a perimeter defense).

              (30) E pur si mueve and Stellar Door X shard batteries 1 sq. N of Stellar Door bombard Academgorodok (use nerve gas).

              (31) Drydock cruiser transport 1 sq. SE of Cana moves to 1 sq. E of Semper Phi and transfers all passengers to IoD (reload all passengers; they should end up on the IoD; check that IoD says "Cargo: 4/4" before leaving square; it is important that the passengers do not expend a movement point in transferring; if necessary, move the IoD into the square in which the cruiser transport ends it movement).

              (32) Boil IoD 1 sq. E of Semper Phi with two fusion marines, mindworm and trance scout aboard moves to 1 sq. S of Climactic Research.

              (33) If Climactic Research no longer has a perimeter defense, E pur si mueve (undamaged) fusion marines 1 sq. S of Climactic Research attack Climactic Research and Peacenik (35% damaged) fusion marines 1 sq. S of Climactic Research attack Climactic Research (if necessary).

              (34) If Climactic Research has no defenders. Semper Phi trance scout 1 sq. S of Climactic Research moves into Climactic Research, seizes it, re-homes and holds.

              (35) Re-name Climactic Research.

              (36) Change production of Climactic Research to trance scout infantry.

              (37) Climactic Research 2-1-0 worker moves to 1-2-2 uranium forest.

              (38) Fungi League (40% damaged) X shard penetrator at home attacks Communal Nexus (do not use nerve gas).

              (39) Big Easy (55% damaged) fusion needlejet at Fungi League attacks Communal Nexus.

              (40) Stellar Door (65% damaged) fusion needlejet at Fungi League attacks Communal Nexus.

              (41) If there is still a defender in Communal Nexus, East (65% damaged) X fusion penetrator at Fungi League attacks Communal Nexus (do not use nerve gas).

              (42) Bunny Burrows drop scout infantry at home airdrops into Communal Nexus, seizes it, re-homes and holds.

              (43) Re-name Communal Nexus.

              (44) Change production at Communal Nexus to trance scout infantry.

              (45) Communal Nexus 2-1-3 worker moves to 0-6-6 thermal borehole 2 sq. NW of base.

              Please post a mid-turn save.
              Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

              Comment


              • Originally posted by vyeh
                Great news about the Hot Springs fusion 'copter becoming elite. Maybe we should consider upgrading it.
                I am in favor of this upgrade.

                Originally posted by vyeh
                We have 4 University bases and 6 Hive bases left. With the exception of the AAA fusion invaders being built by The Hive, all of the Hive defenders can be handled by missile needlejets (apparently the University gave the Hive two advanced units and the Hive is reproducing one of them).
                IMHO, we might lose momentum because of our relative lack of needlejets replacements.

                Originally posted by vyeh
                I think the following strategy:

                (1) Use probes to knock down perimeter defenses.
                Fine with me, but the rate of loss is high.

                Originally posted by vyeh
                (2) Bombard Academgorodok with the two X shard batteries, then attack Academgorodok from the air led by an X shard penetrator (conventional weapons because we'd like a base to occupy).
                Once again, we seem to lack air reinforcements.

                Originally posted by vyeh
                (3) Attack Climactic Research and Gagarin Memorial with the fusion marines from the transport to knock out the AA probability defenders with the other defenders knocked out from the air (we can use nerve gas once if there is still sunspot activity and still have a base to occupy).
                Climactic Research down, Gagarin Memorial remains to be seized, and it's a tougher nut to crack. We might need a few more shard infantries and/or rovers.

                Originally posted by vyeh
                (4) We'll see what we have left for Monitoring Station; however, we're currently building facilities in Atom Heart Mother to turn out advanced life stage mindworms (biology lab, centauri preserve).
                Fine, but could you again state the purpose of these native life units?

                Originally posted by vyeh
                (5) With the exception of The Hive, we can take out Hive bases as missile needlejets become available and we have an occupying unit (that is why the IoD was moved to Vladisever). We also have a foothold on the other end of the Hive continent. The major concern is preventing counterattacks on newly captured bases; destroying Hive units outside bases with 'copters will help.
                To the risk of repeating myself, I might quote Scotty and say: "The Air Power won't stand it, Captain".

                Originally posted by vyeh
                If we can maintain our pacts with Morgan and Deidre (despite the fact that both sides are using Ugly Puppy for R & R from the war waging outside Ugly Puppy), then we will accomplish our mission once the final ten Hive and University bases are captured.
                As long as the sunspot activity remains, we won't have to worry about this. I suggest we covertly help Deirdre (units and energy) when this phase is over, while trying to maintain our pact with both belligerents.

                Originally posted by vyeh
                Meanwhile, we're building a lot of new sea bases and our home continent is building tree farms and supplies to move us into a massive build phase in the event we lose one of those pacts before we can conquer the Hive and the University and wish to pursue a diplomatic or transcendent victory.
                Diplomatic victory seems within grasp indeed. The "Borg" approach has served us well population-wise.
                All your base are belong to us

                Comment


                • I think I erred in trying to knock down the perimeter defenses at Communal Nexus. We didn't need it and the defending probe team would have been destroyed with the last combat unit.

                  The following instructions allow us to better plan our operations. I'm interested to see what enemy rover units could threaten Freedom of Speech and Hooverville. These instructions could have been included with the last batch. Sorry.

                  For all of the aircraft in the south of the Hive continent, we want to see as much of the enemy disposition of forces outside the bases before returning to Hooverville.

                  FOR 2186:

                  (1) Seaview (70% damaged) fusion needlejet 1 sq. W of Hooverville scouts around Fecundity Tower and returns to Hooverville (if it is still moving after it gets to Hooverville, attack the Hive former 1 sq. E of Hooverville from inside Hooverville).

                  (2) Big Easy (70% damaged) fusion needlejet 1 sq. N of Hooverville scouts around Socialism Tunnel and returns to Hooverville (if it is still moving after it gets to Hooverville and there is still a Hive former, attack the Hive former 1 sq. E of Hooverville from inside Hooverville).

                  (3) Drydock (75% damaged) missile needlejet 1 sq. NE of Freedom of Speech scouts around the two enemy formers to the NE of Freedom of Speech and returns to Hooverville (if it is still moving after it gets to Hooverville and there is still a Hive former, attack the Hive former 1 sq. E of Hooverville from inside Hooverville).
                  Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                  Comment


                  • Don't be too hard on yourself, vyeh, you did really great so far.

                    I just think we'll have to adopt a more defensive posture for the next couple of turns before we get reinforcements on this University/Hive theater.
                    All your base are belong to us

                    Comment


                    • It will cost 90 credits to upgrade the Hot Springs fusion 'copter to an X shard chopper (that is about how much we spent to hurry the production of three fusion sea formers last year).

                      We currently have 18 aircraft in the following catergories:

                      Bombers:
                      2 top of the line X shard penetrators
                      1 middle of the line X fusion penetrator
                      5 middle of the line fusion needlejets
                      4 obsolete missile needlejet (still useful for interdicting roads and attacking weaker base defenders)

                      Interceptors:
                      2 fusion tactical/interceptors (worse than a missile needlejet in attacking ground units)

                      'Copters (can not attack bases):
                      1 top of the line X shard chopper
                      3 fusion 'copters

                      The last time we lost a top of the line bomber, we replaced it by upgrading one of our obsolete bombers for 130 credits. Do you want to upgrade one or more of our obsolete bombers or do you want to build?

                      (1) We still have one cruiser probe team (with two more in production) and two speeder probe teams (with three more in production). A speeder probe team cost 30 minerals and a cruiser probe team cost 40 minerals compared to 60 minerals for an X shard penetrator. Knocking down perimeter defenses means that our aircraft can make more bombing runs before healing.

                      (2) Since it would be nice to have Academgorodok to occupy (a successful nerve gas attack that ends up with the defender destroyed kills half of the population) and it will take several turns of bombardment to reduce the two probability sheath defenders to 50%, we have time to upgrade one or two of our obsolete bombers to shard penetrators (we might even have quantum laser -- A16 -- by then). We'll be able to knock down the perimeter defense and we might still have fusion marines available.

                      (3) I'm open to shard infantry although I think Gagarin Memorial will be occupied before we can get a shard infantry or rover into the attack.

                      The two fusion marines can be in place by 2187. If we knock down the perimeter defense in 2187, the elite fusion marine may have healed enough to attack one of the defenders.

                      By 2188, there will be two speeder probe teams -- if we hurry the Fungi League production by one mineral -- to attempt to knock down the perimeter defense and the other fusion marine may have healed enough to attack a second defender.

                      At this point, the Drydock X shard penetrator at Fungi League may have recovered enough to attack a third defender. Any defenders that survive will be severely damaged and can be finished off by a middle of the line bomber.

                      So in two or three years, we'll be able to occupy Gagarin Memorial.

                      If we change Glowing Hearts to a shard infantry, we won't accumulate ten minerals until 2188 and then we could hurry it for 60 credits. The shard infantry would be available in 2189. By 2190, it could be next to Gagarin Memorial.

                      We could change Atom Heart Mother to a shard infantry and hurry in 2187, but since Atom Heart Mother is further away, we're still talking about 2190.

                      I think we save a year if we use Bunny Burrows.

                      A shard rover wouldn't need a turn to get into position, but it costs 50 minerals to produce. Hurrying 40 minerals (after accumulating 10 minerals) costs 160 credits and I think we're better off spending 130 credits to upgrade a missile needlejet to an X shard penetrator to attack Gagarin Memorial).

                      (4) If we build biology lab and centauri preserve at Atom Heart Mother, we can build mature boils (equivalent to veteran). We can use the monolith S of Atom Heart Mother to promote them to great boil (commando). (If we choose to build the Phollus Mutagen secret project, we can get demon boil -- elite.)

                      Since ground psi attacks start at 3-2 and we have +3 planet, our great boils will be able to take out any defender and negates their armor or AAA ability. This is an option for taking out Academgorodok or Monitoring Station. (It isn't necessary against the Hive because of our tech superiority.)

                      We'll probably have enough shard penetrators and fusion marines left that we won't need the native life units (a mindworm cost 50 minerals), but there is an independent benefit to building a biology lab (that gives us two labs/turn) and a centauri preserve (it would help with our eco-damage problems at Seaview, BRCM and Drydock since it would increase our clean mineral limit by one at all bases).

                      After we build these facilities, we can decide whether we need the mindworms.

                      (5) I think our airpower is sufficient depending on the rate at which we capture bases. If we only capture one base every other turn, then we certainly have sufficient air power to capture and interdict roads.

                      I think we have enough air power for one base per turn. In the last three years we've captured University Base, The Marine Institute, Manufacturing Warren, Seat of Proper Thought, Hole of Aspiration, Communal Nexus and Climactic Research.

                      (6) Re Morgan and Deidre pacts, sunspot activity began in 2177. Do you have a prediction for how long sunspot activity lasts? Is it twenty years or is it random?

                      While there is sunspot activity, I think the pacts remain unless we renounce them; attempt a probe operation and are detected; or we're in one of their bases when the other one attacks that base.

                      What is your reason for helping Deidre with units and energy? Morgan has been more generous in gifting us with units and has been more amenable to tech trades.

                      According to the power graph, Morgan and Deidre are even. Morgan is the leader in wealth and Deidre the leader in military (we lead in everything else).

                      Morgan has captured Greenhouse Gate; Deidre has captured Morgan Ocean Resources.

                      The vendetta between Morgan and Deidre looks pretty even. If you're into a balance of power strategy, I don't see the point of helping Deidre.

                      (7) Re Borg approach: The other reason has been to claim territory before Morgan or Deidre claims the territory. While we are hurrying sea formers, it's not a necessity. So once we've built the sea colony pods, the new bases are not a drain on our resources and with our high efficiency are actually contributing to our research.

                      I have a schedule of expansion sites and sea colony pod builds (I think we've established bases at all of Lt. Nahkrinoth's sites except for the fungus sites north of Atlantic Ruins and we've got fungicidal formers heading to those sites to remove the fungus).

                      Once we've finished building the sea colony pods currently in production, the only territory left to claim is the very marginal (lots of fungus) territory S of Morgan's continent and possibly an odd square or two near the poles.

                      Let me know which of the above points needs further discussion.
                      Last edited by vyeh; October 21, 2008, 11:32.
                      Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                      Comment


                      • FOR 2186:

                        (1) Manifold Nexus Central (45% damaged) missile needlejet at Hooverville moves 3 sq. N (blocking position) and attacks Hive stack to the N.

                        (2) Hooverville (15% damaged) fusion needlejet at home moves to 1 sq. NW of Eureka (blocking position) and attacks Hive stack to the W (unless we lost the Manifold Nexus Central missile needlejet, in which case the Hooverville fusion needlejet completes the mission of the Manifold Nexus Central missile needlejet).

                        (3) East (65% damaged) X fusion penetrator at Fungi League moves to 1 sq. SE of Great Collective (blocking position) and attacks HIve ECM plasma garrison to the N (use nerve gas; if we lost the Manifold Nexus Central missile needlejet or the Hooverville fusion needlejet, then the East X fusion penetrator completes the mission of the Hooverville fusion needlejet).

                        (4) East (60% damaged) missile needlejet 1 sq. NW of Eureka scouts toward Fellowship City and returns to Eureka.

                        (5) Vladisever sea former at home moves 1 sq. NE and cultivates kelp farm.

                        (6) Kelp Abundance trance scout at home holds.

                        (7) 300 Down fungicidal sea former 3 sq. NE of Atlantic Ruins removes fungus.

                        (8) Bring on the Clowns sea colony pod 1 sq. SE of Atlantic Ruins moves 5 sq. NW, 1 sq. W.

                        (9) Change Eureka to drop scout infantry.

                        (10) Atlantic Ruins sea colony pod at home moves to Kelp Bounty.

                        (11) Pre-boil mindworm at Hooverville holds.

                        (12) Hooverville (45% damaged) fusion 'copter at home moves 1 sq. NW, attacks Hive ECM plasma garrison 2 sq. W by NW of Hooverville, moves 1 sq. NW, 1 sq. N, 1 sq. NW, attacks Hive Gatling rover 2 sq. N by NW of Fecundity Tower, attacks Hive Unity former droid 1 sq. NW of Fecundity Tower, moves 1 sq. NW, 2 sq. N, attacks Hive Gatling rover 2 sq. N by NE of Kelp Abundance and returns to Kelp Abundance (break off attack mission and return to Kelp Abundance if odds are below 7-5 or 'copter has less than 3 hit points -- more than 85% damaged).

                        (13) Sunken City sea colony pod 1 sq. SE of Monitoring Station moves toward Atlantic Ruins.

                        (14) Suez (65% damaged) missile needlejet 1 sq. SW of Bunny Burrows moves to Fungi League.

                        (15) Drydock (75% damaged) X shard penetrator at Fungi League holds.

                        (16) ETU-125 1 sq. N of Peacenik moves 1 sq. N and builds mag tube.

                        (17) Unity former droid 1 sq. N of Peacenik moves to 1 sq. N of Stellar Door and builds mag tube.

                        (18) Peacenik X shard chopper at home moves 4 sq. NW, 6 sq. N, attacks Hive ECM plasma garrison to the W (use nerve gas) and returns to Eureka,

                        (19) BRCM (80% damaged) fusion 'copter at Bunny Burrows re-homes, moves 1 sq. S, attacks University former 2 sq. S by SE of Bunny Burrows, moves 2 sq. NW, attacks Hive former 2 sq. W by NW of Bunny Burrows and returns to Eureka.

                        (20) Drydock (35% damaged) fusion interceptor 1 sq. SE of Bunny Burrows moves to Eureka.

                        (21) Hot Springs fusion 'copter at Eureka goes off alert.

                        (22) Ushuaia (60% damaged) fusion tactical at Atom Heart Mother moves to Tie Share, re-homes and holds.

                        (23) Test Tube Tango missile foil 2 sq. SE of Glowing Bulbs moves into Glowing Bulbs, re-homes and holds.

                        (24) Boil IoD 1 sq. S of Glowing Bulbs moves 1 sq. E, 1 sq. NE, 1 sq. N.

                        (25) Sea Harvest fungicidal sea former 2 sq. SE of Miriam's Last Stand moves 1 sq. E and removes fungus.

                        (26) Gateway sea colony pod 2 sq. SE of Sea Harvest moves 1 sq. W, 4 sq. NW and establishes "Fairbanks."

                        (27) Change production of Fairbanks to trance scout infantry.

                        (28) Tu es Petrus missile foil at Sea Harvest moves to Fairbanks, re-homes and holds.

                        (29) Sea Harvest fungicidal sea former at home moves 2 sq. SE, 2 sq. E, 1 sq. SE.

                        (30) Sea Harvest trance scout at home holds.

                        (31) Ugly Puppy former at home moves 1 sq. W.

                        (32) GJgG sea colony pod at home moves 2 sq. SW, 1 sq. S (to 3 sq. SE of Cana) and establishes "Oceanopolis."

                        (33) Change Oceanopolis to trance scout infantry.

                        (34) Water Poetry fungicidal sea former 1 sq. NE of Krusty Krab moves to Oceanopolis, re-homes and moves toward Miriam's Last Stand.

                        (35) Cana sea former at home moves to kelp 2 sq. E by NE of Cana and builds mining platform.

                        (36) Manifold Nexus Central former 1 sq. NE of home moves 1 sq. W.

                        (37) Manifold Nexus Central fungicidal former 1 sq. NE of home moves 1 sq. SE.

                        (38) Manifold Nexus Central trance scout holds.

                        (39) Kragen's Maw and Boiled Egghead sea formers 1 sq. E of Boiled Egghead build mining platform.

                        (40) Boiled Egghead sea former at home moves 1 sq. E and builds mining platform.

                        (41) Bikini Bottom sea former at home moves to 2 sq. N by NW of home and builds mining platform.

                        (42) Freedom of Speech cruiser transport at Constantinople holds.

                        (43) HQ speeder probe team at Constantinople boards transport.

                        (44) Trolls are Us sea colony pod between Trolls are Us and Morgan Ocean Resources moves toward Hot Springs.

                        (45) Athens sea colony pod 4 sq. NE of Trolls are Us moves 4 sq. N and establishes "Seaport."

                        (46) Change Seaport to trance scout infantry.

                        (47) Bunker Palace Hotel sea colony pod at home moves to Hero's Waypoint, then 2 sq. N, 1 sq. NW.

                        (48) Santiago's Last Stand sea colony pod at home moves to 2 sq. NE of Bring on the Clowns.

                        (49) Gateway and Panama formers 1 sq. E of Panama move 1 sq. NE and build mag tube.

                        (50) East sea colony pod 2 sq. S by SE of Panama moves to Panama and then to Athens and re-homes.

                        (51) Strawberry Fields supply at home moves 1 sq. SW, 1 sq. S, 1 sq. SW and crawls 2 minerals.

                        (52) Panama and Strawberry Fields formers 1 sq. SW of Strawberry Fields move 1 sq. S and build mag tube.

                        (53) Sunken City sea colony pod 1 sq. SE of Sea Resort moves toward Athens.

                        (54) Sea Resort sea former at home moves 1 sq. NE and builds mining platform.

                        (55) Sea Holiday trance scout at home holds.

                        (56) Seaview former 1 sq. W of HQ moves 1 sq. S and builds mag tube.

                        (57) BRCM and HQ formers 1 sq. W of HQ move 1 sq. N and builds mag tube.

                        (58) East, Persepolis and Bay Area formers 1 sq. W of East move to 1 sq. S of Suez and build mag tube.

                        (59) Persepolis sea former at home moves 1 sq. S and cultivates kelp farm.

                        (60) Ushuaia former 1 sq. SW of Bay Area moves to 1 sq. E of Bay Area and builds mag tube.

                        (61) Gibraltar sea colony pod at home moves toward Athens.

                        (62) Gibraltar sea former 2 sq. SW of home builds mining platform.

                        (63) Syrtis sea former 1 sq. NE of Water Poetry builds mining platform.

                        (64) Ocean Outpost sea colony pod moves to Xanadu.

                        (65) Water Music sea colony pod moves toward The Lord's Truth.

                        (66) Channel City trance scout at home holds.

                        (67) Fungi League 2-2-1 worker moves to 1-1-1 fungus 1 sq. W of base (to control eco-damage).

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

                        (69) Hurry 300 Down fusion sea colony pod mk2 for 3 credits (partial payment).

                        (70) Hurry Big Easy fusion sea former for 21 credits (partial payment).

                        (71) Hurry Fleet Anchorage fusion sea former for 37 credits (partial payment).

                        (72) Hurry Fungi League fusion speeder probe team for 6 credits (partial payment).

                        (73) Hurry Surfin' Safaru fungicidal fusion sea former for 19 credits (partial payment).

                        (74) Hurry Syrtis fusion sea colony pod mk2 for 31 credits (partial payment).

                        (75) Hurry Tu es Petrus fusion sea former for 16 credits (partial payment).

                        (76) Eureka plasma hoverboat at home moves to 1 sq. S of Northern Outpost and holds.

                        `(77) Northern Outpost gun foil at home moves toward Bunny Burrows (there are some pods to pop!)

                        (78) Cana missile foil 1 sq. S of Northern Outpost moves toward Bunny Burrows.

                        (79) Northern Lights impact foil at home moves toward Bunny Burrows.

                        (80) Eureka 1-1-1 worker moves to 2-1-3 farm 2 sq. S by SE of base.

                        (81) Change Kelp Bounty to fusion sea formers.
                        Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                        Comment


                        • vyeh, I'd hate to argue with you but it seems to me that most of our air force needs to rest before being available for combat.

                          Bombers:
                          2 top of the line X shard penetrators:
                          Available: 1 damaged 75% (Fungi League). Unfit for combat duty
                          Unavailable: 1 to the SW of Tie Share 1 damaged 65% Unfit for combat duty.

                          1 middle of the line X fusion penetrator:
                          Available: 1 damaged 65% (Fungi League) Unfit for combat duty

                          5 middle of the line fusion needlejets:
                          Available: 1 damaged 15% (Hooverville), 2 damaged 70% (Hooverville) Unfit for combat duty.
                          Unavailable: 1 to the W of Tie Share damaged 70% Unfit for combat duty, 1 to the NW of Tie Share damaged 65% Unfit for combat duty.

                          4 obsolete missile needlejet (still useful for interdicting roads and attacking weaker base defenders)
                          Available: 1 damaged 75% (Freedom of Speech) Unfit for combat duty, 1 damaged 45% (Hooverville).
                          Unavailable: 1 to the NW of Eureka 1 damaged 60%, 1 to the SW of Bunny Burrows 1 damaged 65% Unfit for combat duty


                          Interceptors:
                          2 fusion tactical/interceptors (worse than a missile needlejet in attacking ground units):
                          Available: 1 damaged 60% (Atom Heart Mother).
                          Unavailable: 1 to the SW of Bunny Burrows 1 damaged 35%

                          'Copters (can not attack bases):
                          1 top of the line X shard chopper: 1 undamaged (Peacenik)

                          3 fusion 'copters: 1 damaged 90% (Eureka) Unfit for combat duty, 1 damaged 80% (Bunny Burrows) Unfit for combat duty,1 damaged 45% (Hooverville)

                          We now have 3 aircrafts available to fully attack our targets. The rest needs to rest and repair.

                          Therefore, instead of upgrading, I think we need to build some more aircrafts.

                          (1) No problem with the probe team replacements. I guess I overlooked.

                          (2) To gain Academgorodok, we indeed need more air power. I'm happy you concur.

                          (3) No need to argue more.

                          (4) You have convinced me.

                          (5) There I think we are not on the same page (see upward).

                          (6) My guess is that Morgan has more industrial capacity than Deirdre. On the long run, Morgan should prevail, and we don't want that to happen.

                          (7) does not need further discussion.
                          Last edited by Bodissey; October 22, 2008, 15:46.
                          All your base are belong to us

                          Comment


                          • I think you've made the point that some of our aircraft need to rest.

                            If combat duty means being able to take on an AAA probability sentinel inside a base, I fully agree with you.

                            We can set E pur si mueve and Stellar Door to building more aircraft. Do I understand correctly that you would prefer that we not upgrade the missile needlejets for 130 credits each?

                            (5) Have you looked at the Hive bases? Yang is sending out the defenders to engage us at the choke point to Eureka. With the exception of the Hive, his bases have only one plasma armor defender at most:

                            Fecundity Base: AA team (synth armor equivalent to our aircraft)

                            Great Collective: plasma garrison, plasma armored transport (less than synth armor equivalent because of the 50% noncombat unit penalty)

                            Fellowship City: Gatling squad (plasma armor), X Gatling rover (no armor)

                            Socialism Tunnel: Gatling squad (plasma armor), AA team (synth armor equivalent)

                            If there were more aircraft (even damaged 95%) to interdict, we could have taken more than two bases last year.

                            I think your argument suggest that the aircraft need rest, which seems to suggest that if we lower the pace, we would have more aircraft ready for combat and we would have enough aircraft.

                            (6) It is easy enough to check industrial capacity since we are planetary governor. Why do we care who is second as long as we are first?

                            Anyway, there is no reason not to build aircraft at some of captured University bases and I'll switch two (E pur si mueve and Stellar Door) to four (Eureka is very likely and Fungi League is a possibility) to producing aircraft. I'd like to keep Atom Heart Mother on a native life strategy.

                            So I think the only point we need to discuss further is taking sides covertly in the Morgan vs. Deidre vendetta.
                            Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                            Comment


                            • BEFORE ENDING 2186:

                              (1) Change E pur si mueve to X shard penetrator.

                              (2) Change Stellar Door to X shard penetrator.

                              (3) Change Eureka to X shard penetrator.

                              (4) Fairbanks 1-1-1 worker moves to 0-4-0 mine 1 sq. W of base.

                              (5) Semper Phi 3-0-0 worker moves to 2-1-0 mining platform 2 sq. NW of base.

                              (6) In design workshop:

                              (a) design (1-1-1 Police) Police Infantry (10 minerals; fission reactor);

                              (b) design (1^-1-1 Drop, Police) Drop Infantry (20 minerals; fission reactor);

                              (c) obsolete 1^1-1 Drop Scout Infantry (slot 5); and

                              (d) obsolete 1-1t-1 Trance Scout Infantry (slot 13).

                              (7) Change Glowing Bulbs to police infantry.

                              (8) Change Freedom of Speech to police infantry.

                              (9) Change Tie Share to police infantry.

                              (10) Change Semper Phi to police infantry.

                              (11) Change Vladisever to police infantry.

                              (12) Change Bunny Burrows to police infantry.

                              (13) Change Hooverville to police infantry.

                              (14) Change Fairbanks to police infantry.

                              (15) Change Oceanopolis to police infantry.

                              (16) Change Seaport to police infantry.

                              BETWEEN 2186 AND 2187:

                              (17) Fungi League builds fusion speeder probe team. Change to X shard penetrator.

                              (18) 300 Down builds fusion sea colony pod mk2. Change to recycling tanks.

                              (19) HQ builds formers. Change to supply.

                              (20) Peacenik builds fusion speeder probe team. Change to police infantry.

                              (21) Bay Area builds supply. Leave on supply.

                              (22) Fleet Anchorage builds fusion sea formers. Leave on fusion sea formers.

                              (23) Surfin' Safari builds fungicidal fusion sea formers mk2. Change to fusion sea formers.

                              (24) Freedom of Speech builds police infantry. Change to drop infantry.

                              (25) Semper Phi builds police infantry. Change to fusion sea formers.

                              (26) Tu es Petrus builds fusion sea formers. Leave on fusion sea formers.

                              (27) Bunny Burrows builds police infantry. Change to formers.

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

                              (29) Hooverville builds police infantry. Change to formers.

                              (30) Big Easy builds fusion sea formers. Leave on fusion sea formers.

                              (31) Panama builds fusion speeder probe team. Change to supply.

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

                              (33) Constantinople builds supply. Leave on supply.

                              (34) Fairbanks builds police infantry. Change to fusion sea formers.

                              (35) Oceanopolis builds police infantry. Change to fusion sea formers.

                              (36) Seaport builds police infantry. Change to fusion sea formers.

                              FOR 2187:

                              (37) Peacenik speeder probe team 1 sq. SW of Tie Share attempts to sabotage perimeter defense at Academgorodok (via Fungi League, Peacenik, E pur si mueve and Stellar Door; 67% success, 63% survival).

                              (38) Athens cruiser probe team at Semper Phi attempts to sabotage perimeter defense at Gagarin Memorial (67% success, 63% survival).

                              (39) Fungi League speeder probe team at home attempts to sabotage perimeter defense at Gagarin Memorial (if there is still a perimeter defense) or Academgorodok (if there is still a perimeter defense) or holds.

                              (40) Peacenik speeder probe team at home attempts to sabotage perimeter defense at Gagarin Memorial (if there is still a perimeter defense) or Academgorodok (if there is still a perimeter defense) or holds.

                              (41) E pur si mueve and Stellar Door X shard batteries bombard Academgorodok (use nerve gas).

                              (42) Manifold Nexus Central (75% damaged) missile needlejet 1 sq. SE of The Hive scouts around Fecundity Tower and north of the Hive and returns to Surfin' Safari (or any other base).

                              (43) East (70% damaged) X fusion penetrator 1 sq. SE of Great Collective scouts around Socialism Tunnel and returns to Eureka (or Vladisever; don't get boxed in).

                              (44) Hooverville (60% damaged) fusion needlejet 1 sq. NW of Eureka scouts around Fellowship City and returns to Hooverville.

                              (45) Seaview (70% damaged) fusion needlejet at Hooverville moves to 1 sq. N of Fecundity Tower (blocking position) and attacks Fecundity Tower.

                              (46) If Seaview fusion needlejet was unsuccessful, then Big Easy (70% damaged) fusion needlejet at Hooverville repeats mission of Seaview fusion needlejet.

                              (47) If there are no more defenders at Fecundity Tower, pre-boil mindworm at Hooverville moves to Fecundity Tower, seizes it and holds.

                              (48) Re-name Fecundity Tower.

                              (49) Change Fecundity Tower to police infantry.

                              (50) Boil IoD 1 sq. SW of Miriam's Last Stand moves to 1 sq. E of Gagarin Memorial.

                              (51) Hooverville (60% damaged) fusion 'copter at Kelp Abundance attacks any enemy unit between The Hive and Kelp Abundance, moves to 1 sq. NW of the Hive, attacks Hive stack 1 sq. NE of the Hive until the odds fall below 8-5, or the hit points fall below 3 or there are only two movement points remaining, then returns to Kelp Abundance.

                              (52) Peacenik (10% damaged) X shard chopper at Eureka moves 1 sq. NW, attacks Hive stack 2 sq. W by NW of Eureka, moves 1 sq. W and attacks targets of opportunity (use nerve gas) until the odds fall below 8-5 or hit points fall below 3 or there are only enough movement points to return to Eureka, and then returns to Eureka.
                              Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                              Comment


                              • Originally posted by vyeh
                                (6) Re Morgan and Deidre pacts, sunspot activity began in 2177. Do you have a prediction for how long sunspot activity lasts? Is it twenty years or is it random?
                                I am pretty certain that sunspot activity is 20 years.
                                However I am uncertain if this includes the first turn you are notified of the event, so it could be 20-21 turns.
                                Into Alien Crossfire? It has been almost 10 years. Time to update your datalinks.
                                Try out my Comprehensive Datalinks Update. Now v1.3!

                                Comment

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