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  • I'm calling for votes on:

    building The Cloning Vats
    building and sending probe teams to Morgan Industries to sabotage the planetbuster.

    We can also build the following secret projects:

    The Citizens' Defense Force
    The Phollus Mutagen
    The Theory of Everything
    The Universal Translator
    The Nano Factory

    The Cloning Vats would allow some of our bases to grow and bring us closer to a diplomatic victory.

    Sending a probe team to Morgan runs the risk of starting a vendetta against us. Although Morgan might use the planetbuster against Deidre, there is no guarantee that he wouldn't start a vendetta against us with a first strike.

    Feel free to discuss these issues in the Wardroom before voting.
    Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

    Comment


    • Definitely yes on Cloning Vats. Is destroying a nuke worth the vendetta?

      Comment


      • We won't be able to build orbital defense pods until Self-Aware Machines.

        On the other hand, we are not at vendetta with Morgan; it is more likely the planet buster will take out Gaia's Landing.

        It is being built at Morgan Industries which is close to our major cities. Maybe, Morgan would declare vendetta one turn before he uses the nuke. If we keep enough aircraft shadowing the nuke, we could destroy it before it is used.

        Even if we lost our most valuable base and the secret projects in it (fortunately, our secret projects are spread out except for the ones we have at Peacenik), it wouldn't be a crippling blow.

        On the other hand, a vendetta won't be a problem if we build up our forces. We're already building probability sheath defenders in the land bases adjacent to Morgan on the Spartan continents.

        Once we've subdued The Hive, we can station our aircraft for the best response in the event of a vendetta.

        We've got a lot of bases. As long as we protect the bases with secret projects, we can afford to lose several of the other bases for a few turns.

        So a nuke isn't the end of the world and a vendetta isn't the end of the world.

        The real issue is how much resources we put into military forces in preparation for a possible but not certain vendetta with Morgan and how much resources we put into development.

        Note that the mag tube network that we've been building is not only useful for moving supplies around for secret projects, but it is also useful for moving military units around.
        Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

        Comment


        • Mead

          Long time, no see, checking in.


          From my cursory read of the thread I see you have a concern with a soon(?) to be Planet Blaster (PB) armed ally (Gaia).

          Even though you don't yet have the Orbital Defenses yet in place (nor even the tech to make them), you should not worry too much for the following reasons.

          1. Gaia has not yet made the PB yet (and is still a little ways from getting it finished, yes?).

          2. It is unlikely that they would drop it on you 'out of the blue' unless you were already in vendetta (and even then it's unlikely especially if atrocites have not yet been lifted).

          3. Because you are going against the AI you can fall back on the tactic of surronding what you, Really want to protect (critical SP bases), with disposable units (crawlers, formers, pysdo garrison units). This way it is exceedingly unlikely that the AI would attack those critical SP bases.


          Mead

          PS

          I have not followed the game.

          PPS
          I'm assuming (for what's it's worth, that the PB Gaia is making is a Fission, not Fusion or above type PB). A Fusion (and above) has a greater radius of destruction than a mere Fission PB. Even then, however, it is unlikely that the AI would launch an attack on your base if you base was surronded by other units.

          Comment


          • FOR 2189:

            (1) Gateway former 1 sq. SW of Athens moves into Athens, re-homes, moves 1 sq. SW, 1 sq. S and builds mag tube.

            (2) Peacenik (75% damaged) X shard chopper at Hysteria Lane re-homes.

            (3) Gateway supply at home moves 1 sq. S and crawls 2 minerals.

            (4) Seaview, BRCM and Syrtis formers 1 sq. S of Gateway move to 1 sq. NE of Gateway and build mag tube.

            (5) Both HQ formers 1 sq. S of Gateway move to 1 sq. SW of Constantinople and build mag tube.

            (6) Kragen's Maw cruiser probe at The Battery moves to Trench Explorer.

            (7) Trench Explorer police at home holds.

            (8) Freedom of Speech cruiser transport 1 sq. NW of Trench Explorer moves to 2 sq. S by SE of Trolls are Us.

            (9) Bay Area, East and Persepolis formers 1 sq. N of Suez moves to 1 sq. SW of Constantinople and builds mag tube.

            (10) East supply at home moves 1 sq. SW and crawls 2 minerals.

            (11) Bay Area supply at home moves 1 sq. SW and crawls 2 minerals.

            (12) Gibraltar supply at home moves to 2 sq. SE of home and crawls 2 minerals.

            (13) Both Ushuaia formers and East former 1 sq. N of Ushuaia move to 1 sq. S of East and build mag tube.

            (14) Syrtis sea colony pod between Ocean Outpost and Water Poetry establishes "Ocean Explorer."

            (15) Change Ocean Explorer to police.

            (16) Water Poetry sea former 1 sq. NE of home moves to 1 sq. NW of Sunken Suburb and cultivates kelp farm.

            (17) Sunken Suburb sea former at home moves 1 sq. NW and cultivates kelp farm.

            (18) Bay Area and Pholus City fungicidal sea formers at Pholus City move to 2 sq. E by NE of Morgan Construction.

            (19) Pholus City police at home holds.

            (20) Both Panama formers 1 sq. NE of Drydock move to 2 sq. S by SW of Athens and build mag tube.

            (21) Strawberry Fields supply at home moves to 2 sq. NE of Drydock and crawls 2 minerals.

            (22) Strawberry Fields former 1 sq. NE of Drydock moves to 1 sq. W of Gateway and builds mag tube.

            (23) Sea Spa and Sea World formers 1 sq. SW of Sea Spa move 1 sq. S and build mining platform.

            (24) Both Sea Resort formers 1 sq. NE of home move 1 sq. SE and build mining platform.

            (25) 301 police at home holds.

            (26) Kelp Bounty sea former at home moves to mineral bonus 2 sq. W by SW of home and cultivates kelp farm.

            (27) Atlantis fungicidal sea former 1 sq. NW of Hot Springs moves to 2 sq. N of Garden of the Deep and removes fungus.

            (28) Atlantic Ruins fungicidal sea former 2 sq. N of Garden of the Deep removes fungus.

            (29) Energy Harvest fungicidal sea former at home moves toward Surfin' Safari.

            (30) Kelp Abundance sea former at home moves 1 sq. S and builds mining platform.

            (31) HQ and Panama speeder probe teams at Schmoking Gun hold.

            (32) Schmoking Gun police at home holds.

            (33) Hooverville police at home holds.

            (34) Seaport sea colony pod 2 sq. S by SE of Seaport moves 2 sq. SE to coordinates (14, 24) and establishes "Ocean Research."

            (35) Change Ocean Research to police.

            (36) The Battery cruiser probe 1 sq. N of Covert Operations moves to 1 sq. SE of Monitoring Station and holds.

            (37) Pre-boil IoD 1 sq. E of Party Time moves toward Vladisever.

            (38) Northern Outpost sea former at home moves to 1 sq. NW of Vladisever and builds mining platform.

            (39) Bunny Burrows missile foil 2 sq. N by NE of Eureka moves to Party Time, re-homes and holds.

            (40) Peacenik speeder probe at Tie Share moves to Fungi League and holds.

            (41) Peacenik police 2 sq. N by NE of Fungi League returns home and holds.

            (42) Peacenik thinker becomes 0-2-2 worker 2 sq. E by NE of base.

            (43) Big Easy sea former 1 sq. NE of home builds mining platform.

            (44) Kragen's Maw, Boiled Egghead, Midway and Bikini Bottom sea formers 1 sq. SE of Boiled Egghead cultivate kelp farm.

            (45) Boiled Egghead sea former 1 sq. SE of home moves 1 sq. SE and builds mining platform.

            (46) Ocean Harvest police at home holds.

            (47) Xanadu fusion foil supply at home moves 1 sq. NW and crawls 1 mineral.

            (48) Semper Phi plasma hoverboat 1 sq. N of GJgG moves into GJgG, re-homes and holds.

            (49) Peacenik fusion marines 2 sq. SE of Semper Phi board transport.

            (50) Oceanopolis fungicidal sea former at Sea Observatory moves to 1 sq. N of Greenhouse Gate and holds.

            (51) Sea Observatory fungicidal sea formers 1 sq. NE of home moves to 1 sq. N of Greenhouse Gate and holds.

            (52) Sea Observatory police at home holds.

            (53) Ocean Observatory police at home holds.

            (54) Sea Harvest sea former at home moves to bonus nutrient 2 sq. N by NE of home and builds mining platform.

            (55) Northern Lights sea former at home moves to 2 sq. S by SE of home and builds mining platform.

            (56) Northern Lights impact foil 1 sq. N of Bunny Burrows moves toward Eureka.

            (57) Northern Outpost gun foil 2 sq. N of Atom Heart Mother moves 2 sq. NW.

            (58) Glowing Bulbs former at home moves 1 sq. NW and builds mag tube.

            (59) Ugly Puppy former 1 sq. W of home cultivates farm. (Does Deidre know that a pop. 1 base garrisoned with a trance scout and a former are blocking Morgan reinforcements? Does Morgan realize that he has hurt himself by renouncing our pact?)

            (60) Trench Research police at home holds.

            (61) Energy Harvest police at home holds.

            (62) Hot Springs sea colony pod between Sea Embassy and Energy Harvest establishes "Northern Research."

            (63) Change Northern Research to police.

            (64) Eureka plasma hoverboat 1 sq. W of home moves 2 sq. S and holds.

            (65) Fungi League trance scout at home moves 1 sq. N, 1 sq. NE and investigates monolith.

            (66) Constantinople ECM plasma garrison at Peacenik moves to E pur si mueve and holds.

            (67) E pur si mueve police at home moves to 2 sq. N by NE of Fungi League and investigates monolith.

            (68) E pur si mueve 0-2-1 worker becomes thinker.

            (69) Atom Heart Mother recon rover at Fungi League moves to Stellar Door and holds.

            (70) Test Tube Tango police at Stellar Door moves to 2 sq. N by NE of Fungi League and investigates monolith.

            (71) Stellar Door 1-1-1 worker becomes thinker.

            (72) Hysteria Lane drop scout moves 1 sq. SW and investigates monolith.

            (73) Kelp Abundance (45% damaged) fusion 'copter at home moves 3 sq. E, attacks Hive ECM plasma garrisons to the S, moves 2 sq. E, attacks ECM plasma garrison to the NE and returns to Hysteria Lane (break off attack and return to Hysteria Lane if it becomes 80% damaged or more).

            (74) Fat Cat Alleys police at home moves 1 sq. SW and investigates monolith.

            (75) Hooverville police at home moves to Fat Cat Alleys.

            (76) Schmoking Gun police at home moves to Fat Cat Alleys.

            (77) Hooverville recon rover at Fat Cat Alleys moves to Freedom of Speech and holds.

            (78) Freedom of Speech police moves to Hooverville.

            (79) Hooverville police moves to Fat Cat Alleys (the last nine instructions are part of an operation to promote the garrisons of the Hive continent).

            (80) New Sargasso plasma hoverboat at Kelp Bounty moves to 2 sq. NW of Kelp Abundance.

            (81) 301 gun foil at home moves to 1 sq. NW of Hot Springs.

            (82) Sea Observatory missile foil at home moves to 1 sq. N of Greenhouse Gate and holds.

            (83) Covert Operations 3-2-3 worker moves to 0-1-1 rocky river 2 sq. E by SE of base.

            (84) Ocean Research 1-0-0 worker moves to 3-2-3 bonus mineral 2 sq. NE of base.

            (85) Hurry Covert Operations recreation commons for 30 credits (partial payment).

            (86) Hurry Test Tube Tango recreation commons for 6 credits (partial payment).

            (87) Change 301 to recreation commons.

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

            (89) Change Gibraltar to recreation commons.

            (90) Change Hooverville to recreation commons.

            (91) Northern Outpost 1-1-1 worker moves to 2-1-2 mining platform 2 sq. W by SW of base.

            (92) Channel City 1-1-1 worker moves to 1-0-0 ocean square.

            (93) Ocean Harvest 1-0-0 worker moves to 1-1-1 fungus 1 sq. SE of base.

            (94) Change Pacifica to recreation commons.

            (95) Change Pholus City to recreation commons.

            (96) Persepolis 1-2-1 worker moves to 3-0-0 kelp 1 sq. S of base.

            (97) Change Ocean Observatory to recreation commons.

            (98) Change Schmoking Cannon to recreation commons.

            (99) Change Sea Resort to recreation commons.

            (100) Covert Operations 3-0-2 worker moves to 3-0-0 kelp 2 sq. NW of base.

            (101) Trench Explorer 1-0-0 worker moves to 3-0-2 kelp energy bonus 2 sq. NE of base.

            (102) Change Trench Explorer to recreation commons.

            (103) Scrap Eureka command center for 20 credits (we'll have the Command Nexus in 4 turns, so we can scrap any command center that isn't building a ground combat unit or healing damaged ground units in the next 4 years).

            (104) Scrap E pur si mueve command center for 20 credits.

            (105) Scrap Fungi League command center for 20 credits.

            (106) Scrap Glowing Bulbs command center for 20 credits.

            (107) Scrap Atom Heart Mother command center for 20 credits.

            (108) Scrap Tie Share command center for 20 credits.

            (109) Scrap Trolls are Us command center for 20 credits.

            (110) Scrap Semper Phi command center for 20 credits.

            (111) Scrap Bunny Burrows command center for 20 credits.

            (112) Scrap Manifold Nexus Central command center for 20 credits.

            (113) Hurry Athens sea colony pod for 42 credits (partial payment).

            (114) Hurry Bunker Palace Hotel ECM plasma garrison for 3 credits (partial payment).

            (115) Hurry Bunny Burrows recycling tanks for 40 credits (partial payment).

            (116) Hurry Channel City sea formers for 15 credits (partial payment).

            (117) Hurry Constantinople sea colony pod for 27 credits (partial payment).

            (118) Hurry Fairbanks sea colony pod for 33 credits (partial payment).

            (119) Hurry Manifold Nexus Central recycling tanks for 22 credits (partial payment).

            (120) Hurry Ocean Outpost sea formers for 8 credits (partial payment).

            (121) Hurry Persepolis supply for 5 credits (partial payment).

            (122) Hurry Sea Spa sea formers for 10 credits (partial payment).

            (123) Hurry Seaport sea formers for 16 credits (partial payment).

            (124) Hurry The Battery sea colony pod for 15 credits (partial payment).

            (125) Hurry Tie Share recycling tanks for 44 credits (partial payment).

            (126) Hurry Water Music sea formers for 13 credits (partial payment).

            (127) In design workshop, design (13-1-1*2) shard squad.

            (128) Change Peacenik to shard squad.
            Last edited by vyeh; November 4, 2008, 01:45.
            Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

            Comment


            • Mead,

              Gaians are not currently building a planetbuster. Morgan is building a planetbuster.

              (1) Morgan is 8 years from finishing.

              In 8 turns, we expect to eliminate Hive and University, leaving only us, Morgan and Deidre. We're currently in treaty with both Morgan and Deidre. Morgan and Deidre are in vendetta.

              (2) We are number one by a mile. Morgan is number 2. Ugly Puppy Base and former are blocking Morgan from pressing his vendetta on Deidre. He has already sacrificed several probe teams on our Hunter Seeker Algorithm at Ugly Puppy. We expect him to declare vendetta on us in the next 8 turns. Since it takes a few years to develop countermeasures, it wouldn't be wise to wait until he declares vendetta to worry about the planetbuster.

              (3) Our secret projects are spread out. We really don't have any "disposable units." Once our former corp finishes the mag tube express, we'd like them to be building condensors and other nutrient enhancing improvements. Our crawlers are going to be used for The Cloning Vats. Besides protecting our bases from mindworm attacks, our garrison units are needed inside our bases to suppress drones. It actually would be more cost-effective to invade Morgan and take out his capital, where the planetbuster is being accumulated instead of building a lot of clean units to surround our bases.

              (4) The planetbuster Morgan is building is fusion.
              Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

              Comment


              • BEFORE ENDING 2189:

                (1) Trolls are Us trance scout at home upgrades to police.

                (2) Change Sea Resort to recreation commons.

                (3) Fat Cat Alleys (90% damaged) fusion needlejet at home moves to 1 sq. SW of Hysteria Lane (to cover drop scout) and rests.

                BETWEEN 2189 AND 2190:

                (4) 300 Down builds ECM probability sentinels. Change to formers.

                (5) HQ builds supply. Change to The Cloning Vats.

                (6) Hysteria Lane builds police. Change to recreation commons.

                (7) Bunker Palace Hotel builds ECM probability sentinels. Change to formers.

                (8) Santiago's Last Stand builds ECM probability sentinels. Change to formers.

                (9) Suez builds tree farm. Change to recreation commons.

                (10) Tie Share builds recycling tanks. Change to recreation commons.

                (11) Athens builds sea colony pod. Change to recreation commons.

                (12) Bunny Burrows builds recycling tanks. Change to recreation commons.

                (13) Water Music builds sea formers. Change to cruiser formers.

                (14) Persepolis builds supply. Change to recreation commons.

                (15) Test Tube Tango builds recreation commons. Change to cruiser formers.

                (16) The Battery builds sea colony pod. Change to recreation commons.

                (17) Manifold Nexus Central builds recycling tanks. Change to formers.

                (18) Constantinople builds sea colony pod. Change to recreation commons.

                (19) Ocean Outpost builds sea formers. Change to recreation commons.

                (20) Covert Operations builds recreation commons. Change to cruiser formers.

                (21) Sea Spa builds sea formers. Change to recreation commons.

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

                (23) Channel City builds sea formers. Change to recreation commons.

                (24) Fairbanks builds sea colony pod. Change to recreation commons.

                (25) Seaport builds sea formers. Change to recreation commons.

                (26) Ocean Explorer builds police. Change to recreation commons.

                (27) Ocean Research builds police. Change to recreation commons.

                (28) Northern Research builds police. Change to cruiser formers.

                FOR 2190:

                (29) Propose salvaging Unity fusion core to the Planetary Council.

                (30) HQ speeder probe at Schmoking Gun drains energy reserves from The Hive (100% success, 84% survival).

                (31) The Battery cruiser probe 1 sq. SE of Monitoring Station drains energy reserves from Monitoring Station (100% success, 88% survival).

                (32) Kragen's Maw cruiser probe at Trench Explorer drains energy reserves from Monitoring Station (100% success, 88% survival).

                (33) Peacenik speeder former at Fungi League drains energy reserves from Monitoring Station (100% success, 88% survival).

                (34) Panama speeder former at Schmoking Gun drains energy reserves from The Hive (100% success, 84% survival).

                (35) Fungi League (65% damaged) X shard penetrator 1 sq. S of Hysteria Lane moves to Trench Research and re-homes.

                (36) East (75% damaged) missile needlejet at Fungi League re-homes and moves to 1 sq. SW of Academgorodok and rests.

                (37) Drydock (75% damaged) missile needlejet 1 sq. NW of The Hive moves to Pacifica and re-homes.

                (38) Seaview (90% damaged) fusion needlejet 2 sq. SE of Hysteria Lane moves to Trench Explorer and re-homes.

                (39) Suez (70% damaged) missile needlejet 1 sq. SE of Hysteria Lane moves to Ocean Research and re-homes.

                (40) East (65% damaged) X fusion penetrator 1 sq. N of The Hive moves to Sea Embassy and re-homes.

                (41) Schmoking Gun (75% damaged) X shard penetrator 1 sq. W of Hysteria Lane moves to Northern Research and re-homes.

                (42) Drydock (35% damaged) fusion tactical 1 sq, N of Fat Cat Alleys moves to Schmoking Gun and re-homes.

                (43) Panama former 2 sq. E by SE of home moves to Drydock, re-homes, moves to 1 sq. W of Gateway and builds mag tube.
                Last edited by vyeh; November 4, 2008, 11:57.
                Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                Comment


                • We took 536 credits from The Hive. It doesn't look like Yang will get to spend any of the 500 credits from salvaging the fusion core ...

                  Shall we declare vendetta on Morgan for all those probe actions?

                  We took 455 credits from the provost. So that only leaves him with 45 credits from the fusion core to spend. Wonder what he'll do with his unexpected wealth.

                  Of our five probes, we lost one and two went for an extended R & R. Maybe they can return in time to probe Monitoring Station one last time ...

                  The Panama speeder probe cost us 30 minerals and we got 60 credits in exchange for its lost. A good exchange as 60 credits will allow us to purchase 30 minerals of a facility (if we had disbanded the speeder probe in a base, we would have only gotten 15 minerals).
                  Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                  Comment


                  • We'll build The Cloning Vats between 2191 and 2192. After they are built at HQ, every base (except Fungi League and 300 Down which go before HQ) which are producing 2 or more nutrients above the level needed to sustain their population) will increase by one population point.

                    The population 3 bases which have 2 or more surplus nutrients will need to prepare for this growth by either a recreation commons (production occurs before growth) or converting two citizens to empaths. (The Planetary Transit System suppresses one drone only for population 3 and below.)

                    If there are less than ten minerals accumulated, rushing a recreation commons costs 4 credits per mineral rather than 2 credits per mineral. To save 60 credits, we're partially hurrying recreation commons so there will be ten minerals accumulated for next year.

                    FOR 2190:

                    (1) Fat Cat Alleys (90% damaged) fusion needlejet 1 sq. SW of Hysteria Lane moves to Schmoking Cannon and re-homes.

                    (2) Manifold Nexus Central (95% damaged) missile needlejet at Fat Cat Alleys, re-homes and moves to 1 sq. SW of the Hive and rests.

                    (3) Freedom of Speech cruiser transport 2 sq. S by SE of Trolls are Us moves to Trolls are Us, re-homes and holds.

                    (4) Hooverville recon rover at Freedom of Speech re-homes.

                    (5) Syrtis sea former 1 sq. NE of Water Poetry moves to Ocean Explorer, re-homes, moves 1 sq. SE and terraforms up for 32 credits.

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

                    (7) Tie Share fusion tactical 1 sq. E of Monitoring Station returns to Eureka.

                    (8) Big Easy (40% damaged) fusion needlejet 1 sq. SW of Academgorodok returns to Tie Share.

                    (9) Northern Outpost gun foil 2 sq. S of Bunny Burrows move to Fairbanks and re-homes.

                    (10) Athens cruiser probe at Fairbanks moves to Eureka.

                    (11) Northern Lights impact foil 1 sq. N of Eureka moves into Eureka and holds.

                    (12) Stellar Door (40% damaged) fusion needlejet 1 sq. SE of Party Time moves to Fat Cat Alleys.

                    (13) Hot Springs (85% damaged) fusion 'copter at Fat Cat Alleys holds.

                    (14) Schmoking Gun and Hooverville police at Fat Cat Alleys move 1 sq. SW and investigate monolith.

                    (15) Fat Cat Alleys police 1 sq. SW of home returns home and holds.

                    (16) Freedom of Speech police at Hooverville moves to Fat Cat Alleys.

                    (17) Pre-boil IoD 2 sq. E by SE of Hysteria Lane moves to Vladisever and holds.

                    (18)The Battery, Vladisever and Northern Outpost sea formers 1 sq. NW of Vladisever move 2 sq. S and build mining platform.

                    (19) Kelp Abundance (90% damaged) fusion 'copter at Hysteria Lane holds.

                    (20) BRCM (75% damaged) fusion 'copter at Hysteria Lane holds.

                    (21) Hysteria Lane (75% damaged) X shard chopper at Hysteria Lane moves 1 sq. SW, attacks Hive ECM plasma garrison and Hive missile artillery to the S (no nerve gas) and returns to Hysteria Lane (break off attack against the missile artillery and return to Hysteria Lane if the chopper becomes 90% or more damaged).

                    (22) Hysteria Lane police at home moves 1 sq. SW and investigates monolith.

                    (23) Hysteria Lane drop scout 1 sq. SW of home returns home and holds.

                    (24) Energy Harvest fungicidal former 1 sq. W of Surfin' Safari moves toward Northern Outpost.

                    (25) New Sargasso plasma hoverboat 2 sq. NW of Kelp Abundance moves to Kelp Abundance and holds.

                    (26) Northern Research police at home holds.

                    (27) Atlantic Ruins fungicidal sea former 2 sq. N of Garden of the Deep moves to Energy Harvest.

                    (28) 301 gun foil 1 sq. NW of Hot Springs moves to 2 sq. N of Garden of the Deep and holds.

                    (29) 300 Down ECM probability sentinels at home holds.

                    (30) Bunker Palace Hotel ECM probability sentinels at home move to 1 sq. N of Santiago's Last Stand and attempts to move 1 sq. SW and investigate monolith.

                    (31) Santiago's Last Stand ECM probability sentinels at home moves 1 sq. NW and investigates monolith.

                    (32) Sea Spa sea former at home moves 2 sq. SW and cultivates kelp farm.

                    (33) Sea Holiday sea former at home moves to 1 sq. SE of Sunken Suburb and builds mining platform.

                    (34) Bay Area and Pholus City fungicidal sea formers 2 sq. E by NE of Morgan Construction remove fungus.

                    (35) Channel City sea former at home moves 1 sq. NW and cultivates kelp farm.

                    (36) Xanadu sea former 1 sq. NW of home cultivates kelp farm.

                    (37) Water Music sea former at home moves 1 sq. W and builds mining platform.

                    (38) Ocean Explorer police at home holds.

                    (39) Ocean Outpost sea former at home moves to 1 sq. SE of Ocean Explorer and terraforms up.

                    (40) HQ supply at home moves 1 sq. SW of Gateway and crawls 2 energy (an additional 2 minerals would be wasted when HQ builds The Cloning Vats next turn).

                    (41) Syrtis former 1 sq. NE of Gateway moves to 1 sq. NE of Suez and builds thermal borehole.

                    (42) The Battery sea colony pod at home moves to 1 sq. W of Boiled Egghead.

                    (43) Kragen's Maw, Boiled Egghead, Midway and Bikini Bottom sea formers move 1 sq. SE and build mining platform.

                    (44) Manifold Nexus Central fungicidal former 1 sq. E of home moves to 1 sq. NW of home and plants forest.

                    (45) Tu es Petrus 3-0-0 worker moves to 2-2-1 jungle forest 2 sq. SW of base.

                    (46) Unity former droid and ETU-125 1 sq. SW of Academgorodok move to 2 sq. N of Fungi League and build mag tube.

                    (47) E pur si mueve and Test Tube Tango police 2 sq. N by NE of Fungi League moves 1 sq. SW.

                    (48) Fungi League trance scout 2 sq. N by NE of home returns home and holds.

                    (49) E pur si mueve X shard battery 1 sq. N of Stellar Door bombards Academgorodok (no nerve gas).

                    (50) Stellar Door X shard battery 1 sq. N of home moves to 2 sq. E of Monitoring Station and bombards Monitoring Station (no nerve gas).

                    (51) Fairbanks sea colony pod at home moves 1 sq. N, 3 sq. NW to coordinates (31, 3) and establishes "Bunny Waters."

                    (52) Change Bunny Waters to police.

                    (53) Fairbanks missile foil at Bunny Waters re-homes.

                    (54) Pre-boil mindworm at Space Duck holds.

                    (55) Drydock cruiser transport 2 sq. SE of Semper Phi with two fusion marines aboard moves to Cana.

                    (56) Miriam's Last Stand and Peacenik fusion marines at Cana board transport.

                    (57) Boil IoD 1 sq. SW of Miriam's Last Stand moves toward GJgG.

                    (58) Ocean Research police at home holds.

                    (59) Seaport sea former at home moves to 2 sq. SE of home and cultivates kelp farm.

                    (60) Athens sea colony pod at home moves 3 sq. NE to coordinates (11, 33) and establishes "Sea Trolls."

                    (61) Change Sea Trolls to police.

                    (62) Open base screen of Morgan Ocean Resources (so it knows Sea Trolls has taken over territory).

                    (63) Sea Trolls 1-0-0 workers moves to 1-1-1 fungus 1 sq. SE and 1 sq. E of base.

                    (64) Bay Area and East formers 1 sq. SW of Constantinople moves 1 sq. W and build mag tube.

                    (65) Athens and both Panama formers 2 sq. S by SW of Athens move to 1 sq. NE of Suez and build thermal borehole.

                    (66) Persepolis supply at home moves 1 sq. SW and crawls 2 minerals.

                    (67) Persepolis sea former 1 sq. S of base builds tidal harness.

                    (68) Ushuaia former 1 sq. S of East moves to 1 sq. S of Drydock and builds mag tube.

                    (69) Persepolis and both HQ formers 1 sq. SW of Constantinople move to 1 sq. NE of Suez and build thermal borehole.

                    (70) The Battery 0-4-0 worker moves to 0-6-6 thermal borehole 2 sq. SW of base.

                    (71) Constantinople sea colony pod at home moves 1 sq. E, 1 sq. NE and establishes "Byzantine."

                    (72) Change Byzantine to police.

                    (73) Open base screen of Morgan Ocean Resources (so it sees that it has lost even more territory).

                    (74) Byzantine 1-0-0 worker moves to 3-0-3 tidal harness 1 sq. NW of base.

                    (75) Party Time missile foil at home moves 1 sq. E, 1 sq. S and holds.

                    (76) Sea Observatory missile foil and Sea Harvest, Oceanopolis and Sea Observatory fungicidal sea formers 1 sq. N of Greenhouse Gate moves 1 sq. N and holds (missile foil) or remove fungus (fungicidal sea formers).

                    (77) 300 Down 1-2-2 worker moves to 0-4-1 mine 1 sq. W of base.

                    (78) BRCM 4-0-3 worker moves to 3-1-1 farm 1 sq. N of base.

                    (79) Change Bunker Palace Hotel to police.

                    (80) Drydock 3-0-0 worker moves to 1-1-1 fungus 1 sq. SW of base.

                    (81) Fairbanks 1-2-1 worker moves to 0-4-0 mine 1 sq. W of base.

                    (82) Fungi League 3-0-3 worker moves to 2-2-1 bonus nutrient 2 sq. SE of base.

                    (83) Gateway supply 1 sq. S of home moves 1 sq. EW and crawls 4 minerals.

                    (84) Gateway 4-0-0 worker moves to 2-2-1 jungle forest 2 sq. N by NE of base.

                    (85) Change Manifold Nexus Central to hologram theatre.

                    (86) Change New Sargasso to hologram theatre.

                    (87) Change Ocean Observatory to cruiser formers.

                    (88) Peacenik thinker becomes 0-4-1 worker on mine 1 sq. N of base.

                    (89) Persepolis 3-0-0 worker becomes 1-2-1 worker on forest (so we can rush recreation commons before The Cloning Vats take effect).

                    (90) Pholus City 1-1-1 worker moves to 3-0-0 kelp 2 sq. S by SE of base.

                    (91) Change Santiago's Last Stand to hologram theatre.

                    (92) Seaview 1-2-1 worker moves to 4-0-0 kelp 1 sq. E of base.

                    (93) Suez 1-1-1 worker moves to 2-2-1 forest 1 sq. N of base.

                    (94) Change Trolls are Us to police.

                    (95) Tu es Petrus 3-0-0 worker moves to 1-1-0 rocky jungle 2 sq. S by SE of base.

                    (96) Hurry Athens recreation commons for 16 credits (partial payment; so there are 10 accumulated minerals next year and the recreation commons can be rushed at the lower rate of 2 credits per mineral).

                    (97) Hurry Atlantic Ruins sea colony pod for 32 credits (partial payment).

                    (98) Hurry Atlantis cruiser formers for 5 credits (partial payment).

                    (99) Hurry Atom Heart Mother centauri preserve for 156 credits (partial payment).

                    (100) Hurry Big Easy cruiser formers for 31 credits (partial payment).

                    (101) Hurry Bikini Bottom cruiser former for 31 credits (partial payment).

                    (102) Hurry Fungi League shard penetrator for 3 credits (partial payment).

                    (103) Hurry GJgG sea colony pod for 45 credits (partial payment).

                    (104) Hurry Kelp Abundance recreation commons for 8 credits (partial payment; so there are 10 accumulated minerals next year and the recreation commons can be rushed at the lower rate of 2 credits per mineral).

                    (105) Hurry Kragen's Maw sea colony pod for 11 credits (partial payment).

                    (106) Hurry Midway sea formers for 5 credits (partial payment).

                    (107) Hurry Northern Lights recreation commons for 16 credits (partial payment; so there are 10 accumulated minerals next year and the recreation commons can be rushed at the lower rate of 2 credits per mineral).

                    (108) Hurry Northern Outpost recreation commons for 4 credits (partial payment; so there are 10 accumulated minerals next year and the recreation commons can be rushed at the lower rate of 2 credits per mineral).

                    (109) Hurry Ocean City cruiser formers for 41 credits (partial payment).

                    (110) Hurry Ocean Harvest recreation commons for 8 credits (partial payment; so there are 10 accumulated minerals next year and the recreation commons can be rushed at the lower rate of 2 credits per mineral).

                    (111) Hurry Ocean Observatory cruiser formers for 45 credits (partial payment).

                    (112) Hurry Ocean Outpost recreation commons for 20 credits (partial payment; so there are 10 accumulated minerals next year and the recreation commons can be rushed at the lower rate of 2 credits per mineral).

                    (113) Hurry Ocean Research recreation commons for 8 credits (partial payment; so there are 10 accumulated minerals next year and the recreation commons can be rushed at the lower rate of 2 credits per mineral).

                    (114) Hurry Peacenik shard squad for 25 credits (partial payment; we're buying ten minerals more than the minimum so there are ten accumulated minerals toward a hologram theatre).

                    (115) Hurry Sea Harvest recreation commons for 8 credits (partial payment; so there are 10 accumulated minerals next year and the recreation commons can be rushed at the lower rate of 2 credits per mineral).

                    (116) Hurry Sea Holiday recreation commons for 4 credits (partial payment; so there are 10 accumulated minerals next year and the recreation commons can be rushed at the lower rate of 2 credits per mineral).

                    (117) Hurry Sea Spa recreation commons for 24 credits (partial payment; so there are 10 accumulated minerals next year and the recreation commons can be rushed at the lower rate of 2 credits per mineral).

                    (118) Hurry Seaview tree farm for 10 credits (partial payment).

                    (119) Hurry Strawberry Fields supply for 21 credits (partial payment).

                    (120) Hurry Sunken City sea colony pod for 22 credits (partial payment).

                    (121) Hurry Surfin' Safari sea colony pod for 36 credits (partial payment).

                    (122) Hurry Tu es Petrus cruiser formers for 25 credits (partial payment).

                    (123) Hurry Ushuaia supply for 3 credits (partial payment).

                    (124) Scrap 300 Down command center for 20 credits (we'll capture the Command Nexus in two years -- next year our aircraft finally get a turn to heal).

                    (125) Scrap Bay Area command center for 20 credits.

                    (126) Scrap Bring on the Clowns command center for 20 credits.

                    (127) Scrap Fat Cat Alleys command center for 20 credits.

                    (128) Scrap Freedom of Speech command center for 20 credits.

                    (129) Scrap Hooverville command center for 20 credits.

                    (130) Scrap Schmoking Gun command center for 20 credits.

                    (131) Change social engineering slider to 20% economy/80% lab.
                    Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                    Comment


                    • Between 2190 and 2191, we will be asked to choose from:

                      Quantum Power (leads to quantum laser A16)
                      Digital Sentience (cybernetic future society, network backbone; leads to Orbital Defense Pods)
                      Adv. Ecological Engineering (super formers, soil enrichers).

                      We'll finish off the University (fusion marines will take out Academgorodok in 2191; fusion marines and shard squad will take out Monitoring Station in 2193 or 2194) and The Hive (aircraft will take out The Hive in 2192) without quantum laser.

                      I'd like to suggest that we pursue the Digital Sentience/Self-Aware Machines route which will allow us to build the Orbital Defense Pod. If Morgan or Deidre declares vendetta on us, this will allow us to defend against planetbusters.

                      Deidre has Adv. Ecological Engineering. We should be able to trade for it (we have weapons and armor techs she doesn't) if we remain at peace with her or steal it if she declares a vendetta.

                      I'm calling for a vote between Digital Sentience and Quantum Power.
                      Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                      Comment


                      • Instruction (49) ordered the E pur si mueve X shard battery to bombard Academgorodok. Although it wouldn't have resulted in more damage (all the defenders were damaged 50%), it was required to keep them damaged. Because Academgorodok has a command center, without bombardment, all of the defenders will completely heal and the years of bombardment would be wasted.

                        It looks like the E pur si mueve X shard battery bombarded Monitoring Station.
                        Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                        Comment


                        • I misread the instruction, I realize this is a big mistake.
                          All your base are belong to us

                          Comment


                          • It is not a big mistake ...

                            We have a shard squad at Peacenik that was just built (more to clear the production queue). It has such good odds that there is a chance that it will be promoted to elite and have such light damage that it is still better than the elite fusion marine for attacking the second defender.

                            The elite fusion marine has good odds. If the defender was 50% damage, there was a chance that it could have attacked twice.

                            Finally the other fusion marine is more than adequate to attack the recon rover (if the recon rover had been 50% damaged, our recon rover could have taken him).

                            So the upshot is that we won't be able to promote the shard squad this turn on the monolith near Fungi League. It will probably need a turn to heal. Perhaps this will delay the fall of Monitoring Station by a year, but we have so much offense and the Hive and University are down to so few bases that it probably won't make a difference.

                            In compensation, we will have bombarded Monitoring Station an additional time.
                            Last edited by vyeh; November 8, 2008, 17:07.
                            Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                            Comment


                            • BEFORE ENDING 2190:

                              (1) Sea Harvest fungicidal sea former 2 sq. N of Greenhouse Gate moves 1 sq. E, 1 sq. NE.

                              (2) Strawberry Fields and Drydock formers 1 sq. SW of Gateway cultivates farm (replacing forest) instead of building mag tube.

                              (3) In design workshop:

                              (a) design (0-1-1 clean) clean formers (30 minerals; note fission reactor) and

                              (b) obsolete (0-1-1) formers (20 minerals).

                              (4) Change 300 Down to sea colony pod.

                              (5) Change Manifold Nexus Central to clean formers.

                              (6) Change New Sargasso to cruiser formers.

                              (7) Change Santiago's Last Stand to recycling tanks.

                              (8) Hurry Northern Outpost recreation commons for 4 credits (partial payment).

                              (9) Hurry Ocean Observatory cruiser former for 45 credits.

                              (10) Hurry Syrtis supply for 22 credits (partial payment).

                              (11) Change social engineering slider to 20% economy/80% labs.

                              BETWEEN 2190 AND 2191:

                              (12) Fungi League builds shard penetrator. Change to recreation commons.

                              (13) Peacenik builds shard squad. Change to clean formers.

                              (14) Bay Area builds supply. Change to tree farm.

                              (15) Ugly Puppy builds ECM probability sentinels. Change to clean formers.

                              (16) Seaview builds tree farm. Change to hologram theatre.

                              (17) Atom Heart Mother builds centauri preserve. Change to recreation commons.

                              (18) Surfin' Safari builds sea colony pod. Change to cruiser formers.

                              (19) Trolls are Us builds police. Leave on police.

                              (20) GJgG builds sea colony pod. Change to cruiser formers.

                              (21) Ushuaia builds supply. Change to tree farm.

                              (22) Sunken City builds sea colony pod. Change to cruiser formers.

                              (23) Space Duck builds police. Change to recreation commons.

                              (24) Tu es Petrus builds cruiser formers. Leave on cruiser formers.

                              (25) Bikini Bottom builds cruiser formers. Change to recreation commons.

                              (26) Syrtis builds supply. Change to tree farm.

                              (27) Big Easy builds cruiser formers. Leave on cruiser formers.

                              (28) Kragen's Maw builds sea colony pod. Change to cruiser formers.

                              (29) Strawberry Fields builds supply. Change to tree farm.

                              (30) Midway builds sea formers. Change to cruiser formers.

                              (31) Sea World builds recreation commons. Change to cruiser formers.

                              (32) Atlantic Ruins builds sea colony pod. Change to recreation commons.

                              (33) Atlantis builds cruiser formers. Change to recreation commons.

                              (34) Ocean City builds cruiser formers. Change to recreation commons.

                              (35) Our researchers discover frictionless surfaces. Choose digital sentience.

                              (36) Ocean Observatory builds cruiser formers. Change to recreation commons.

                              (37) Bunny Waters builds police. Change to cruiser formers.

                              (38) Sea Trolls builds police. Change to recreation commons.

                              (39) Byzantine builds police. Change to recreation commons.

                              FOR 2191:

                              (40) Peacenik shard squad at home moves to 1 sq. SW of Academgorodok and attacks Academgorodok.

                              (41) Drydock cruiser transport at Cana with two fusion marines aboard moves to Stellar Door and holds.

                              (42) Miriam's Last Stand and Peacenik fuiosn marines at Stellar Door moves to 1 sq. SW of Academgorodok and attacks Academgorodok (start with elite fusion marines; note that if the Peacenik shard squad achieves elite status and isn't too damaged, it may have better odds than the elite fusion marines; in the event the shard squad is promoted and can attack, check the odds for the shard squad and the odds for the elite fusion marines and attack with the unit that has better odds).

                              (43) If any of the squad shard or fusion marines still has movement, send the most damaged of the ones that still has movement into Academgorodok, seize it, re-home and hold; otherwise, Atom Heart Mother recon rover at Stellar Door moves to Academgorodok, seizes it, re-homes and holds.

                              (44) Rename Academgorodok.

                              (45) Change Academgorodok to police.

                              (46) Stellar Door and E pus si mueve X shard batteries 2 sq. E of Monitoring Station bombard Monitoring Station (no nerve gas).

                              (47) Athens cruiser probe at Eureka drains energy reserves from Monitoring Station (100% success, 88% survival).

                              (48) Peacenik speeder probe at Tie Shore drains energy reserves from Monitoring Station (100% success, 88% survival).

                              (49) HQ speeder probe at Schmoking Gun drains energy reserves from The Hive (100% success, 84% survival).

                              (50) BRCM (45% damaged) fusion 'copter at Hysteria Lane attacks Hive ECM plasma garrisons in the region around Party Time and Northern Outpost until it becomes 75% or more damaged or it has just enough fuel to return to the nearest base and then returns to the nearest base.

                              (51) If there are still Hive ECM plasma garrisons around Party Time and Northern Outpost, Kelp Abundance (60% damaged) fusion 'copter at Hysteria Lane attacks those ECM plasma garrisons until it becomes 75% or more damaged or it has just enough fuel to return to the nearest base and then returns to the nearest base; otherwise it holds.

                              (52) Suez, Syrtis, Athens and both Panama formers 1 sq. NE of Suez move to 2 sq. SE of Gibraltar and build mag tube (if the mag tube hasn't been completed, use HQ former 1 sq. NE of Suez to complete mag tube).

                              (53) Persepolis former 1 sq. NE of Suez moves to 1 sq. S of Drydock and builds mag tube (if the mag tube hasn't been completed, use HQ former 1 sq. NE of Suez to complete mag tube).

                              (54) Strawberry Fields fungicidal former 1 sq. S of Drydock moves to Bay Area, re-homes, moves to 2 sq. SE of Gibraltar (using 0 movement points) and then moves 1 sq. SE onto rocky fungus.

                              (55) Assign the following supplies to The Cloning Vats at HQ for 30 minerals each:
                              (a) Bay Area at home;
                              (b) Strawberry Fields at home;
                              (c) Syrtis at home;
                              (d) Ushuaia at home;
                              (e) Strawberry Fields 1 sq. NE of Drydock;
                              (f) Strawberry Fields 2 sq. NE of Drydock;
                              (g) Seaview 1 sq. SE of BRCM;
                              (h) Bay Area 1 sq. S of East;
                              (i) East 1 sq. W of home;
                              (j) Gibraltar 2 sq. SE of home;
                              (k) Suez 1 sq. E of Gibraltar;
                              (l) Bay Area 1 sq. SW of home;
                              (m) The Battery 1 sq. N of Ushuaia;
                              (n) Constantinople 1 sq. E of East;
                              (o) Persepolis 1 sq. SW of home; and
                              (p) HQ 1 sq. SW of Gateway.

                              (56) Ushuaia and East formers 1 sq. S of East moves to 1 sq. E of Drydock and build mag tube.

                              (57) Sunken City sea colony pod at home moves 2 sq. N, 1 sq. W to coordinates (50, 44), waits for Bay Area and Pholus City fungicidal sea formers to remove fungus and establishes "Sunken Village."

                              (58) Bay Area fungicidal sea former at Sunken Village re-homes.

                              (59) Change Sunken Village to police.

                              (60) Pholus City fungicidal sea former at Sunken Village moves 1 sq. NE and builds mining platform.

                              (61) Sea Spa, Sea World and both Sea Resort sea formers 1 sq. E of Sea Resort cultivate kelp farm.

                              (62) Strawberry Fields former 1 sq. W of Gateway moves to 1 sq. W of Drydock and builds mag tube.

                              (63) Water Poetry and Sunken Suburb sea formers 1 sq. NW of Sunken Suburb build mining platform.

                              (64) Ocean City cruiser former at home moves 1 sq. N and cultivates kelp farm.

                              (65) Manifold Nexus Central former 1 sq. NW of home moves 1 sq. S.

                              (66) Manifold Nexus Central fungicidal former 1 sq. NW of home moves to 1 sq. E of home and builds thermal borehole.

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

                              (68) Unity former droid 1 sq. SW of Academgorodok moves to 2 sq. E of Monitoring Station and builds mag tube.

                              (69) Unity former droid and ETU-125 2 sq. N of Fungi League move to 2 sq. E of Monitoring Station and build mag tube.

                              (70) Hooverville (60% damaged) fusion needlejet 1 sq. E of Monitoring Station returns to Eureka.

                              (71) Tie Share fusion tactical at Eureka moves to 1 sq. E of Monitoring Station and rests.

                              (72) Big Easy (40% damaged) fusion needlejet at Tie Shore holds.

                              (73) Fairbanks gun foil at home moves toward Ocean Observatory.

                              (74) Ocean Observatory cruiser former at home moves 1 sq. W and cultivates kelp farm.

                              (75) Space Duck police at home holds.

                              (76) Pre-boil mindworm at Space Duck moves to Glowing Bulbs.

                              (77) Boil IoD between GJgG and Semper Phi moves toward Glowing Bulbs (will pick up mindworm next year).

                              (78) Fungi League (75% damaged) missile needlejet 1 sq. SW of Academgorodok returns to Tie Share.

                              (79) E pur si mueve police 1 sq. N of Fungi League returns home and holds.

                              (80) Big Easy cruiser former at home moves 1 sq. NE and builds mining platform.

                              (81) GJgG sea colony pod at home moves to 3 sq. E of home and establishes "Ocean Bud" (if the way is blocked by Gaian units, move as close as possible to the target location).

                              (82) Change Ocean Bud to police.

                              (83) Ugly Puppy ECM probability sentinels at home hold.

                              (84) The Battery and Kragen's Maw cruiser probes at 300 Down move toward Monitoring Station.

                              (85) Ocean Research (70% damaged) missile needlejet at home holds.

                              (86) Trench Explorer (90% damaged) fusion needlejet at home holds.

                              (87) Peacenik (75% damaged) missile needlejet at home moves to 1 sq. SW of The Hive and rests.

                              (88) Fat Cat Alleys (95% damaged) missile needlejet 1 sq. SW of The Hive returns home.

                              (89) Stellar Door (40% damaged) fusion needlejet at Fat Cat Alleys holds.

                              (90) Freedom of Speech police at Fat Cat Alleys moves 1 sq. SW and investigates monolith.

                              (91) Schmoking Gun police 1 sq. SW of Fat Cat Alleys moves 1 sq. NE.

                              (92) Hooverville police 1 sq. SW of Fat Cat Alleys returns home and holds.

                              (93) Schmoking Cannon (90% damaged) fusion needlejet at home holds.

                              (94) Schmoking Gun (35% damaged) fusion interceptor at home holds.

                              (95) Atlantic Ruins fungicidal sea former at Energy Harvest moves toward Surfin' Safari.

                              (96) Surfin' Safari sea colony pod at home moves 1 sq. NW, 2 sq. W, 1 sq. S to coordinates (5, 3) and establishes "North Station."

                              (97) Change North Station to police.

                              (98) Surfin' Safari fungicidal sea former at North Station re-homes and moves toward Vladisever.

                              (99) BRCM sea former 1 sq. NW of Vladisever moves 2 sq. S and builds mining platform.

                              (100) Hysteria Lane (80% damaged) X shard chopper at home holds.

                              (101) Hysteria Lane police 1 sq. SW of home returns home and holds.

                              (102) Energy Harvest fungicidal sea former 1 sq. W of Northern Outpost moves toward Bunny Burrows.

                              (103) Bunny Waters police at home holds.

                              (104)Test Tube Tango police 1 sq. N of Fungi League moves to Stellar Door and holds.

                              (105) Midway sea former at home moves to 1 sq. NW of Bikini Bottom and cultivates kelp farm.

                              (106) Midway, Bikini Bottom and Boiled Egghead sea formers 1 sq. NW of Bikini Bottom cultivate kelp farm.

                              (107) Bikini Bottom cruiser former at home moves 1 sq. N and builds mining platform.

                              (108) The Battery sea colony pod 1 sq. W of Boiled Egghead moves 2 sq. N, 2 sq NE to coordinates (20, 30) and establishes "Oceana."

                              (109) Change Oceana to police.

                              (110) Byzantine police at home holds.

                              (111) Seaview and Bay Area formers 1 sq. NE of Gateway move to 1 sq. W of Drydock and build mag tube.

                              (112) Seaview former 1 sq. NW of Gateway moves to 1 sq. SW of East.

                              (113) Kragen's Maw sea colony pod at home moves 2 sq. N and establishes "Kragen's Brain."

                              (114) Change Kragen's Brain to police.

                              (115) Both HQ formers 1 sq. NE of Suez move to 1 sq. SE of Sea World and plant forest.

                              (116) BRCM former 1 sq. NW of Gateway moves to 1 sq. NE of East.

                              (117) East former 1 sq. NE of Gateway moves to 1 sq. SE of Drydock.

                              (118) Gateway fungicidal former 1 sq. N of Gateway builds road.

                              (119) Sea Trolls police at home holds.

                              (120) Trolls are Us (commando) police at home moves to Bring on the Clowns, re-homes, moves to Santiago's Last Stand and holds.

                              (121) Bunker Palace Hotel ECM probability sentinels 1 sq. N of Santiago's Last Stand moves 1 sq. SW and investigates monolith.

                              (122) Santiago's Last Stand ECM probability sentinel 1 sq. NW of home returns home and holds.

                              (123) Fleet Anchorage former 1 sq. NW of home moves 1 sq. W.

                              (124) Trench Research (65% damaged) X shard penetrator at home holds.

                              (125) Sea Observatory and Oceanopolis fungicidal sea formers 2 sq. N of Greenhouse Gate move 1 sq. S and cultivate kelp farm.

                              (126) Sea Harvest fungicidal former 2 sq. NW of Garden of the Deep removes fungus.

                              (127) Atlantis fungicidal sea former 2 sq. N of Garden of the Deep moves 2 sq. SW and removes fungus.

                              (128) Northern Research (75% damaged) X shard penetrator at home holds.

                              (129) Sea Embassy (65% damaged) X fusion penetrator at home holds.

                              (130) Atlantic Ruins sea colony pod at home moves 2 sq. SW, 1 sq. W to coordinates (54, 10) and establishes "Geothermal Shallows."

                              (131) Change Geothermal Shallows to police.

                              (132) 301 gun foil at Geothermal Shallows re-homes.

                              (133) Atlantis cruiser former at home moves 1 sq. W and cultivates kelp farm.

                              (134) Fungi League shard penetrator at home moves to Fat Cat Alleys and holds.

                              (135) Eureka plasma hoverboat 1 sq. N of Monitoring Station moves to 1 sq. SE of Monitoring Station and holds.

                              (136) Party Time missile foil 1 sq. N of Monitoring Station moves to Covert Operations.

                              (137) New Sargasso plasma hoverboat at Kelp Abundance moves to North Station and holds.

                              (138) Gateway supply 1 sq. W of The Battery moves 1 sq. NE onto mine and crawls 4 minerals.

                              Could we have a mid turn save to evaluate the combat at Academgorodok?
                              Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                              Comment


                              • The Cloning Vats secret project has enough minerals for production.

                                Starting with HQ (Fungi League and 300 Down are ahead of HQ in the base list), any base that has two or more surplus nutrients will gain a population point.

                                We're adjusting bases so:

                                (1) if possible, a base has a surplus of two nutrients (with the exception of Suez which will grow) and

                                (2) there is adequate drone suppression at its new size.

                                The Hive will fall next year (after a year of healing, we'll have more than enough aircraft).

                                Monitoring Station will fall the year after that (this will give the fusion marines a year to heal completely and for the shard squad to investigate a monolith).

                                If the sunspot activity had lasted 20 years from 2177, we would still be in a pact with the only two remaining factions and we would have accomplished our mission.

                                The ending of sunspot activity after 10 years has slowed down conquest of The Hive and The University because we weren't able to use nerve gas.

                                We'll try for a diplomatic victory. This requires 3/4 vote of the Council. Both Morgan and Deidre have approximately 100 votes. We have approximately 300 votes.

                                We either need to convince either Morgan or Deidre to back us or we need to reach 600 votes.

                                To get the 600 votes, we can move in two ways:

                                (1) establish new bases (a deep sea base can support itself on three unterraformed sea squares) and

                                (2) grow our existing bases.

                                Once we've taken care of drone suppression, growing our existing bases will require more terraforming, tree farms and hybrid forests.

                                Or, after we capture Monitoring Station, we could build up our forces and attack Deidre (or provoke her into declaring vendetta on us).

                                What are your thoughts?

                                FOR 2191:

                                (1) Eureka plasma hoverboat 1 sq. SE of Monitoring Station bombards Monitoring Station.

                                (2) Party Time missile foil 1 sq. N of Monitoring Station moves to 2 sq. S by SE of Monitoring Station and bombards Monitoring Station.

                                (3) Northern Lights impact foil at Eureka moves to 2 sq. N of Monitoring Station and bombards Monitoring Station.

                                (4) Peacenik police at home moves to Sands of Hope and Glory, re-homes, returns to Peacenik and holds.

                                (5) Change Peacenik to police.

                                (6) Change Sands of Hope and Glory to recreation commons.

                                (7) Sands of Hope and Glory 1-2-1 worker moves to 2-0-2 farm 1 sq. S of base.

                                (8) Scrap Sands of Hope and Glory command center for 20 credits.

                                (9) Change Bunny Waters to sea colony pod.

                                (10) Change GJgG to sea colony pod.

                                (11) Change Trench Explorer to sea colony pod.

                                (12) Change Covert Operations to sea colony pod.

                                (13) Change Midway to sea colony pod.

                                (14) Midway 1-1-1 worker moves to 2-1-0 mining platform 2 sq. W by SW of base.

                                (15) Hurry 300 Down sea colony pod for 12 credits.

                                (16) 301 0-4-0 worker moves to 1-2-2 forest 1 sq. W of base.

                                (17) Atom Heart Mother 0-6-1 worker moves to 1-2-2 forest 2 sq. E by SE of base.

                                (18) Hurry Atom Heart Mother recreation commons for 46 credits (partial payment).

                                (19) Bay Area 2-0-2 worker moves to 3-0-0 kelp 1 sq. W of base.

                                (20) BRCM 3-1-1 worker moves to 4-0-3 tidal harness 1 sq. W of base.

                                (21) Boiled Egghead 2-1-0 worker moves to 1-0-0 sea square.

                                (22) Boiled Egghead trance scout at home upgrades to police for 10 credits and holds.

                                (23) Bikini Bottom 1-1-1 worker 2 sq. W by NW of base moves to 2-1-0 mining platform 2 sq. NW of base.

                                (24) Boiled Egghead 1-0-0 worker moves to 1-1-1 fungus 1 sq. S of base.

                                (25) Hurry Bring on the Clowns sea colony pod for 22 credits (partial payment).

                                (26) Bunker Palace Hotel 1-2-2 worker moves to 2-1-1 farm 1 sq. N of base.

                                (27) Bunny Burrows 0-1-6 worker moves to 1-2-0 mine 2 sq. SW of base.

                                (28) Hurry Byzantine recreation commons for 16 credits.

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

                                (30) Drydock 1-1-1 worker moves to 1-2-1 forest.

                                (31) E pur si mueve 0-2-1 worker moves to 1-1-1 fungus 2 sq. SW of base.

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

                                (33) E pur si mueve police at Fungi League returns home and holds.

                                (34) Suez 4-2-3 worker moves to 2-2-1 forest 1 sq. SE of base (this base will grow the old-fashioned way).

                                (35) Suez trance scout at home upgrades to police for 10 credits and holds.

                                (36) East 2-2-1 worker moves to 4-2-3 tidal harness 2 sq. N by NE of base.

                                (37) East trance scout at home upgrades to police for 10 credits and holds.

                                (38) Tie Share 0-6-6 worker moves to 2-1-2 farm 1 sq. SW of base.

                                (39) Eureka 2-1-0 worker moves to 0-6-6 thermal borehole 2 sq. SE of base.

                                (40) Eureka trance scout at home upgrades to police for 10 credits and holds.

                                (41) Change Fairbanks to sea colony pod.

                                (42) Fat Cat Alleys police at home moves to Party Time and holds.

                                (43) Fleet Anchorage 1-1-1 worker moves to 2-0-1 rainy river 2 sq. W by NW of base.

                                (44) Freedom of Speech 1-2-0 worker moves to 2-1-1 farm 2 sq. N by NE of base.

                                (45) Gateway trance scout at home upgrades to police for 10 credits and holds.

                                (46) Geothermal Shallows 3-0-0 worker moves to 1-1-1 fungus 1 sq. NE of base.

                                (47) Syrtis 2-1-1 worker moves to 3-0-0 kelp 2 sq. SE of base.

                                (48) Syrtis trance scout at home upgrades to police for 10 credits and holds.

                                (49) Gibraltar 1-2-1 worker moves to 2-1-1 farm 2 sq. W by NW of base.

                                (50) Glowing Bulbs 1-2-2 worker moves to 2-1-0 mining platform 1 sq. S of base.

                                (51) Glowing Bulbs trance scout at home upgrades to police for 10 credits and holds.

                                (52) GJgG 2-1-0 worker moves to 1-1-1 fungus 2 sq. W by SW of base.

                                (53) Hooverville 1-4-0 worker moves to 2-2-0 farm 2 sq. N by NW of base.

                                (54) HQ trance scout at home upgrades to police for 10 credits and holds.

                                (55) Hysteria Lane 0-7-0 worker moves to 3-0-0 kelp 1 sq. E of base.

                                (56) Kelp Abundance trance scout at home upgrades to police for 10 credits and holds.

                                (57) Kelp Bounty trance scout at home upgrades to police for 10 credits and holds.

                                (58) Kragen's Brain 3-0-0 worker 1 sq. NW of base moves to 3-0-0 kelp 2 sq. S by SW of base.

                                (59) Hurry Krusty Krab sea colony pod for 37 credits (partial payment).

                                (60) Northern Lights trance scout at home upgrades to police for 10 credits and holds.

                                (61) Northern Outpost trance scout at home upgrades to police for 10 credits and holds.

                                (62) Ocean Outpost trance scout at home upgrades to police for 10 credits and holds.

                                (63) Trolls are Us 3-1-0 worker 1 sq. NE of base moves to 2-1-0 jungle 2 sq. NW of base.

                                (64) Pacifica 3-0-0 worker 2 sq. SW of base moves to 3-1-0 jungle 2 sq. W by SW of base.

                                (65) BRCM supply droid 1 sq. SW of Seaview moves 2 sq. S and crawls 4 minerals.

                                (66) Seaview 4-0-0 worker moves to 0-4-0 mine 1 sq. SW of base.

                                (67) Seaview 4-0-5 worker moves to 2-2-1 forest 2 sq. S by SE of base.

                                (68) Seaview 1-1-1 worker moves to 2-2-1 forest 2 sq. N by NE of base.

                                (69) Independent scout at Seaview upgrades to police for 10 credits and holds.

                                (70) Panama 1-2-1 worker moves to 4-0-5 tidal harness 1 sq. SE of base.

                                (71) Panama trance scout at home upgrades to police for 10 credits and holds.

                                (72) Party Time trance scout at home moves 1 sq. SE and investigates monolith.

                                (73) Party Time empaths become 1-2-1 workers on forests 1 sq. NE and 1 sq. NW of base.

                                (74) Hurry Party Time recreation commons for 42 credits (partial payment).

                                (75) Peacenik 1-2-1 worker becomes thinker.

                                (76) Peacenik 1-2-1 worker moves to 3-1-0 jungle 1 sq. S of base.

                                (77) Persepolis 1-2-1 worker moves to 3-0-0 kelp 1 sq. S of base.

                                (78) Persepolis scout at home upgrades to police for 10 credits and holds.

                                (79) Santiago's Last Stand trance plasma sentinel at home moves to Trolls are Us and boards transport.

                                (80) Schmoking Cannon 1-1-1 worker moves to 3-0-0 kelp 1 sq. S of base.

                                (81) Schmoking Gun 1-2-1 worker moves to 2-2-1 farm 2 sq. E by NE of base.

                                (82) Hurry Schmoking Gun recreation commons for 50 credits (partial payment).

                                (83) Sea Harvest 3-0-3 worker moves to 1-1-1 fungus 2 sq. NW of base.

                                (84) Sea Harvest trance scout at home upgrades to police for 10 credits and holds.

                                (85) Sea Holiday 2-1-1 worker moves to 3-0-0 kelp 1 sq. NW of base.

                                (86) Sea Holiday trance scout at home upgrades to police for 10 credits and holds.

                                (87) Sea Resort trance scout at home upgrades to police for 10 credits and holds.

                                (88) Sea Spa 1-1-1 worker moves to 2-1-0 mining platform 2 sq. S by SW of base.

                                (89) Sea Spa trance scout at home upgrades to police for 10 credits and holds.

                                (90) Sea Trolls 1-1-1 worker moves to 3-0-0 jungle 2 sq. NW of base.

                                (91) Semper Phi 1-1-1 worker moves to 3-0-0 kelp 1 sq. N of base.

                                (92) Space Duck 1-2-2 worker moves to 3-0-3 tidal harness 1 sq. N of base.

                                (93) Scrap Space Duck command center for 20 credits.

                                (94) Stellar Door 1-1-1 workers move to 3-0-0 jungle and 1-2-1 forest 1 sq. SE and 2 sq. NE of base.

                                (95) Scrap Stellar Door command center for 20 credits.

                                (96) Sunken Suburb trance scout at home upgrades to police for 10 credits and holds.

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

                                (98) Ugly Puppy 0-4-0 worker moves to 1-2-2 forest 1 sq. SW of base.

                                (99) Scrap Ugly Puppy command center for 20 credits.

                                (100) Change Ugly Puppy to sea colony pod.

                                (101) Ushuaia 1-2-1 worker moves to 2-1-1 farm 1 sq. NE of base.

                                (102) Vladisever 0-6-6 worker moves to 2-1-0 mining platform 1 sq. NW of base.

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

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