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ACDG5: The Wardroom

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  • If it is twenty years and includes the turn we were notified, we can expect sunspot activity to end in 2196. If it does not include the turn we were notified, then it would end in 2197.

    Concerning taking sides in the Morgan/Deidre vendetta:

    We don't have the military to openly side with either one. Let's try this:

    (1) Deidre has two techs we don't: Advanced Ecological Engineering and Centauri Psi. When communications are restored, we'll trade any tech for those two techs (whatever she wants).

    (2) Let's see if we can give techs to both sides, but give the more militant techs to Deidre.

    (3) In the meantime while the sunspot activity continues, we'll build up our defenses in the border bases (especially Ugly Puppy). We'll start with ECM Probability Sentinels, the Citizens Defense Force and continue from there.

    (4) Let's see if we can wrap up the University/Hive conflict. With four new X shard penetrators being built, we can afford to take some risks to capture bases. Even if they are recaptured the next year, we'll still be in a better position as our capturing units only cost 10 minerals.
    Last edited by vyeh; October 23, 2008, 16:43.
    Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

    Comment


    • FOR 2187:

      (1) East (60% damaged) missile needlejet moves 1 sq. NW, 1 sq. W (blocking position) and attacks Hive AA team to the W.

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

      (3) Drydock (35% damaged) fusion interceptor at Eureka moves to 1 sq. E of Monitoring Station (blocking position) and rests.

      (4) Fungi League (65% damaged) X shard penetrator 1 sq. SW of Tie Share returns to Fungi League.

      (5) Stellar Door (65% damaged) fusion needlejet 1 sq. NW of Tie Share returns to Fungi League.

      (6) Big Easy (70% damaged) fusion needlejet 1 sq. W of Tie Share returns to Fungi League.

      (7) Peacenik (20% damaged) elite fusion marines 1 sq. E of Gagarin Memorial attacks Gagarin Memorial.

      (8) Drydock (45% damaged) X shard penetrator at Fungi League moves to monolith 1 sq. SW of Socialism Tunnels and attacks Socialism Tunnels (use nerve gas).

      (9) Hot Springs (60% damaged) fusion 'copter at Eureka moves 4 sq. NW, 3 sq. SW and attacks Hive ECM plasma garrison to the SW (do not end 'copter's movement).

      (10) Big Easy (70% damaged) fusion needlejet at Hooverville moves to 1 sq. N of Socialism Tunnels (use Drydock missile needlejet at Freedom of Speech to finish ECM plasma garrison if Hot Springs fusion 'copter failed) and attacks Socialism Tunnels.

      (11) Hooverville police at home moves to Socialism Tunnels, seizes it, re-homes and holds.

      (12) Re-name Socialism Tunnels.

      (13) Change Socialism Tunnels to police infantry.

      (14) Hot Springs fusion 'copter 2 sq. N by NE of Socialism Tunnels moves into Socialism Tunnels.

      (15) Freedom of Speech recon rover at home moves to Hooverville, re-homes and holds.

      (16) Change Hooverville to police infantry.

      (17) Seaport police at home holds.

      (18) Sunken City sea colony pod 2 sq. SE of Seaport moves to Seaport, re-homes and moves toward Kelp Abundance.

      (19) Atlantic Ruins sea colony pod at Kelp Bounty moves 1 sq. E, 2 sq. SE (to 2 sq. W of Hooverville) and establishes "Schmoking Cannon."

      (20) Change Schmoking Cannon to police infantry.

      (21) Persepolis fungicidal sea former at Schmoking Cannon re-homes and moves 6 sq. NW.

      (22) Bring on the Clowns sea colony pod between Atlantic Ruins and Song of Planet establishes "Sea Embassy."

      (23) Change Sea Embassy to police infantry.

      (24) Sea Harvest fungicidal sea former 2 sq. S by SW of Last Rose of Summer moves 2 sq. E and removes fungus.

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

      (26) E pur si mueve fusion marines at Miriam's Last Stand re-home.

      (27) Drydock cruiser transport 1 sq. E of Semper Phi moves to Miriam's Last Stand, loads both fusion marines and mindworm (you may have to load, activate and reload a unit before it is loaded on the transport rather than on the IoD; check to see that the cruiser transport says "cargo: 3/8" before leaving Miriam's Last Stand) and moves to Semper Phi (Semper Phi has a command center so the fusion marines can fully recover after a year of rest.)

      (28) Pre-boil mindworm at Semper Phi boards transport.

      (29) Miriam's Last Stand fusion marines at Semper Phi board transport.

      (30) Peacenik fusion marines at Semper Phi (assuming they survived attacking Gagarin Memorial) board transport.

      (31) Semper Phi police at home holds.

      (32) Oceanopolis fungicidal sea former 2 sq. W by SW of Ocean Flower moves 4 sq. N, 2 sq. NE.

      (33) Ugly Puppy former 1 sq. W of Ugly Puppy builds road.

      (34) Bunker Palace Hotel sea colony pod 3 sq. S of Garden of the Deep moves to 2 sq. NW of Greenhouse Gate.

      (35) 300 Down sea colony pod at home moves toward energy bonus 3 sq. NE of Atlantic Ruins.

      (36) Fleet Anchorage former 1 sq. NW of home plants forest.

      (37) Fleet Anchorage sea former at home moves to energy bonus 2 sq. SW of home and builds mining platform.

      (38) Trolls are Us sea colony pod 2 sq. SE of Fleet Anchorage moves 2 sq. N, 4 sq. NW.

      (39) Santiago's Last Stand sea colony pod 2 sq. SE of Fleet Anchorage moves 1 sq. E and establishes "Atlantis."

      (40) Change Atlantis to police infantry.

      (41) Ushuaia fungicidal sea former at Atlantis re-homes and moves toward Hot Springs.

      (42) Drydock (75% damaged) missile needlejet at Freedom of Speech (if it hasn't already been used in taking Socialism Tunnels) moves to monolith 1 sq. SE of Great Collective and rests.

      (43) BRCM (90% damaged) fusion 'copter at Eureka rests.

      (44) BRCM sea former, The Battery sea former and Eureka plasma hoverboat 1 sq. S of Northern Outpost moves to 1 sq. NW of Vladisever and cultivate kelp (formers) or hold (hoverboat).

      (45) Surfin' Safari fungicidal sea formers at home move 1 sq. NW, 2 sq. W and 1 sq. S.

      (46) Freedom of Speech police at home holds.

      (47) Both Unity former droids and ETU-125 1 sq. S of Fungi League moves to 1 sq. N of Stellar Door and build mag tube.

      (48) Tu es Petrus sea former at home moves 1 sq. NW and builds mining platform.

      (49) Manifold Nexus Central former 1 sq. NW of home builds road.

      (50) Manifold Nexus Central fungicidal former 1 sq. E of home builds road.

      (51) Oceanopolis police at home holds.

      (52) Water Music sea colony pod 1 sq. W of The Lord's Gift moves 1 sq. W, 2 sq. NW, 1 sq. W and establishes "Ocean City."

      (53) Change Ocean City to police infantry.

      (54) Big Easy sea formers at home moves 1 sq. NE and builds mining platform.

      (55) Midway, Bikini Bottom, and Boiled Egghead formers 1 sq. E of Boiled Egghead move 1 sq. SW and builds mining platform.

      (56) Gateway 2-2-1 worker moves to 1-2-1 forest 1 sq. W of base.

      (57) Constantinople 1-2-1 worker moves to 2-2-1 jungle forest 2 sq. W by NW of base.

      (58) Constantinople supply at home moves to 1 sq. NE of Gateway and crawls 2 minerals.

      (59) Gateway fungicidal former 1 sq. SW of Athens moves 1 sq. E and attempts to move 1 sq. SE.

      (60) Athens sea colony pod at home moves 3 sq. NE, 2 sq. N and establishes "Pacifica."

      (61) Change Pacifica to police infantry.

      (62) Sunken City sea colony pod 1 sq. N of Panama moves toward Covert Operations.

      (63) Panama speeder probe team at home moves to Constantinople and boards transport.

      (64) Freedom of Speech cruiser transport with two speeder probe teams aboard moves toward Freedom of Speech.

      (65) Suez (65% damaged) missile needlejet at Fungi League moves to 2 sq. W by NW of Eureka (if the East missile needlejet was destroyed) and attacks the Hive AA team if the odds are 2-1 or better; or moves to 1 sq. SE of Great Collective (if Drydock missile needlejet was used in taking Socialism Tunnels) and rests; or moves to 1 sq. S of The Hive (blocking position).

      (66) Change Bunny Burrows to (0-6-12*2 Secure, Clean) Secure Fusion 'Copter Supply (600 minerals).

      (67) Northern Outpost gun foil pops pod 2 sq. S of Bunny Burrows. If there is a wild IoD, use the Bunny Burrows missile foil at home to attempt to capture on the square SE of the pod and use the Northern Lights impact foil to attempt to capture the IoD on the square NW of the pod. If there was no materials pod, change Bunny Burrows back to former.

      (68) Bunny Burrows police infantry holds.

      (69) Northern Lights impact foil 1 sq. N of Bunny Burrows (if it hasn't already been used to capture or attack a wild IoD) moves through Bunny Burrows and heads S and SE in Progenitor Lake.

      (70) Cana missile foil 2 sq. N by NW of Bunny Burrows moves through Bunny Burrows and heads S and SE in Progenitor Lake.

      (71) Fairbanks police at home holds.

      (72) Strawberry Fields and Panama formers 2 sq. NE of Drydock move 1 sq. SW and build mag tube.

      (73) HQ former 2 sq. NW of HQ moves 1 sq. NW and builds mag tube.

      (74) HQ former at home moves to 3 sq. NW of home and builds mag tube.

      (75) Both Seaview formers 1 sq. E of Syrtis moves to 2 sq. SE of Drydock and build mag tube.

      (76) Syrtis former 1 sq. E of Syrtis moves to 1 sq. S of Suez and builds mag tube.

      (77) East and Persepolis former 1 sq. S of Suez moves to 1 sq. N of Suez and builds mag tube.

      (78) The Battery cruiser probe team moves toward Monitoring Station.

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

      (80) Bay Area supply at home moves to 1 sq. S of East and crawls 3 minerals.

      (81) Gibraltar sea colony pod 1 sq. N of Ocean Outpost moves to Sea Holiday, re-homes and moves to Sea World.

      (82) Sytrtis fungicidal sea former 2 sq. N by NW of Sunken City moves to 2 sq. W of Sunken City and removes fungus.

      (83) Ocean Outpost sea colony pod at Xanadu moves toward Channel City.

      (84) Syrtis sea colony pod at home moves to Sunken City.

      (85) Change Ugly Puppy to ECM probability sentinels.

      (86) Change 300 Down to ECM probability sentinels.

      (87) Change Bunker Palace Hotel to ECM probability sentinels.

      (88) Change Santiago's Last Stand to ECM probability sentinels.

      (89) Bikini Bottom trance scout at E pur si mueve re-homes.

      (90) Hooverville (75% damaged) fusion 'copter at Kelp Abundance re-homes.

      (91) Kelp Abundance gun foil at home moves to Schmoking Cannon, re-homes and holds.

      (92) Boil mindworm at Freedom of Speech moves to Hooverville and holds.
      Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

      Comment


      • It's getting difficult remembering where all the sea bases are located. By using the name of your land base, it helped.

        I guess the governor of Bunny Burrows didn't get instruction (66) for a secure fusion 'copter.

        If that had been completed, it would have been a 600 mineral bonanza and could complete by itself any secret project we can build currently.

        However, it is only a matter of getting a secret project a few turns earlier (unlike the situation where we snatched the Planetary Transit System from Morgan).

        It certainly won't change the game the way the Planetary Transit System did.

        Instruction (34) says Bunker Palace Hotel should move to 2 sq. NW of Greenhouse Gate. At 1 sq. NE of Greenhouse Gate, it should have two moves remaining.
        Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

        Comment


        • Between 2187 and 2188, we will be asked to choose from:

          Frictionless Surfaces (leads to quantum laser A16)
          Matter Compression (neutronium armor D8)
          Digital Sentience (cybernetic future society, network backbone)

          Our main problem in conquering the University is our lack of attack power, so the obvious choice is to continue along the path to quantum laser. So we should choose Frictionless Surfaces as our next tech choice.
          Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

          Comment


          • BEFORE ENDING 2187:

            (1) Bunker Palace Hotel moves to 2 sq. NW of Greenhouse Gate.

            (2) Change Covert Operations to recreation commons (1 mineral retooling penalty).

            (3) E pur si mueve trance scout infantry upgrades to police infantry for 10 credits.

            (4) E pur si mueve thinker becomes 0-2-1 worker on volcano 2 sq. NE of base.

            (5) Change Freedom of Speech to formers.

            (6) Change Glowing Bulbs to formers.

            (7) Test Tube trance scout at Stellar Door upgrades to police infantry for 10 credits.

            (8) Stellar Door thinker becomes 1-1-1 worker on fungus 2 sq. NW of base.

            (9) Tie Share drop scout infantry airdrops into Eureka and holds.

            (10) Hurry Bring on the Clowns fusion sea colony pod mk2 for 16 credits (partial payment).

            (11) Hurry Hot Springs fusion sea colony pod mk2 for 39 credits (partial payment).

            (12) Hurry Miriam's Last Stand fusion sea colony pod mk2 for 41 credits (partial payment).

            (13) New Sargasso empaths become 1-1-1 and 3-0-0 workers 2 sq. S by SW and 1 sq. N of base.

            (14) Hurry New Sargasso recreation commons for 48 credits (partial payment).

            (15) Eureka plasma hoverboat 1 sq. NW of Vladisever moves into Vladisever and holds.

            (16) Vladisever trance scout at home boards IoD.

            (17) Pre-boil IoD at Vladisever moves to 1 sq. W of Eureka.

            BETWEEN 2187 AND 2188:

            (18) Peacenik builds police infantry. Change to formers.

            (19) Bring on the Clowns builds fusion sea colony pod mk2. Change to ECM probability sentinels.

            (20) Our researchers discover unified field theory. Choose frictionless surfaces as our next tech.

            (21) Tie Shore builds police infantry. Change to recycling tanks.

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

            (23) Bunny Burrows builds formers. Change to recycling tanks.

            (24) Kragen's Maw builds fusion cruiser probe team. Change to (0-6-5*2 deep radar) fusion destroyer transport.

            (25) Miriam's Last Stand builds fusion sea colony pod mk2. Change to fusion sea formers.

            (26) Vladisever builds police infantry. Change to supply.

            (27) New Sargasso builds recreation commons. Change to fusion sea formers.

            (28) Hot Springs builds fusion sea colony pod mk2. Change to fusion sea formers.

            (29) Schmoking Cannon builds police infantry. Change to fusion sea formers.

            (30) Sea Embassy builds police infantry. Change to fusion sea formers.

            (31) Atlantis builds police infantry. Change to fusion sea formers.

            (32) Ocean City builds police infantry. Change to fusion sea formers.

            (33) Pacifica builds police infantry. Change to fusion sea formers.

            FOR 2188:

            (34) Seaview (90% damaged) fusion needlejet 1 sq. N of Schmoking Gun scouts clockwise around Kelp Abundance and The Hive and returns to Fat Cat Alley.

            (35) Suez (65% damaged) missile needlejet 1 sq. S of The Hive scouts around Fellowship City and returns to Fat Cat Alley.

            (36) Drydock (70% damaged) X shard penetrator 1 sq. SW of Fat Cat Alley scouts around Great Collective and returns to Fungi League.

            (37) Big Easy (90% damaged) fusion needlejet 1 sq. S of Fat Cat Alley scouts around Monitoring Station and returns to Fat Cat Alley.

            (38) East (75% damaged) missile needlejet 2 sq. W by NW of Eureka scouts along north coast of Hive continent and returns to Eureka.

            (39) Drydock (75% damaged) missile needlejet 1 sq. SE of Great. Collective returns to Fat Cat Alley.

            (40) Drydock (35% damaged) fusion interceptor 1 sq. E of Monitoring Station returns to Eureka.

            (41) Freedom of Speech cruiser transport 3 sq. S of home moves to home, unloads speeder probe teams and holds.

            (42) Peacenik speeder probe team at Stellar Door attempts to sabotage the perimeter defense at Monitoring Station (67% success, 63% survival).

            (43) If Peacenik probe team was unsuccessful, HQ speeder probe team at Freedom of Speech attempts to sabotage the perimeter defense at Monitoring Station (67% success, 63% survival); otherwise, it drains energy reserves from The Hive (100% success, 84% survival).

            (44) If there is still a perimeter defense at Monitoring Station, Panama speeder probe team at Freedom of Speech attempts to sabotage the perimeter defense at Monitoring Station (67% success, 63% survival); otherwise, it drains energy reserves from The Hive (100% success, 84% survival).

            (45) Bay Area former 1 sq. S of Suez moves to 1 sq. N of Suez and builds mag tube.

            (46) Syrtis former 1 sq. S of Suez moves to 1 sq. S of Gateway and builds mag tube.

            (47) BRCM former 2 sq. NW of HQ moves to 1 sq. S of Gateway and builds mag tube.

            (48) Both HQ formers and one Seaview former 2 sq. SE of Drydock move to 1 sq. S of Gateway and build mag tube.

            (49) Seaville former 2 sq. SE of Drydock moves to 1 sq. NE of Gateway and builds mag tube.

            (50) Panama former 2 sq. NE of Drydock moves 1 sq. SW and builds mag tube.

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

            (52) Constantinople supply 1 sq. NE of Gateway moves to 1 sq. E of East and crawls 3 minerals.

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

            (54) Gateway fungicidal former 1 sq. N of home removes fungus.
            Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

            Comment


            • We only got ten years of sunspot activity. If it had been twenty, we would have been able to defeat the Hive and University with pacts with the two remaining powers and accomplished our mission.

              I guess there is a reason for those trance scout infantry. Maybe police infantry is not a good idea for bases with fewer than six population! That Sea Holiday trance scout has never investigated a monolith. We might mark that unit for upgrade and promotion.

              So Deidre has 85 votes (she has the empath guild which adds +50% votes so she has around 56 in population). Yang has 16 votes. Zakharov has 9 votes. Mogran has 89 votes, which is quite a lot. And we have 248 votes. Do we have a multiplier?

              We were pretty lucky this year with probe teams. They all survived. That makes up for the last year when we lost two probe teams.

              The speeder probe teams cost 30 minerals. There was a 16% chance of nonsurvival for draining energy reserves, which is an expected loss of 5 minerals per probe team or 10 minerals for 100 credits. That was a pretty good deal. Even if we lost a probe team, we'd be trading 30 minerals for 100 credits.

              The other benefit to draining energy reserves is that Yang has less credits to rush units with.

              With the return of communications, there will be no more nerve gas (we're still getting a substantial commerce income). Gagarin Memorial can be subdued by the two fusion marines next year (we'll have to keep an aircraft in reserve in case one of the fusion marines is unsuccessful).

              The X shard batteries should be able to reduce the Academgorodok defenders to 50% in a few years even without nerve gas and then we can attack with the new aircraft.

              We'll see what we have left for Monitoring Station. We'll have quantum laser soon (frictionless surfaces/quantum power/quantum machinery).

              The only thing we need to discuss is that once we have a military force (e.g. quantum laser aircraft and hovertanks) on the Spartan continent, do we want to provoke either Deidre or Morgan into starting a vendetta (Zakharov started a vendetta with us when we built a sea base two squares from one of his).
              Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

              Comment


              • Originally posted by vyeh
                The only thing we need to discuss is that once we have a military force (e.g. quantum laser aircraft and hovertanks) on the Spartan continent, do we want to provoke either Deidre or Morgan into starting a vendetta (Zakharov started a vendetta with us when we built a sea base two squares from one of his).
                My wild guess is one/both of them will attack us even before we finish the Hive and/or University.
                All your base are belong to us

                Comment


                • Noncommittal is a little bit better than ambivalent. And we are running green economy. So I would guess that Morgan is more likely to attack us than Deidre.

                  Just in case, we'll move the naval units into position around Deidre's sea bases (otherwise they're being used to protect newly established bases from wild IoD's).

                  The discovery that bases can be established in ocean and ocean trench squares has led to building more sea colony pods. We want to claim territory before Morgan and Deidre can do so. In particular there is one square in our bay that is not in our territory even thought we have bases around the bay. We need to get a unit on that square before the Morgan sea colony pod in the area establishes a base among our bases and takes territory from us.

                  Since we're not using nerve gas anymore and a shard penetrator cost ten minerals less than an X shard penetrator, we'll save minerals switching from X shard penetrators to shard penetrators as long as the retooling penalty is less thanten minerals.

                  To achieve a diplomatic victory, we need to have 3/4 of the votes in planetary council and be prepared to conquer any faction that doesn't go along. We can acquire votes in the following way:

                  (1) conquering Hive and University bases.

                  (2) establishing new bases (after claiming territory, we can establish bases that are two squares away from our existing bases).

                  (3) building The Cloning Vats

                  (4) normal population growth.

                  Morgan Industries and Gaia's Landing are building planetbusters, with Gaia's Landing ready to finish in seven years. Should we send probe cruiser there to sabotage the production even at the risk of starting a vendetta with Deidre?

                  In the next year, we'll be able to capture Gagarin Memorail (both fusion marines will be completely healthy), Great Collective and Fellowship City.

                  The year after that, we might be able to capture Academgorodok.

                  That will leave Monitoring Station and The Hive.

                  For Monitoring Station, we need to figure out if it would be quicker to get the fusion marines back overland or via transport to Stellar Door and then take the mag tube to Fungi League. We will also transport the X shard batteries to pound Monitoring Station.

                  With only one base left, The Hive will not be able to support a lot of units; a few turns of air bombardment should take out the Hive.

                  FOR 2188:

                  (1) Schmoking Cannon gun foil moves to 2 sq. E of 300 Down and holds.

                  (2) Trolls are Us sea colony pod moves to 2 sq. E of 300 Down and establishes "301.".

                  (3) Change production of 301 to police.

                  (4) 301 1-2-0 worker moves to 0-4-0 mine 2 sq. NW of base.

                  (5) Schmoking Cannon gun foil at 301 re-homes.

                  (6) Atlantis fungicidal sea former 2 sq. S of Kelp Bounty moves to 1 sq. NW of Hot Springs.

                  (7) Hot Springs sea colony pod at home moves 5 sq. N, 1 sq. W.

                  (8) Surfin' Safari fungicidal sea former between New Sargasso and Surfin' Safari removes fungus.

                  (9) Kelp Abundance (75% damaged) fusion 'copter at home holds.

                  (10) Schmoking Cannon fungicidal sea former 1 sq. SW of New Sargasso moves to Atlantic Ruins, re-homes, moves to 2 sq. N of Garden of the Deep.

                  (11) Sea Embassy police at home holds.

                  (12) 300 Down sea colony pod 2 sq. N of 301 moves 5 sq. N and establishes "Energy Harvest."

                  (14) Change Energy Harvest to police.

                  (15) Seaport sea colony pod 1 sq. NW of Schmoking Cannnon moves 1 sq. S, 5 sq. SE.

                  (16) Manifold Nexus Central (95% damaged) missile needlejet at Hooverville moves to 1 sq. N of Schmoking Gun and rests (blocking Hive ECM plasma garrison from moving adjacent to Schmoking Gun).

                  (17) Drydock X shard penetrator 1 sq. SW of Fat Cat Alley moves to Schmoking Gun and re-homes.

                  (18) Schmoking Cannon police at home holds.

                  (19) Hot Springs (65% damaged) fusion needlejet at Eureka moves to 1 sq. E of Monitoring Station and rests.

                  (20) Pre-boil IoD with trance scout 1 sq. W of Eureka moves into Eureka and holds.

                  (21) Hooverville (60% damaged) fusion needlejet at Eureka moves to 1 sq. E of Monitoring Station and rests.

                  (22) Both Unity former droids and ETU-125 moves to 1 sq. N of Stellar Door (joining the X shard batteries) and build mag tube.

                  (23) E pur si mueve and Stellar Door X shard batteries 1 sq. N of Stellar Door bombards Academgorodok (do not use nerve gas).

                  (24) Manifold Nexus Central former 1 sq. NW of base plants forest.

                  (25) Peacenik fusion marines and pre-boil mindworms at Semper Phi holds.

                  (26) Drydock cruiser transport at Semper Phi with E pur si mueve fusion marines aboard moves to 1 sq. SW of Miriam's Last Stand and unloads E pur si mueve into Miriam's Last Stand (do not end movement of cruiser transport).

                  (27) E pur si mueve fusion marines at Miriam's Last Stand re-homes and boards IoD (the whole point of this manuever is to gain a mineral in production at E pur si mueve).

                  (28) Boil IoD at Miriam's Last Stand moves 1 sq. SW and holds.

                  (29) Miriam's Last Stand fusion marines 1 sq. SW of home transfer to cruiser transport (activate it and board transport; make sure cruiser transport says "cargo: 1/8" before leaving square with IoD).

                  (30) Drydock cruiser transport 1 sq. SW of Miriam's Last Stand moves to Semper Phi and holds.

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

                  (32) Sea Harvest fungicidal sea former 2 sq. W of Greenhouse Gate moves to 2 sq. N of Greenhouse Gate (if there is a Gaian unit 2 sq. N of Greenhouse Gate, move as close to the target destination as possible and hold; we'll wait for the Gaian unit to move).

                  (33) Sea Harvest fungicidal sea former at Miriam's Last Stand moves 2 sq. SE, 1 sq. E and holds.

                  (34) Bunker Palace Hotel sea colony pod at Miriam's Last Stand moves 2 sq. SE, 1 sq. E and establishes "Sea Observatory."

                  (35) Change Sea Observatory to police.

                  (36) Sea Harvest fungicidal sea formers at Sea Observatory re-homes and moves 1 sq. NE.

                  (37) Miriam's Last Stand sea colony pod moves to 3 sq. NE of home and establishes "Ocean Observatory."

                  (38) Change Ocean Observatory to police.

                  (39) Athens cruiser probe team at Sea Harvest drains energy reserves from Gagarin Memorial (100% success, 88% survival).

                  (40) Bunny Burrows former at home moves 1 sq. SW and builds mag tube.

                  (41) Northern Outpost gun foil 2 sq. S of Bunny Burrows moves 2 sq. SE and pops pod. If there is a wild IoD, use Northern Lights impact foil between Atom Heart Mother and Bunny Burrows or Cana missile foil 2 sq. S of Bunny Burrows to attempt to capture the wild IoD; otherwise the two foils move to Bunny Burrows and holds.

                  (42) Tie Share police at home holds.

                  (43) East (70% damaged) X shard penetrator, BRCM (60% damaged) fusion 'copter, Vladisever trance scout and Peacenik (90% damaged) X shard chopper at Eureka hold.

                  (44) Vladisever police at home holds.

                  (45) BRCM, The Battery and Vladisever sea formers 1 sq. NW of Vladisever build mining platform.

                  (46) Fungi League (65% damaged) X shard penetrator, Big Easy (70% damaged) fusion needlejet, and Stellar Door (65% damaged) fusion needlejet at Fungi League hold.

                  (47) Peacenik police at home moves to 2 sq. N by NE of Fungi League and investigates monolith.

                  (48) Sunken City sea colony pod 1 sq. S of Pacifica moves 3 sq. NE, 1 sq. E (ending up at 16, 28 coordinates) and establishes "Trench Explorer."

                  (49) Change Trench Explorer to police.

                  (50) Pacifica police at home holds.

                  (51) Atlantis police at home holds.

                  (52) Bring on the Clowns sea colony pod at home moves to Fleet Anchorage, then 2 sq. NE, 1 sq. N (ending up at 6, 20 coordinates) and establishes "Trench Research."

                  (53) Change Trench Research to police.

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

                  (55) Panama former 1 sq. SW of Athens moves 1 sq. S and builds mag tube.

                  (56) Strawberry Fields fungicidal former 1 sq. NW of home moves to 1sq. S of Drydock and removes fungus.

                  (57) Syrtis fungicidal sea former at Sunken City re-homes , moves 2 sq. W and removes fungus.

                  (58) Bay Area fungicidal sea former 2 sq. N by NW of Sunken City moves to 2 sq. W of Sunken City and removes fungus.

                  (59) Ocean Outpost sea former 2 sq. N by NW of Sunken City moves to 1 sq. SE of Sunken Suburb and builds mining platform.

                  (60) (IMPORTANT) Syrtis sea colony pod at Sunken City moves to Sunken Suburb, then 2 sq. S, 1 sq. SE (to 51, 57 coordinates; this is not in our territory; if we don't establish a base here, Morgan will).

                  (61) Kragen's Maw cruiser probe moves to The Battery.

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

                  (63) The Battery cruiser probe at E pur si mueve moves to 1 sq. N of Covert Operations.

                  (64) Ocean City police at home holds.

                  (65) Ocean Outpost sea colony pod 1 sq. SW of Channel City moves to 2 sq. SE of The Lord's Truth and establishes "Ocean Harvest."

                  (66) Change Ocean Harvest to police.

                  (67) Sea Holiday colony pod at Sea World moves to 2 sq. W of Sunken City and establishes "Pholus City."

                  (68) Change Pholus City to police.

                  (69) Sunken City fungicidal former at Pholus City re-homes.

                  (70) Hurry Water Poetry recreation commons for 32 credits (partial payment).

                  (71) Big Easy (90% damaged) fusion needlejet at Fat Cat Alleys re-homes.

                  (72) Change Surfin's Safari to sea colony pod.

                  (73) Change The Battery to sea colony pod (2 minerals retooling penalty).

                  (74) Change Kragen's Maw to sea colony pod.

                  (75) Change GJgG to sea colony pod.

                  (76) Change Fairbanks to sea colony pod (3 minerals retooling penalty).

                  (77) Change Hot Springs to sea colony pod.

                  (78) Change Bring on the Clowns to sea colony pod.

                  (79) Tie Share drop scout at Eureka airdrops to Schmoking Gun, re-homes and holds.

                  (80) Glowing Bulbs missile foil at home moves to Sea Observatory and holds.

                  (81) Atom Heart Mother recon rover at home moves to Fungi League and holds.

                  (82) Fungi League trance scout at home moves to monolith 2 sq. N by NE of home and investigates.

                  (83) Freedom of Speech cruiser transport at home moves 4 sq. S.

                  (84) Northern Lights impact foil at Bunny Burrows moves 1 sq. N (if it wasn't used in capturing or attacking a wild IoD).

                  (85) Bunny Burrows missile foil at home moves toward Eureka.

                  (86) Semper Phi plasma hoverboat at home moves toward GJgG.

                  (87) Hooverville recon rover at home moves to Fat Cat Alley and holds.

                  (88) Eureka plasma hoverboat at Vladisever moves to 1 sq. W of Eureka.

                  (89) Fairbanks missile foil at home moves 1 sq. N, 3 sq. NW and holds.

                  (90) In design workshop:

                  (a) design (13-1-12*2 Deep Radar) Shard Penetrator; and

                  (b) obsolete (13x-1-12*2 Deep Radar, X) X Shard Penetrator.

                  (91) Change Eureka to shard penetrator (9 minerals retooling penalty).

                  (92) Change Fungi League to shard penetrator (1 mineral retooling penalty).

                  (93) Change E pur si mueve to shard penetrator (5 minerals retooling penalty).

                  (94) Change Stellar Door to shard penetrator (3 minerals retooling penalty).

                  (95) Change Atlantic Ruins to sea colony pod (1 mineral retooling penalty).

                  (96) Drydock 2-1-1 worker moves to 3-0-0 kelp 2 sq. W by SW of base (to control eco-damage).

                  (97) Fat Cat Alleys 4-1-2 worker moves to 2-2-1 farm 2 sq. E by NE of base.

                  (99) Sea Observatory 1-0-0 worker moves to 1-1-1 fungus 2 sq. S by SW of base.

                  (100) Scrap Vladisever command center for 20 credits.

                  (101) Hurry Atom Heart Mother biology lab for 70 credits (partial payment).

                  (102) Hurry Glowing Bulbs formers for 13 credits (partial payment).

                  (103) Hurry Kelp Abundance fusion sea formers for 28 credits (partial payment).

                  (104) Hurry Northern Lights fusion sea formers for 27 credits (partial payment).

                  (105) Hurry Northern Outpost fusion sea formers for 19 credits (partial payment).

                  (106) Hurry Trolls are Us recycling tanks for 40 credits (partial payment).

                  (107) Hurry Xanadu fusion foil supply for 12 credits (partial payment).

                  (108) Open Last Rose of Summer base screen (so Gaians know about Ocean Observatory).

                  (109) Ocean Observatory 1-0-0 worker moves to 1-1-1 fungus 1 sq. NW of base.
                  Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                  Comment


                  • Sorry about (19). I garbled my written notes. It should have said (1) below.

                    We're building recreation commons because building The Cloning Vats would give us a substantial boost in population, income, research and production; however, there is a problem when a base goes from three to four since The Planetary Transit System only eliminates a drone for bases of size three or less.

                    We're also switching from fusion sea formers (foil chassis) to fusion cruiser formers because they cost the same amount of minerals. For the same reason we're replacing the fusion speeder probe team with the fusion hovertank probe team.

                    BEFORE ENDING 2188:

                    (1) Hot Springs (65% damaged) fusion 'copter at Fat Cat Alley holds.

                    (2) Hurry Sunken Suburb fusion sea former for 3 credits (partial payment).

                    (3) Hurry Sea Harvest for 36 credits (partial payment).

                    (4) Sea Harvest fungicidal sea former at Sea Observatory re-homes and moves 1 sq. NE.

                    (5) Boiled Egghead 1-0-0 worker moves to 1-1-0 mining platform 1 sq. SE of base.

                    (6) Change Boiled Egghead to recreation commons.

                    (7) Bunker Palace Hotel 2-1-1 worker moves to 1-2-2 river forest 2 sq. NW of base.

                    (8) Change Cana to recreation commons.

                    (9) Hurry East supply for 3 credits (partial payment).

                    (10) Change Fat Cat Alley to recreation commons.

                    (11) 300 Down fungicidal sea former at Energy Harvest re-homes.

                    (12) Change Krusty Krab to fusion sea colony pod mk2 (1 mineral retooling penalty).

                    (13) Change Constantinople to fusion sea colony pod mk2 (1 mineral retooling penalty).

                    (14) Change Semper Phi to fusion sea colony pod mk2.

                    (15) Change Athens to fusion sea colony pod mk2 (4 minerals retooling penalty).

                    (16) Change Sunken City to fusion sea colony pod mk2 (3 minerals retooling penalty).

                    (17) Change Sea Embassy to recreation commons.

                    (18) Sea Holiday 3-0-0 worker moves to 2-1-1 rainy square 1 sq. N of base.

                    (19) Semper Phi 2-1-0 worker moves to 1-1-1 fungus 1 sq. SW of base.

                    (20) Rename 301." to "301" (sorry, the period bothers me).

                    (21) Change Freedom of Speech to recreation commons.

                    (22) Change Oceanopolis to recreation commons.

                    (23) Change Pacifica to recreation commons.

                    (24) Change Panama to recreation commons.

                    (25) Change Schmoking Cannon to recreation commons.

                    (26) Change Sea Resort to recreation commons.

                    (27) Change Vladisever to recreation commons.

                    (28) In design workshop:

                    (a) retire (0-1-4) skimship supply;

                    (b) obsolete (13x-1-12*2 X) X shard chopper (slot #22);

                    (c) design (0-1-6*2 deep radar) fusion cruiser formers (30 minerals);

                    (d) obsolete (0-1-4*2 deep radar) fusion sea formers (slot #24);

                    (e) obsolete ((13x)-1-1*2 Artillery, X) X shard battery (slot #30); and

                    (f) design (0-1-3*2) fusion hovertank probe team (30 minerals).

                    (29) Change Atlantis to fusion cruiser formers.

                    (30) Change Big Easy to fusion cruiser formers.

                    (31) Change Bikini Bottom to fusion cruiser formers.

                    (32) Change Fleet Anchorage to fusion cruiser formers.

                    (33) Change Miriam's Last Stand to fusion cruiser formers.

                    (34) Change New Sargasso to fusion cruiser formers.

                    (35) Change Ocean City to fusion cruiser formers.

                    (36) Change Pacifica to fusion cruiser formers.

                    (37) Change Schmoking Cannon to fusion cruiser formers.

                    (38) Change Sea Resort to fusion cruiser formers.

                    (39) Change Tu es Petrus to fusion cruiser formers.

                    (40) Eureka plasma hoverboat 1 sq. W of Eureka goes on alert.

                    BETWEEN 2188 AND 2189:

                    (41) East builds supply. Change to recreation commons.

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

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

                    (44) Schmoking Gun builds police. Change to recreation commons.

                    (45) Glowing Bulbs build formers. Change to recreation commons.

                    (46) Atom Heart Mother builds biology lab. Change to centauri preserve.

                    (47) Trolls are Us builds recycling tanks. Change to formers.

                    (48) Gateway builds supply. Change to recreation commons.

                    (49) Gibraltar builds supply. Leave on supply.

                    (50) Hooverville builds police. Change to formers.

                    (51) Strawberrry Fields builds supply. Leave on supply.

                    (52) Water Poetry builds recreation commons. Change to fusion cruiser formers.

                    (53) Sunken Suburb builds fusion sea formers. Change to recreation commons.

                    (54) Kelp Bounty builds fusion sea formers. Change to recreation commons.

                    (55) Northern Lights builds fusion sea formers. Change to fusion sea colony pod mk2.

                    (56) Northern Outpost builds fusion sea formers. Change to recreation commons.

                    (57) Sea Harvest builds fusion sea formers. Change to recreation commons.

                    (58) Kelp Abundance builds fusion sea formers. Change to recreation commons.

                    (59) 301 builds police. Change to fusion cruiser formers.

                    (60) Energy Harvest builds police. Change to recreation commons.

                    (61) Sea Observatory builds police. Change to fusion cruiser formers.

                    (62) Trench Explorer builds police. Change to fusion cruiser formers.

                    (63) Trench Research builds police. Change to fusion cruiser formers.

                    (64) Ocean Harvest builds police. Change to recreation commons.

                    (65) Pholus City builds police. Change to fusion cruiser formers.

                    (66) Ocean Observatory builds police. Change to fusion cruiser formers.

                    FOR 2189:

                    (67) Athens cruiser probe at Fairbanks drains energy from Gagarin Memorial (100% success, 88% survival).

                    (68) At Semper Phi, both fusion marines and mindworm board transport.

                    (69) Drydock cruiser transport with three passengers moves to 1 sq. SW of Miriam's Last Stand, holds and transfers passengers to IoD (activate passengers and load; check that IoD says "cargo: 3/4" before leaving square with cruiser transport).

                    (70) Boil IoD 1 sq. SW of Miriam's Last Stand with three passengers moves to 1 sq. E of Gagarin's Memorial (do not end IoD movement).

                    (71) Peacenik (elite) fusion marines 1 sq. E of Gagarin Memorial attacks Gagarin Memorial.

                    (72) Miriam's Last Stand (hardened) fusion marines 1 sq. E of Gagarin Memorial attacks Gagarin Memorial.

                    (73) If there is still a defender at Gagarin Memorial, use Big Easy (40% damaged) fusion needlejet at Fungi League or Peacenik elite fusion marines 1 sq. E of Gagarin Memorial (if it still has a movement point) to finish the job.

                    (74) Pre-boil mindworm 1 sq. E of Gagarin Memorial moves into Gagarin Memorial, seizes it and holds.

                    (75) Re-name Gagarin Memorial.

                    (76) Change Gagarin Memorial to police.

                    (77) E pur si mueve and Stellar Door X shard batteries bombard Academgorodok (do not use nerve gas).

                    (78) Manifold Nexus Central (95% damaged) missile needlejet 1 sq. N of Schmoking Gun scouts around The Hive and Fellowship City and returns to Fat Cat Alleys.

                    (79) Hooverville (60% damaged) fusion needlejet 1 sq. E of Monitoring Station scouts around Monitoring Station and Great Collective and returns to Eureka.
                    Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                    Comment


                    • Too bad about the Schmoking Gun sensor array! We'll have to keep our crippled jets interdicting the square N of Schmoking Gun.

                      Doesn't Morgan know we have the Hunter-Seeker Algorithm?

                      19 energy. It may be better to save our probe units for Morgan and Deidre (if we were still in a pact with them, we might as well expend them; with the Hunter Seeker Algorithm, they don't help us defensively). One possibility is that is MY 2190, we could propose salvaging the Unity fusion core (it was last proposed in 2170 and there has to be 20 years before the proposal can be raised again). The Hive and University would probably vote for it (they're desparate). Then we use our probe teams to take a good chunk of the 500 energy from them.

                      Our strategy for Academgorodok is to continue bombarding it with one artillery (to prevent the defenders from healing; the other artillery can move within range of Monitoring Station and start bombarding Monitoring Station) and move the fusion marines via sea (it would take four turns to move overland and only three via sea and the fusion marines can start moving via sea this turn while the hardened fusion marine would have to wait a turn before it can move and as an added bonus they can heal to 20% damaged while traveling on the transport) to Stellar Door.

                      There is only an AA rover (the probe team doesn't count) at Great Collective and only one plasma armored combat unit, a plasma armored non-combat unit and an unarmored combat unit at Fellowship City. We can take these two bases this turn.

                      The Hive AAA fusion invaders is two squares away from The Hive. If we can block it from returning to the Hive with aircraft, then we can start attacking the Hive next turn.

                      This leaves only Monitoring Station. Once Academgorodok has fallen, we can have two batteries pounding Monitoring Station until the fusion marines have healed. If we're lucky, the elite fusion marine will be able to take out two attackers and the hardened fusion marine the third AAA probability sheath defender. leaving the AAA plasma armored defender for our aircraft. If the elite fusion marine suffers too much damage, we may have to wait a couple of turns for it to heal.

                      What do you think?
                      Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                      Comment


                      • This plan looks fine to me, especially the part about the salvage of the Unity Core, provided we have enough probe teams to take advantage of this wealth.

                        I say let's do it.
                        All your base are belong to us

                        Comment


                        • There is a probe cruiser near Monitoring Station (we can move it next to Monitoring Station so it doesn't get blocked by the Gaian IoD in the area). This one can probe Monitoring Station.

                          There is a speeder probe at Tie Share that is already within range of Academgorodok (we can move it to Stellar Door in any case).

                          There are two speeder probes at Schmoking Gun to probe The Hive.

                          We'll be able to get most of the wealth before the Hive and University can spend it (and we can get more in the next turn from surviving probes).

                          FOR 2189:

                          (1) Eureka plasma hoverboat 1 sq. W of home holds.

                          (2) Stellar Door (35% damaged) fusion needlejet at Fungi League moves to 1 sq. SE of Great Collective (blocking position) and attacks Great Collective.

                          (3) Pre-boil IoD at Eureka loads Vladisever trance scout and moves to 1 sq. E of Great Collective, unloads trance scout into Great Collective (do not end IoD's movement), seizing Great Collective.

                          (4) Vladisever trance scout at Great Collective re-homes and holds.

                          (5) Re-name Great Collective.

                          (6) Change Great Collective to recreation commons.

                          (7) Great Collective 1-0-0 and 1-1-0 workers become empaths.

                          (8) Fungi League (35% damaged) X shard penetrator moves to 1 sq. S of Fellowship City (blocking position) and attacks Fellowship City (no nerve gas).

                          (9) Schmoking Gun (70% damaged) X shard penetrator at home moves to 1 sq. W of Fellowship City (blocking position) and attacks Fellowship City (no nerve gas).

                          (10) Drydock (65% damaged) missile needlejet at Fat Cat Alleys attacks Fellowship City (if one of the X shard penetrators was unsuccessful, attack from the blocking position of the unsuccessful penetrator).

                          (11) If there is still a defender in Fellowship City, Drydock (75% damaged) missile needlejet at Fat Cat Alleys attacks Fellowship City.

                          (12) Schmoking Gun drop scout at home airdrops into Fellowship City, seizes Fellowship City, re-homes and holds.

                          (13) Re-name Fellowship City.

                          (14) Change Fellowship City to police.

                          (15) Hot Springs (35% damaged) fusion 'copter at Fat Cat Alleys moves 2 sq. N, attacks Hive AA team and Hive AA rover to the NW, attacks Hive ECM plasma garrison to the SE, moves 3 sq. SE, 1 sq. S, attacks Hive fungicidal former and University Unity former droid to the S, and returns to Fat Cat Alleys.

                          (16) Fellowship 2-1-2 worker moves to 2-2-2 monolith 1 sq. SW of base.

                          (17) Great Collective 1-2-1 worker 1 sq. NE of base moves to 4-1-1 nutrient bonus 2 sq. S by SW of base.

                          (18) Tie Share fusion tactical at home moves to 1 sq. E of Monitoring Station (blocking position) and rests.

                          (19) Seaview (90% damaged) fusion needlejet at Fat Cat Alleys moves to 1 sq. N of Schmoking Gun (blocking position) and rests.

                          (20) Fat Cat Alleys (90% damaged) fusion needlejet at home moves to 1 sq. N of The Hive (to block the Hive AAA fusion invader from returning to The Hive; even though the needlejet is incapable of combat, it is taking the AAA probability sheath unit out of the fight next year).

                          (21) Drydock (35% damaged) fusion interceptor at Eureka moves to 1 sq. N of Fat Cat Alleys (blocking position) and rests.

                          (22) Drydock (75% damaged) missile needlejet at Fat Cat Alleys moves to 1 sq. NW of The Hive (to block the Hive AAA fusion invader from this square) and rests.

                          Because of the contingency in (11), this would be a good place for a second mid-term save.

                          We still have an X shard chopper and a fusion 'copter at Eureka that haven't moved. Although there are targets, The Hive is currently spending more units in support than The Hive is producing. If we;re lucky, maybe the Hive will disband some of its base defenders.
                          Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                          Comment


                          • Some of the blocking positions are more important than others:

                            1 sq. E of Monitoring Station will allow the speeder probe team at Tie Share access to Monitoring Station next year and prevent University units from slipping into our territory;

                            1 sq. N of The Hive (the East X fusion penetrator at Eureka does double duty by also attacking The Hive) keeps the AAA fusion invader with AAA and probability sheath armor from returning to The Hive and preventing our aircraft from feasting on defenders with plasma armor and on AAA.

                            Although the targets attacked by the Eureka 'copters aren't important, they do provide an opportunity for the 'copters to gain morale. Since the purpose is to gain morale, break off the attack if the damage becomes greater than 75% (above 85% for the X Gatling rover, which is unarmored). The gain in morale will be useful if the 'copters later fight Deidre or Morgan.

                            The movement of the fusion marines and the construction of the mag tube to Academgorodok is part of the preparation for capturing Academgorodok. The mag rail will be finished next year.

                            In the following year the fusion marines will disembark at Stellar Door with most of their damage repaired after their sea trip. Both will be able to attack Academgorodok that year.

                            With no perimeter defense and defenders already 50% damaged, there should be no problem taking Academgorodok as long as we have a suitable attacker for the 50% damaged University scout rover.

                            If the elite fusion marine doesn't have an attack left, we'll send in the recon rover!

                            Next year, we'll have enough aircraft for the critical blocking missions, including keeping the AAA fusion invader out of the Hive.

                            The following year we'll have a lot of damaged aircraft available. Whether they are able to attack plasma garrisons in a perimeter defended base is problematic, but they can block critical points.

                            If the Unity fusion core is salvaged next year, we will have plenty of credits to rush the four shard penetrators currently in production.

                            So we may have four undamaged aircraft to attack the Hive in the following year.

                            In any event, the Hive will fall no later than three years.

                            In the fourth year, the marines will have healed from the attack on Academgorodok, the formers will have built a mag tube to Monitoring Station and the X shard batteries will have bombarded Monitoring Station for several turns. If we don't capture Monitoring Station that turn, we'll certainly be able to do so in the sixth year (after the marines have had a chance to heal at Fungi League).

                            So by 2195, we will have conquered the University and the Hive. If the sunspot activity had lasted twenty years from 2177, there would be only two other factions left and we would be pacted with both of them.

                            And we would have achieved a conquest victory.

                            So it was very significant that the sunspot activity did not last twenty years!

                            FOR 2189:

                            (1) Hysteria Lane 2-1-2 worker moves to 2-2-2 monolith 1 sq. SW of base.

                            (2) Party Time 1-2-1 worker on forest 1 sq. NE of base moves to 4-1-1 nutrient bonus 2 sq. S by SW of base.

                            (3) Tie Share fusion tactical at home moves to 1 sq. E of Monitoring Station (blocking position) and rests.

                            (4) Seaview (90% damaged) fusion needlejet at Fat Cat Alleys moves to 2 sq. SE of Hysteria Lane (blocking position) and rests.

                            (5) Fat Cat Alleys (90% damaged) fusion needlejet at home holds.

                            (6) Boil IoD 1 sq. E of Space Duck with two fusion marines moves to 1 sq. SW of Miriam's Last Stand and transfers fusion marines to cruiser transport (by activating and loading each passenger).

                            (7) Drydock cruiser transport 1 sq. SW of Miriam's Last Stand with two fusion marines (confirm "cargo: 2/8" before leaving square with IoD) moves toward GJgG (in two years, fusion marines will be at Stellar Door only 20% damaged).

                            (8) ETU-125 and both Unity formers 1 sq. N of Stellar Door move 1 sq. E and build mag tube (to provide marines mag tube access to Academgorodok from Stellar Door).

                            (9) Big Easy (40% damaged) fusion needlejet at Fungi League moves to 1 sq. SW of Academgorodok and rests (to cover formers).

                            (10) East (75% damaged) missile needlejet at Eureka moves to Fungi League and holds (will provide cover for formers next year).

                            (11) Peacenik (60% damaged) X shard chopper at Eureka moves 1 sq. W, attacks Hive ECM plasma garrison to the W and Hive ECM plasma garrison to the NW, moves 1 sq. NW and 1 sq. N, attacks HIve X Gatling rover to the N, moves 3 sq. W, attacks two Hive ECM plasma garrisons to the S and returns to Hysteria Lane (no nerve gas in any attack; break off attack and return to Hysteria Lane if hit points fall below 5 [75% damaged] for attacks on ECM plasma garrison or 3 [85% damaged] for attack on X Gatling rover or if there is only enough movement to return to Hysteria Lane).

                            (12) BRCM (30% damaged) fusion 'copter follows the same path as Peacenik X shard chopper, attacks any targets originally assigned to the X shard chopper that the chopper didn't complete (ending up 1 sq. SW of Hysteria Lane), attacks Hive stack to the S until the number of hit points falls below 5 [75% damaged] or it has only enough movement points to return to Hysteria Lane, and returns to Hysteria Lane.

                            (13) East (40% damaged) X fusion penetrator at Eureka moves to 1 sq. N of The Hive (very important blocking position) and attacks The Hive (no nerve gas).

                            Could we have a third mid term save?
                            Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                            Comment


                            • When you probe someone for credits, how much percent does it take?

                              Comment


                              • When you probe an enemy base for energy credits, it is the same amount you get when you capture that base instead of probing it for energy credits.

                                If the enemy faction has more than one base, the energy reserves of the faction are allocated among its bases, presumably on factors including population (you get more energy credits for conquering larger bases).

                                For a single base, I'm not sure if the amount taken depends on a percentage.

                                If you take the current save (2189 mid3), The Hive is a single base and currently contains 38 credits.

                                There are two speeder probes at Schmoking Gun. The first probe takes 15 credits, leaving 23. The second probe takes 9.

                                On a percentage basis, both probes take 40%. Combined the two probes take 64%.
                                Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                                Comment

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