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ACDG5: The Wardroom

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  • BEFORE ENDING 2191:

    (1) Trolls are Us 3-1-0 and 2-1-0 workers 2 sq. NE and 2 sq. NW of base move to 1-1-1 fungus.

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

    (3) Cana missile foil at Bunny Burrows moves toward Eureka.

    (4) Bunny Waters missile foil at home moves toward Eureka.

    (5) Change Ocean Research to cruiser formers.

    (6) Change Test Tube Tango to sea colony pod.

    (7) Change Trench Research to sea colony pod.

    (8) Change Water Poetry to sea colony pod.

    (9) Fungi League 1-1-1 worker moves to 1-2-2 forest 2 sq. SW of base.

    BETWEEN 2191 AND 2192:

    (10) 300 Down builds sea colony pod. Leave on sea colony pod.

    (11) HQ builds The Cloning Vats. Change to tree farm.

    (12) Peacenik builds police. Change to clean formers.

    (13) Bunker Palace Hotel builds police. Change to clean formers.

    (14) Eureka builds shard penetrator. Change to clean formers.

    (15) Drydock builds tree farm. Change to supply.

    (16) Bring on the Clowns builds sea colony pod. Change to police.

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

    (18) Party Time builds recreation commons. Change to clean formers.

    (19) Krusty Krab builds sea colony pod. Change to cruiser formers.

    (20) Atom Heart Mother builds recreation commons. Change to clean formers.

    (21) Gibraltar builds recreation commons. Change to tree farm.

    (22) Sunken Village builds police. Change to cruiser formers.

    (23) North Station builds police. Change to recreation commons.

    (24) Oceana builds police. Change to recreation commons.

    (25) Kragen's Brain builds police. Change to recreation commons.

    (26) Geothermal Shallows builds police. Change to sea colony pod.

    FOR 2192:

    (27) In the following order, these aircraft attack The Hive:

    (a) Eureka shard penetrator at home;

    (b) Northern Research (45% damaged) X shard penetrator at home (no nerve gas);

    (c) Sea Embassy (35% damaged) X fusion penetrator at home (no nerve gas);

    (d) Schmoking Gun (5% damaged) fusion interceptor at home;

    (e) Hooverville (60% damaged) fusion needlejet at Eureka;

    (f) Trench Explorer (60% damaged) fusion needlejet at home;

    (g) Ocean Research (40% damaged) missile needlejet at home; and

    (h) if necessary, Fungi League (75% damaged) missile needlejet at Tie Share (we're holding the Fungi League shard penetrator at Fat Cat Alleys, Stellar Door (10% damaged) fusion needlejet at Fat Cat Alleys, Big Easy (10% damaged) fusion needlejet at Tie Share and Schmoking Cannon (60% damaged) fusion needlejet at home in reserve for the attack on Monitoring Station next year).

    (28) Schmoking Gun police at Fat Cat Alleys moves into The Hive, seizes it, re-homes and holds.

    (29) Re-name The Hive "Yang's Last Stand."

    (30) Change Yang's Last Stand to recreation commons.

    (31) Yang's Last Stand 1-2-2 and 2-1-1 workers become thinkers.

    (32) Open Peacenik base screen and scrap redundant (note "*" in front of "command center") command centers at all bases for 60 (or 80) credits.

    (33) Pacifica (75% damaged) missile needlejet 1 sq. SW of Yang's Last Stand returns to 301 and re-homes.

    (34) Bombard Monitoring Station with:

    (a) Stellar Door and E pur si mueve X shard batteries 2 sq. E of Monitoring Station (no nerve gas);

    (b) Northern Lights impact foil 2 sq. N of Monitoring Station;

    (c) Eureka plasma hoverboat 1 sq. SE of Monitoring Station: and

    (d) Party Time missile foil 2 sq. S by SE of Monitoring Station.

    (35) Bunny Waters and Cana missile foils 2 sq. N by NE of Eureka move to 2 sq. N of Monitoring Station and bombard Monitoring Station.

    (36) Tie Share fusion tactical 1 sq. E of Monitoring Station moves to Oceana and re-homes.

    (37) Fat Cat Alleys (95% damaged) missile needlejet at home moves to 1 sq. E of Monitoring Station and rests.

    (38) Both Unity former droids and ETU-125 1 sq. E of Monitoring Station moves 1 sq. W and build mag tube.

    (39) Miriam's Last Stand 1 sq. SW of Sands of Hope and Glory move to Fungi League and sleep.

    (40) Peacenik shard squad and Peacenik fusion marines 1 sq. SW of Sands of Hope and Glory moves to 2 sq. N by NE of Fungi League and investigates monolith.

    (41) HQ speeder probe at Schmoking Gun drains energy reserves from Monitoring Station (100% success, 88% survival).

    (42) Contact Morgan. If he asks for a tech, try to trade for Centauri Psi or Adv. Ecological Engineering or get some credits for it. Try to trade for Centauri Psi (fungus will produce two nutrients) for either a tech or for energy credits (it takes us 3 turns to research a tech; if we went to 100% economy, we could earn around 600 credits a turn; so we will pay our entire reserves for the tech). If you get Centauri Psi, try to trade for Adv. Ecological Engineering (mining platforms will produce two minerals) for either a tech or for energy credits. After the tech trade, see about a pact and whether he'll support us for Supreme Leader.

    (43) Contact Deidre. If she asks for a tech, try to trade for Centauri Psi or Adv. Ecological Engineering, if we haven't already gotten them from Morgan, or get some credits for it. If we haven't gotten Centauri Psi and Adv. Ecological Engineering from Morgan, try to trade with Deidre. See about a pact and whether she'll support us for Supreme Leader.
    Last edited by vyeh; November 13, 2008, 15:58.
    Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

    Comment


    • The strategic situation as of 2191:

      Military:

      (1) The Hive - our aircraft are resting for a turn. A year of rest will be enough to have more than enough aircraft to take out The Hive, which has seven defenders:

      (a) 1-<3>-1 veteran AAA plasma garrison - because of the AAA and the perimeter defense, we'll use one of the new and undamaged shard penetrators. If the shard penetrators were not available, we could either attempt to take down the perimeter defense with the HQ speeder probe at Schmoking Gun, wait a year for the elite Trench Research (65% damaged, will be 35% damaged next year) X shard penetrator to heal, or take a slight risk of losing the X shard penetrator (the odds are 2-1).

      The odds for taking down the perimeter defense are 50% (both success and survival).

      If we wait a year, the Hive artillery could destroy some more improvements.

      Since there will be two new shard penetrators available, we'll use one of them at 52-25 odds on The Hive, saving the other one and the X shard penetrator (which will heal to 5% damaged) for Monitoring Station.

      (b) 1-3+-1 ECM elite plasma garrison - we'll use the Northern Research X shard penetrator (75% damaged, will be 45% damaged next year) at 5-2 odds.

      This will leave Stellar Door (40% damaged, will be 10% damaged next year) fusion needlejet at Fat Cat Alleys and Big Easy (40% damaged, will be 10% damaged next year) fusion needlejet at Tie Share for an attack on Monitoring Station.

      This is probably unnecessary as we will get three or four attacks from our elite shard squad (it will use a movement point to move onto the mag tube from the monolith), the elite fusion marines (maybe two attacks) and the veteran fusion marines and we already have two aircraft in reserve.

      There are only five defenders in Monitoring Station. We're assuming that we won't hurry the shard penetrators at E pur si mueve.

      (c) 1-3+-1 ECM commando plasma garrison - well use the Sea Embassy (65% damaged, will be 35% damaged next year) at 52-25 odds.

      (d) 2-<1>-2 AA commando rover - we'll use the Schmoking Gun (35% damaged, will be 5% damaged) fusion interceptor at 57-25 odds. Even though there is a 50% penalty for a ground strike, the defender only has the equivalent of synth armor with the AAA.

      (e) 6x-1-2 X missile speeder - we'll use the Ocean Research (70% damaged, will be 40% damaged) missile needlejet at 8-2 odds. Even though this is an obsolete missile needlejet, the target is unarmored.

      (f) two (6)-1-1 missile artillery - we'll use the Hooverville (60% damaged now and next year -- it just returned from a mission) fusion needlejet at Eureka and the Trench Explorer (90% damaged, will be 60% damaged next year) fusion needlejet at 96-25 odds.

      (g) - our reserve aircraft is the Fungi League (75% damaged now and next year -- it just returned from a mission) missile needlejet at Tie Share. Its odds against an undamaged missile artillery is 8-5, which was acceptable during the heavy bombardment.

      By the way, even though we have 3 attacks that are stated at roughly 2-1, it is pretty unlikely that we will lose an aircraft, which is the expected loss if you had three truly 2-1 attacks.

      To use a simple example, suppose both the attacker and the defender have two hit points left and the attack to defense strenghs, taking into account all modifiers, are 2-1. For the first attack there is a 2/3 chance that the attacker will win, leaving the defender with 1 hit point and a 1/3 chance the defender will win, leaving the attacker with 1 hit point.

      On the second attack, there is a 4/9 chance that the attacker will have won both times, destroying the defender, a 1/9 chance the attacker will have lost both times and been destroyed and a 4/9 chance that it will have won once and lost once, leaving both with one hit point.

      On the third attack for the situation where the first two attacks have been split, there is a 8/27 chance that the attacker wins and the defender is destroyed and a 4/27 chance that the attacker loses and the attacker is destroyed.

      So the actual odds of the attacker winning is 20/27 and the actual odds of the attacker losing is 7/27. So the actual odds are 20-7 rather than 2-1.

      The odds shown are calculated by multiplying the attack and defense strengths by the hit points (power) and would give the odds as 2-1; however, 20-7 is closer to 3-1.

      With more rounds of combat, the discrepency between the odds displayed and the real odds grow.

      (2) The University - after a year of rest in a base with the command center (and all of our bases will have a command center after The Hive is taken) both of our fusion marines will be completely healed.

      After investigating the monolith 2 sq. N by NE of Fungi League, the shard squad will be healed and elite.

      This means that in two years, the shard squad will have one attack (by then our former droids and ETU-125 will have built a mag tube to Monitoring Station), our elite fusion marines may have two attacks, the other marine will have one attack and we will have four aircraft available (possibly another if we hurry E pur si mueve).

      Between the bombardment and the infantry units, the three AAA probability sheath defenders should be destroyed or damaged to a point where they will be easily destroyed by three of the four reserved aircraft.

      If the AAA plasma garrison hasn't been destroyed by a second attack of the elite fusion marines, it should fall to the fourth aircraft.

      That leaves a 50% damaged green transport foil. As a naval unit in a land base, it is subjected to a 50% defense penalty in additiion to its 50% non combat penalty. In the highly unlikely event that the Fungi League (75% damaged, will be 45% damaged in two years) missile needlejet and all four of the reserve units were used in taking out the first four defenders (which means we lost all of our infantry units), we have a recon rover, a ECM plasma garrison and several scouts, including some elite to handle it.

      Of course, we might hurry the shard penetrator at E pur si mueve to make room in the queue.

      (3) With both The Hive and The University gone, we should think about taking precautions against an attack by either Deidre or Morgan. We have probability sheath defenders in the most exposed land bases on the Spartan continent. We can shift our 'copters and aircraft.

      (4) Do we want to start building shard tanks for a possible counterattack or a preemptive attack?

      Diplomatic:

      (5) We'll contact both Morgan and Deidre in 2192 (there is no risk since we're not pacted and they are at peace again). They both have Adv. Ecological Engineering and Centauri Psi, which have immediate production advantages for us (Centauri Psi will increase the nutrient production in fungus and Adv. Ecological Engineering will increase the mineral production of mining platforms).

      It now takes three turns to research a tech. If we spent our entire reserves, we could replenish the reserves in one and a half turns at 100% economy.

      Both Deidre and Morgan have shard technology. Trading probability sheath technology has a downside only if there is a high likelihood that we will be in a vendetta with them.

      So we can afford to trade any tech or all of our reserves for either or both of the two techs we don't have.

      We can also explore the possiblity of pact and whether either of them will support us for Supreme Leader (support of either one means we can get the election).

      Increasing our population:

      (6) There is a chunk of territory on the University continent not in any base radius. It will require terraforming to support bases (otherwise, the University or the Hive would have already built bases there). Once terraformed, we can build 3 (minimum to cover the territory) to 6 (following the spacing on our continent) bases.

      (7) An ocean or ocean trench square cannot be terraformed until it is raised to an ocean shelf square. However, we can establish a sea base on it. Three unterraformed ocean or ocean trench squares will support three population.

      Thus it is a lot quicker to establish ocean and ocean trench bases than it is to terraform the square to support an additional population at an existing base.

      (8) With Adv. Ecological Engineering, we'll be able to build soil enrichers. A farm/soil enricher/condensor combination will produce 6 nutrients, enough to support 3 population. Following this route will require a lot of formers.

      (9) Hybrid forests will allow us to harvest 3 nutrients from each forest.

      (10) We also have the technology to build aerospace complexes and hydroponics farms, although both of these facilities require a lot of minerals.

      The basic choice after we conquer the Hive or the University is:

      Should we attack (or provoke) Deidre while pursuing a "Borg" strategy or should we simply pursue a "Borg" strategy.

      I'd appreciate your thoughts.
      Last edited by vyeh; November 14, 2008, 02:16.
      Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

      Comment


      • 3 down. 1 will fall next year.

        Monitoring Station:

        AAA probability sheath armored (D6) defenders:

        (1) veteran AAA shard squad (currently 25% damaged) - Peacenik elite squad shard (A13)

        (2) hardened AAA shard squad (currently 40% damaged) - Peacenik elite fusion marines (A10)

        (3) hardened drop fusion squad (50% damaged) - Miriam's Last Stand (20% damaged) veteran fusion marines (A10)

        AAA plasma armored (D3) defenders:

        (4) hardened AAA plasma garrison (50% damaged) - Fungi League hardened shard penetrator (A13)

        Non-combat defenders:

        (5) green transport foil (50% damaged) - Constantinople disciplined ECM plasma garrison (A1; it isn't pulling garrison duty and going against a noncombat 50% damaged naval unit in port means the odds (ignoring the discrepancy in morale and the sensor bonus, which cancel out) will be roughly 8-1.

        This leaves 4 aircraft in reserve for the four combat defenders: X shard penetrator (A13), 2 fusion needlejets (A10) and missile needlejet (A6).

        And for the transport foil, we have in reserve 2 recon rovers and several elite scouts.

        The reserves can take out the defender (we'd lose one or two units).
        Last edited by vyeh; November 14, 2008, 12:16.
        Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

        Comment


        • To have three times the votes as Deidre and Morgan, we can either reduce their votes by conquering bases or increase ours. If we initiated vendetta, it is likely the one we attack will not go along with a diplomatic victory and would require us to finish conquering them.

          There would be difficulties attacking either Deidre or Morgan.

          Even though Deidre has only silksteel armor (D4), she has a lot of psi defenders. Our planet rating (+3) is actually higher than hers (+1 intrinsic; Greenhouse Gate belongs to Morgan so she doesn't get the Manifold Nexus north bonus). Of the psi base defenders, there is one mature boil (equivalent to veteran; at Falling Waters), one boil (equivalent to hardened; at Deidre's Fishery) and the rest are pre-boil (equivalent to disciplined; one at the remaining 9 bases, except for Gaia's Landing, which has two).

          We don't get a reactor advantage for psi combat.

          On the positive side, Deidre only has 11 bases and 6 of them are sea bases, where our naval units could participate in the attacks.

          The problem with Morgan is the fusion planetbuster being built at Morgan Industries. It is scheduled to be completed in 3 years. We need to take out the base with the planetbuster at the beginning of the vendetta or wait until we have orbital defense pods.

          Our other route to accomplishing our mission is to grow until we have three times as many votes as Deidre and Morgan combined. Acquisition of centauri psi helps.

          Every colony pod costs us 1 population point (which we get back in one turn because of The Cloning Vats) and can give us 3 population points (because of The Planetary Transit System) when we establish a new base for a net gain of 4 votes (because we're planetary governor, we get two votes for each population point.

          We can also crank out formers and sea formers to improve nutrient production.
          Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

          Comment


          • Originally posted by vyeh
            To have three times the votes as Deidre and Morgan, we can either reduce their votes by conquering bases or increase ours. If we initiated vendetta, it is likely the one we attack will not go along with a diplomatic victory and would require us to finish conquering them.
            I believe we should try the peaceful road.

            Originally posted by vyeh
            Our other route to accomplishing our mission is to grow until we have three times as many votes as Deidre and Morgan combined. Acquisition of centauri psi helps.
            While doing so I am sure we can defend ourselves —should the need arise-- with the units diverted from the University/Hive front, altogether with our naval supremacy.

            I say we should pursue the growth approach while leaving our competitors alone.
            All your base are belong to us

            Comment


            • There are also three plasma armored defenders from the Spartan continent that are available.

              I would propose dividing our aircraft into two forces:

              (1) an Ugly Puppy squadron to counterattack if either Deidre or Morgan attacks our Spartan bases.

              (2) a Kragen's Maw squadron along with a transport, garrison units and our drop scout to take out Morgan Industries (and the fusion planetbuster) if Morgan declares vendetta on us.

              Note that Morgan now is discovering new tech in 2 years (compared to our 4 years). I think we can achieve a 3/4 vote for Supreme Leader within 5 years (from new sea bases and growth of existing bases). Since we've treated Morgan and Deidre well (the only smear on our reputation was establishing one seabase within Zakharov's territory), hopefully, they'll go along with our election.

              Otherwise, Morgan is the more dangerous of the two if they both declare vendetta on us.
              Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

              Comment


              • Next turn, we'll take Monitoring Station (we have twice the necessary forces). If sunspot activity had lasted 20 years from 2177, our mission would have been accomplished as we would still be in a pact with Deidre and Morgan.

                Since that is not the case and we've decided not to attack Deidre, we're going for a diplomatic victory. I'm hoping with the establishment of new sea bases, the growth of established bases within the existing nutrients in their territories (and short-term terraforming), we can have three times as many votes as Deidre and Morgan within 5 years.

                They currently have 190 votes between them. We currently have 419 votes. Through growth of our existing bases, we will have 508 at the beginning of the next year.

                We will gain 3 votes when we occupy Monitoring Station. Each new sea base will give us another 3 votes.

                If neither Deidre nor Morgan grows, we need to reach 570 votes.

                If we had around 1200 credits to hurry recreation commons and upgrade trance scouts to police, we could have gained around 82 votes through growth from 2193 to 2194.

                At 50% economy/50% labs, we would have roughly 400 credits at the beginning of 2193. At 100% economy/0% labs, we would have roughly 800 credits.

                Although it is tempting with our paradigm efficiency to go to 100% economy, there are a couple of problems:

                (1) it would be a waste of our 20 network nodes which would still cost us 20 credits; and

                (2) if Morgan declares vendetta in reaction to our election to Supreme Leader, we would be several years behind in getting orbital defense pods to counter the fusion planetbuster in production at Morgan Industries.

                We may be able to raise additional funds through the sale of some perimeter defenses, although we need to be careful not to expose bases near Morgan or Deidre.

                FOR 2192:

                (1) The Battery and Kragen's Maw cruiser probes 2 sq. SE of Seaport move to Trench Explorer and hold.

                (2) Oceana police at home holds.

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

                (4) Fungi League (75% damaged) missile needlejet and Peacenik speeder probe at Tie Share hold.

                (5) Bunny Burrows former 1 sq. SW of home moves 1 sq. SW and builds mag tube.

                (6) Energy Harvest fungicidal sea former 1 sq. NE of Falling Waters moves to 2 sq. S of Bunny Burrows.

                (7) Boil IoD 1 sq. NW of Semper Phi moves 1 sq. NW (do not end movement).

                (8) Pre-boil mindworm at Glowing Bulbs moves 1 sq. S onto the IoD.

                (9) Boil IoD 1 sq. S of Glowing Bulbs moves toward Ocean Observatory.

                (10) Fairbanks gun foil 1 sq. W of Ocean Observatory moves to 1 sq. SE of Ocean Observatory and holds (this keeps the passage open).

                (11) Sea Harvest fungicidal former 2 sq. NW of Garden of the Deep moves toward Ocean Observatory.

                (12) Geothermal Shallows police at home holds.

                (13) 300 Down sea colony pod at home moves to 2 sq. NW of home and establishes "Ocean Garden."

                (14) Change Ocean Garden to police.

                (15) Open Garden of the Deep base screen (so Deidre knows we built Ocean Garden).

                (16) Ocean Garden 1-1-0 worker moves to 2-1-1 fungus 1 sq. N of base.

                (17) Fleet Anchorage former 2 sq. W by NW of home builds road.

                (18) Bunker Palace Hotel police at home attempts to move to monolith 1 sq. NW of Santiago's Last Stand and investigate.

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

                (20) Unity former droid 1 sq. S of Bunker Palace Hotel moves 1 sq. SW and builds mag tube.

                (21) Bring on the Clowns sea colony pod at home moves toward 300 Down.

                (22) GJgG sea colony pod 2 sq. NE of home moves 1 sq. NE and establishes "Ocean Bud."

                (23) Change Ocean Bud to police.

                (24) Krusty Krab sea colony pod at home moves 1 sq. SW, 3 sq. S to coordinates (36, 44).

                (25) Athens former 2 sq. SE of Gibraltar moves to 1 sq. S of Bay Area.

                (26) Suez former 2 sq. SE of Gibraltar moves to 2 sq. S of Drydock.

                (27) Ushuaia former 1 sq. S of Drydock moves 1 sq. W.

                (28) Both Seaview, Ushuaia and East formers 1 sq. W of Drydock move to 1 sq. E of Strawberry Fields and cultivate farm.

                (29) Drydock former 1 sq. W of Gateway moves to 1 sq. W of Athens and cultivates farm.

                (30) Bay Area former 1 sq. NE of East moves into East.

                (31) BRCM former 1 sq. SE of East moves to 1 sq. W of Athens and cultivates farm.

                (32) Sea Spa sea former 1 sq. W of Sea Resort moves 1 sq. NE and cultivates kelp farm.

                (33) Both Sea Resort and Sea World sea formers 1 sq. E of Sea Resort move 1 sq. SW and build mining platform.

                (34) Strawberry Fields former 1 sq. W of Drydock move to 1 sq. W of Athens and cultivates farm.

                (35) Freedom of Speech police 1 sq. SW of Fat Cat Alleys moves to Hooverville, re-homes and holds.

                (36) Hooverville police at home with 2 movement points moves to Freedom of Speech, re-homes and holds.

                (37) Party Time trance scout 1 sq. SE of home moves to Fat Cat Alleys, re-homes and holds.

                (38) Fat Cat Alleys police at Party Time re-homes.

                (39) The Battery, Vladisever and Northern Outpost sea formers 1 sq. NE of Hysteria Lane move 1 sq. SE and build mining platform.

                (40) BRCM (65% damaged) fusion 'copter at Northern Outpost holds.

                (41) North Station fungicidal former 1 sq. W of Vladisever moves toward Bunny Burrows.

                (42) Atlantic Ruins fungicidal sea former 1 sq. SW of Surfin' Safari moves toward Northern Outpost.

                (43) North Station police at home holds.

                (44) Manifold Nexus Central former 1 sq. SW of home builds road.

                (45) Kragen's Maw, both Boiled Egghead, both Midway and Bikini Bottom formers move 1 sq. NE and build mining platform.

                (46) Kragen's Brain police at home holds.

                (47) Bay Area fungicidal former 3 sq. SE of Gibraltar removes fungus.

                (48) Syrtis former 2 sq. SE of Gibraltar moves to 1 sq. W of Athens and cultivates farm.

                (49) East former 1 sq. SE of Drydock builds road.

                (50) Persepolis former 1 sq. S of Drydock moves to 1 sq. N of Strawberry Fields and cultivates farm.

                (51) Sunken Village fungicidal sea former at home moves 1 sq. NE and builds mining platform.

                (52) Sunken Village police at home holds.

                (53) Both Panama formers 2 sq. SE of Gibraltar move to 1 sq. N of Strawberry Fields and cultivate farm.

                (54) Hot Springs (25% damaged) fusion 'copter at Fat Cat Alleys moves to 300 Down (to protect 300 Down from those Morgan units 2 sq. S by SW of 300 Down).

                (55) Hysteria Lane drop scout at home airdrops to Eureka, moves to Tie Share and re-homes.

                (56) Drydock cruiser transport at Stellar Door moves toward E pur si mueve.

                (57) Bunker Palace Hotel plasma sentinel at home moves to Trolls are Us and boards transport.

                (58) Santiago's Last Stand ECM probability sentinel at home moves to Bring on the Clowns and holds.

                (59) Bring on the Clowns trance plasma garrison at home moves to Trolls are Us and boards transport.

                (60) Trolls are Us cruiser transport at home with 3 passengers moves to Sea Trolls (do not end movement).

                (61) Bunker Palace Hotel plasma sentinels at Sea Trolls re-homes and boards transport.

                (62) Bring on the Clowns and Santiago's Last Stand trance plasma sentinels at Sea Trolls board transport.

                (63) Trolls are Us cruiser transport at Sea Trolls with 3 passengers moves 1 sq. N.

                (64) Bring on the Clowns trance plasma sentinel 1 sq. S of Pacifica moves into Pacifica and re-homes.

                (65) Sea Trolls plasma sentinels and Santiago's Last Stand trance plasma sentinels 1 sq. S of Pacifica board transport.

                (66) GJgG plasma hoverboat at home moves to Ocean Bud, re-homes and holds.

                (67) Boil mindworm at Hooverville moves to Freedom of Speech.

                (68) New Sargasso plasma hoverboat at North Station moves to Surfin' Safari, re-homes and moves toward Vladisever.

                (69) Pre-boil IoD at Vladisever moves to North Station.

                (70) In design workshop:

                (a) design (0-1-1 super, clean) super formers (40 minerals; fission reactor; upgrade all future clean formers (0-1-1 clean) production to super formers model at no cost);

                (b) design (0-1-6*2 super) super fusion cruiser formers (40 minerals);

                (c) obsolete (0-1-6*2) fusion cruiser formers (30 minerals; slot 11);

                (d) design (0-1-1 super, fungicidal) super formers (40 minerals; fission reactor); rename it "super fungicidal formers" (to avoid confusion with the super [clean] formers);

                (e) obsolete (0-1-1 fungicidal) fungicidal formers (30 minerals; slot 15); and

                (f) design (0-1-1 clean) clean transport (30 minerals; fission reactor; we will use these as quasi-facilities in sea bases adjacent to land to permit ground units to move from the sea base to land and vice versa).

                (71) 300 Down 2-2-1 worker moves to 0-4-0 mine 2 sq. NE of base.

                (72) 301 1-2-0 worker moves to 2-1-1 fungus 1 sq. S of base.

                (73) Hurry 301 recreation commons for 6 credits (partial payment).

                (74) Athens 3-1-0 worker moves to 1-2-1 forest 2 sq. S by SE of base.

                (75) Athens scout at home upgrades to police for 10 credits and holds.

                (76) Atlantis 2-1-1 worker becomes empath.

                (77) Change Atom Heart Mother to colony pod.

                (78) Bay Area 1-3-1 worker moves to 2-0-2 farm 2 sq. E by SE of base.

                (79) Big Easy 2-1-1 worker moves to 2-2-0 mining platform 1 sq. NE of base.

                (80) Change Big Easy to sea colony pod.

                (81) Big Easy trance scout at home upgrades to police for 10 credits and holds.

                (82) BRCM scout at home upgrades to police for 10 credits and holds.

                (83) Hurry Bikini Bottom recreation commons for 8 credits (partial payment).

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

                (85) Boiled Egghead 1-0-0 worker moves to 2-2-0 mining platform 2 sq. E by SE of base.

                (86) Hurry Boiled Egghead recreation commons for 38 credits (partial payment).

                (87) Bring on the Clowns 3-1-0 worker moves to 2-1-1 fungus 1 sq. S of base.

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

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

                (90) Change Bunker Palace Hotel to sea colony pod.

                (91) Hurry Byzantine recreation commons for 52 credits (partial payment).

                (92) Cana trance scout at home upgrades to police for 10 credits and holds.

                (93) Constantinople trance scout at home upgrades to police for 10 credits and holds.

                (94) Independent scout at Drydock upgrades to police for 10 credits and holds.

                (95) E pur si mueve 3-0-0 worker moves to 0-2-1 volcano 2 sq. NE of home.

                (96) Energy Harvest 2-1-1 worker becomes empath.

                (97) Eureka 0-6-6 worker becomes thinker.

                (98) Change Eureka to sea colony pod.

                (99) Fairbanks 1-2-1 worker moves to 2-1-1 fungus 2 sq. SW of base.

                (100) Bunny Burrows 1-2-0 worker moves to 1-2-1 forest 1 sq. NE of base.

                (101) Change Fleet Anchorage to sea colony pod (3 minerals retooling penalty).

                (102) Freedom of Speech 1-2-0 worker moves to 2-1-1 fungus 1 sq. SW of base.

                (103) Fungi League trance scout at home upgrades to police for 10 credits and holds.

                (104) Gateway 4-0-0 and 2-1-0 workers move to 3-0-2 farm and 1-2-1 forest 1 sq. SW and 1 sq. S of base.

                (105) Athens 1-2-1 worker moves to 1-2-2 forest river 1 sq. S of base.

                (106) Geothermal Shallows 2-1-1 worker becomes empath.

                (107) Change Geothermal Shallows to recreation commons.

                (108) Gibraltar 1-2-1 and 2-1-1 workers move to 2-1-1 fungus 2 sq. NW and 2 sq. S by SW of base.

                (109) Change Gibraltar to supply.

                (110) Semper Phi 3-0-0 worker moves to 2-1-1 fungus 2 sq. S by SE of base.

                (111) Glowing Bulbs 1-2-2 worker moves to 3-0-0 kelp 2 sq. SE of base.

                (112) Hurry Glowing Bulbs recreation commons for 42 credits (partial payment).

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

                (114) Cana 1-0-0 worker moves to 2-1-1 fungus 1 sq. E of base.

                (115) Hooverville 1-2-1 worker moves to 2-1-1 fungus 1 sq. E of base.

                (116) Hurry Hot Springs sea colony pod for 29 credits (partial payment).

                (117) HQ 1-2-1 worker becomes thinker.

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

                (119)Change HQ to supply.

                (120) Hysteria Lane 2-2-2 worker moves to 3-0-0 kelp 2 sq. E by SE of base.

                (121) Kelp Abundance 2-1-1 sea fungus workers move to 1-2-1 forests 1 sq. NE, 2 sq. E by NE and 2 sq. E by SE of base.

                (122) Hurry Kelp Abundance recreation commons for 36 credits (partial payment).

                (123) Kelp Bounty 3-0-0 worker becomes empath.

                (124) Change Kragen's Maw to foil supply.

                (125) Krusty Krab 3-0-3 worker 2 sq. E by SE moves to 3-0-0 kelp 1 sq. SE of base.

                (126) Change Krusty Krab to super cruiser formers.

                (127) Manifold Nexus Central trance scout at home upgrades to police for 10 credits and holds.

                (128) Miriam's Last Stand 1-2-2 worker moves to 1-2-2 worker moves to 2-1-1 fungus 1 sq. NW of base.

                (129) Change Miriam's Last Stand to sea colony pod (3 minerals retooling penalty).

                (130) Change New Sargasso to super cruiser formers.

                (131) New Sargasso trance scout at home upgrades to police for 10 credits and holds.

                (132) Northern Lights 2-1-1 worker becomes empath.

                (133) Northern Outpost 2-1-1 worker becomes empath.

                (134) Northern Outpost 2-1-1 worker moves to 3-0-0 kelp 2 sq. E by SE.

                (135) Change Northern Research to sea colony pod.

                (136) Change Ocean Explorer to sea colony pod.

                (137) Hurry Ocean Harvest recreation commons for 48 credits (partial payment).

                (138) Ocean Observatory 2-1-1 worker 2 sq. W by NW of base moves to 2-1-1 1 sq. SE of base.

                (139) Ocean Outpost 1-2-1 worker becomes empath.

                (140) Ocean Outpost 1-2-1 worker moves to 2-1-1 farm 2 sq. E by NE of base.

                (141) Change Ocean Research to sea colony pod (2 minerals retooling penalty).

                (142) Oceana 1-1-1 worker becomes empath.

                (143) Hurry Oceana recreation commons for 12 credits (partial payment; so there are 10 accumulated minerals next year).

                (144) Oceanopolis 1-0-0 worker moves to 3-0-3 tidal harness 2 sq. S by SW of base.

                (145) Oceanopolis 1-0-0 worker becomes empath.

                (146) Pacifica 0-1-0 worker becomes empath.

                (147) Strawberry Fields 1-2-1 worker 1 sq. NE of base moves to 2-1-1 fungus 2 sq. S by SE of base.

                (148) Strawberry Fields trance scout at home upgrades to police for 10 credits and holds.

                (149) Change Strawberry Fields to supply.

                (150) Panama 2-1-1 worker moves to 1-2-1 forest 2 sq. SW of base.

                (151) Party Time 2-1-0 worker becomes thinker.

                (152) Change Party Time to police.

                (153) Peacenik 2-1-1 worker moves to 1-2-1 volcano 1 sq. E of base.

                (154) Change Peacenik to police.

                (155) Persepolis 1-3-1 worker moves to 2-1-1 fungus 2 sq. N by NW of base.

                (156) Hurry Persepolis recreation commons for 28 credits (partial payment).

                (157) Pholus City 2-1-1 worker 2 sq. NE of base becomes empath.

                (158) Sands of Hope and Glory 0-6-1 worker moves to 3-0-0 jungle 2 sq. SW of base.

                (159) Santiago's Last Stand 4-0-0 worker becomes thinker.

                (160) Schmoking Cannon 2-1-1 worker becomes empath.

                (161) Schmoking Gun 1-2-1 worker moves to 2-1-1 fungus 1 sq. N of base.

                (162) Sea Embassy 1-0-0 worker becomes empath.

                (163) Sea Harvest 3-2-3 worker moves to 2-1-1 fungus 2 sq. E by SE of base.

                (164) Hurry Sea Harvest recreation commons for 38 credits (partial payment).

                (165) Sea Holiday 1-2-1 worker becomes empath.

                (166) Sea Holiday 1-2-1 worker moves to 2-1-1 fungus 2 sq. N by NE of base.

                (167) Change Sea Observatory to recreation commons (4 minerals retooling penalty).

                (168) Sea Resort 2-1-1 worker becomes empath.

                (169) Hurry Sea Spa recreation commons for 38 credits (partial payment).

                (170) Sea Trolls 1-0-0 worker becomes empath.

                (171) Sea World 3-0-0 worker moves to 1-2-1 forest 1 sq. SE of base.

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

                (173) Change Sea World to sea colony pod.

                (174) Seaview 2-1-1 worker becomes thinker.

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

                (176) Space Duck 1-2-2 worker becomes empath.

                (177) Space Duck 1-4-1 worker moves to 3-2-3 tidal harness 1 sq. E of base.

                (178) Stellar Door 1-2-1 worker becomes thinker.

                (179) Suez 2-2-1 worker moves to 2-3-1 forest 2 sq. S by SE of base.

                (180) Change Sunken City to sea colony pod.

                (181) Sunken Suburb 2-1-1 worker becomes empath.

                (182) Sunken Suburb 2-1-1 worker moves to 1-2-0 mining platform 1 sq. SE of base.

                (183) Sunken Village 1-0-0 worker becomes empath.

                (184) Sunken Village 1-0-0 workers move to 2-1-1 fungus and 3-0-0 kelp 1 sq. S and 2 sq. E by NE of base.

                (185) Change Sunken Village to recreation commons and hurry Sunken Village recreation commons for 20 credits (partial payment; so there are 10 accumulated minerals next year).

                (186) Surfin' Safari 1-1-1 worker moves to 2-1-1 fungus 1 sq. SW of base.

                (187) Change Surfin' Safari to sea colony pod.

                (188) Syrtis 1-2-1 worker moves to 2-1-1 fungus 1 sq. NW of base.

                (189) Change Syrtis to supply.

                (190) Test Tube Tango trance scout at home upgrades to police for 10 credits and holds.

                (191) The Battery 3-0-0 worker moves to 2-1-1 fungus 2 sq. NE of base.

                (192) The Battery trance scout at home upgrades to police for 10 credits and holds.

                (193) Tie Share 2-1-0 worker moves to 2-1-1 fungus 2 sq. E by NE of base.

                (194) Tie Share 2-1-2 worker moves to 1-2-0 mine 2 sq. NE of base.

                (195) Tu es Petrus 1-1-0 worker moves to 2-2-0 mining platform.

                (196) Change Tu es Petrus to super cruiser formers.

                (197) Tu es Petrus trance scout at home upgrades to police for 10 credits and holds.

                (198) Ugly Puppy 1-2-1 worker moves to 2-1-1 fungus 2 sq. SE of base.

                (199) Ushuaia trance scout at home upgrades to police for 10 credits and holds.

                (200) Vladisever 0-6-6 worker moves to 2-2-0 mining platform 2 sq. S by SW of base.

                (201) Change Water Music to super cruiser formers.

                (202) Hurry Xanadu sea colony pod for 17 credits (partial payment).

                (203) Yang's Last Stand 2-1-2 worker moves to 2-2-2 monolith 2 sq. NE of base.

                (204) Change social engineering slider to 50% economy/50% labs.
                Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                Comment


                • BEFORE ENDING 2192:

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

                  (2) Glowing Bulbs 2-1-2 worker moves to 1-2-2 forest 1 sq. NW of base.

                  (3) Kelp Bounty 2-1-1 worker moves to 1-2-1 forest 2 sq. E by NE of base.

                  (4) Kragen's Maw 3-1-3 worker 2 sq. SW of base moves to 2-1-1 fungus 1 sq. S of base.

                  (5) Sands of Hope and Glory 2-0-2 worker moves to 1-2-1 forest 1 sq. SW of base.

                  (6) Santiago's Last Stand 2-1-1 worker moves to 1-2-1 forest 1 sq. E of base.

                  (7) Sunken City 3-0-0 worker moves to 2-1-1 fungus 2 sq. S by SW of base.

                  (8) Surfin' Safari 2-1-1 worker moves to 3-0-1 bonus nutrient 2 sq. S by SW of base.

                  (9) Surfin' Safari 1-2-1 worker moves to 0-4-0 mine 1 sq. N of base.

                  (10) Trolls are Us 2-1-0 worker moves to 2-1-1 fungus 1 sq. SW of base.

                  (11) Tu es Petrus 3-0-0 worker moves to 1-1-0 moist rolling 1 sq. N of base.

                  (12) Ushuaia 2-1-1 worker moves to 3-1-3 tidal harness 2 sq. SE of base.

                  BETWEEN 2192 AND 2193:

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

                  (14) Peacenik builds police. Change to super fungicidal formers.

                  (15) Fat Cat Alleys builds recreation commons. Change to recycling tanks.

                  (16) Drydock builds supply. Leave on supply.

                  (17) Xanadu builds sea colony pod. Change to super cruiser formers.

                  (18) Santiago's Last Stand builds recycling tanks. Change to hab complex.

                  (19) Glowing Bulbs builds recreation commons. Change to recycling tanks.

                  (20) Suez builds recreation commons. Change to supply.

                  (21) Trolls are Us builds police. Change to super formers.

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

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

                  (24) Boiled Egghead builds recreation commons. Change to super cruiser formers.

                  (25) Panama builds recreation commons. Change to recycling tanks.

                  (26) Hot Springs builds sea colony pod. Change to recreation commons.

                  (27) Sea Spa builds builds recreation commons. Change to super cruiser formers.

                  (28) Sea Harvest builds recreation commons. Change to super cruiser formers.

                  (29) Kelp Abundance builds recreation commons. Change to super cruiser formers.

                  (30) 301 builds recreation commons. Change to super cruiser formers.

                  (31) Ocean Harvest builds recreation commons. Change to super cruiser formers.

                  (32) Byzantine builds recreation commons. Change to super cruiser formers.

                  (33) Ocean Garden builds police. Change to recreation commons.

                  (34) Ocean Bud builds police. Change to super cruiser formers.

                  FOR 2193:

                  (35) Bombard Monitoring Station with:

                  (a) Stellar Door and E pur si mueve X shard batteries 2 sq. E of Monitoring Station (no nerve gas);

                  (b) Cana missile foil and Northern Lights impact foil 2 sq. N of Monitoring Station;

                  (c) Eureka plasma hoverboat 1 sq. SE of Monitoring Station; and

                  (d) Party Time missile foil 2 sq. S by SE of Monitoring Station.

                  (36) Bunny Waters missile foil 2 sq. N by NE of Eureka moves to 2 sq. N of Monitoring Station and bombards Monitoring Station.

                  (37) In the following order, these units attack Monitoring Station:

                  (a) Peacenik shard squad and fusion marines 2 sq. N by NE of Fungi League;

                  (b) Miriam's Last Stand fusion marines at Fungi League;

                  (c) Fungi League shard penetrator at Fat Cat Alleys; and

                  (d) Constantinople ECM plasma garrison at E pur si mueve (this is for the transport foil; if one of the earlier attacks fails, use aircraft at nearby bases to attack any surviving University combat units) .

                  (38) Party Time 4-1-1 worker 2 sq. S by SW of base moves to 2-1-1 fungus 2 sq. N by NW of base.

                  (39) Party Time police at home moves to Monitoring Station, seizes it, re-homes and holds.

                  (40) Rename Monitoring Station "Zakharov's Last Stand."

                  (41) Change Zakharov's Last Stand to recreation commons.

                  (42) Zakharov's Last Stand 1-2-1 worker moves to 0-4-0 mine 1 sq. E of base.

                  (43) Scrap redundant command center (if there is one) for 20 credits (report whether there was a redundant command center).
                  Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                  Comment


                  • So 4 down.

                    For the Believers, we did mop up and took out sea bases (an easy exercise) with our missile foils.

                    For the Spartans, we came in after they were already reeling from Morgan (although we helped by destroying reinforcements).

                    For the Hive, they were an afterthought and were easily whittled down by our aircraft (but we didn't get any real help from Deidre).

                    For the University, they were tough (although Deidre did take Glowing Bulbs, it was recaptured the next turn; she did kick off our invasion early when she use a chopper to take out two defenders at E pur si mueve) with the AAA probability sheath defenders. To take them out, we had to use artillery, infantry, probes, aircraft and missile foils.

                    Note there is now a redundant command center at Party Time costing us 2 credits/turn.

                    It is 2194. Sunspot activity started in 2177 and ended in 2187. If we had 20 years of sunspot activity, we would have accomplished our mission (or maybe if Deidre and Morgan hadn't been in a vendetta when sunspot activity ended, maybe we'd still be pacted with them).
                    Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                    Comment


                    • While I'm pretty sure we could have enough votes in 2 years (3 at the outside) at 50% economy to become Supreme Leader, I've been trying to figure out if there is a way to do it in 1 year.

                      (1) We need roughly 570 votes. We have 511. If we had around 1200 credits we could gain roughly 80 votes. We only have 400. Can we gain 60 votes with 400 credits.

                      (2) Obviously, we can prioritize our expenses. It costs only 10 credits to upgrade a trance scout to a police.

                      (3) We could sell all of our perimeter defenses (we have 34) except for the 4 bases with ECM probability sentinels (they're the land bases on the Spartan continent that are exposed to Morgan). Each perimeter defense gains us 25 credits. 30 would gain 750 credits.

                      (4) Another possibility is adjusting setting the psych to 20 - 40%. We'd have to see what happens at the various levels. In effect, this is borrowing from next year. We'd have less credits and/or less labs. If we achieve a diplomatic victory, it wouldn't matter.

                      If Morgan balked, we might make up in the long run for the loss in credits/labs by the fact that our bases are bigger (so the allocation to psych is an investment) or we write off the psych allocation as a calculated risk (the same way we write off losing probe teams).

                      What are your thoughts? Do you see other possibilities?
                      Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                      Comment


                      • Just a warning crossing my mind: if we destroy the perimeter defenses, it could mean —in the event of a refusal of our supreme leadership by one or two of the other remaining powers-- we would stand defenseless against some of their attacks.
                        All your base are belong to us

                        Comment


                        • We'd keep the perimeter defenses in the two places that have ECM probability sentinels (Ugly Puppy and Bunker Palace Hotel -- 300 Down and Santiago's Last Stand lost theirs during change of management).

                          With the exception of a transient plasma garrison, every other base with perimeter defense has a police garrison. The perimeter defense isn't going to increase their survivability against non-psi units.

                          Morgan has 1 fusion skimship (attack 10) and 1 IoD. Deidre has 1 AAA fusion cruiser (attack 10) and 24 IoD.

                          Do you know if perimeter defense affects psi combat?

                          If it does, it would make sense to leave the perimeter defense up where we know either Morgan or Deidre has an IoD.

                          (I'm not concerned if an aircraft destroys a police garrison in a sea base because (1) a perimeter defense isn't much help against fusion or shard when the defender is a police and (2) air units can't occupy bases).

                          We currently have 1 foil supply and 2 supplies. We will build another 8 supplies in 2 turns. It only takes 10 supplies (300 minerals) to build the Citizen's Defense Force (perimeter defenses at all bases), so we can afford to scrap the perimeter defenses at any base that can't be occupied by Morgan or Deidre in two turns.

                          Since our election as Supreme Leader would be the trigger, the most conservative approach would be to hold off until we build the Citizen's Defense Force.

                          So it looks like there are two viable options:

                          (1) scrap the perimeter defenses at bases that aren't close to naval or ground combat units of Morgan or Deidre and seek election as Supreme Leader whenever we have the necessary votes (next year or the following year) or

                          (2) don't scrap any perimeter defenses and wait until we build the Citizen's Defense Force (in three years) before we seek election as Supreme Leader.

                          Number (2) also has the advantage that our military units will have time to fully redeploy and heal (sadly, many of our aircraft are still feeling the effects of the campaign against the Hive and the University; we might want to build an aerospace complex at Ugly Puppy).

                          I'd really like your thoughts.

                          We can go ahead with movement orders (while we decide whether we're scrapping perimeter defenses, which will determine our ability to rush recreation commons).

                          FOR 2193:

                          (1) Unity former droid and ETU-125 1 sq. E of Zakharov's Last Stand move to 2 sq. W by NW of Zakharov's Last Stand and build mag tube.

                          (2) Boil mindworm at Freedom of Speech holds.

                          (3) Covert Operations sea former 2 sq. S by SW of home moves 1 sq. N and cultivates kelp farm.

                          (4) Oceana fusion tactical at home moves to Byzantine, re-homes and holds.

                          (5) Kragen's Maw, Boiled Egghead, Midway and Bikini Bottom sea formers 1 sq. N of Bikini Bottom cultivates kelp farm.

                          (6) Boiled Egghead, Bikini Bottom and Midway sea formers 1 sq. N of Bikini Bottom move 1 sq. N and build mining platform.

                          (7) Drydock cruiser transport 1 sq. S of E pur si mueve moves toward Freedom of Speech.

                          (8) Pacifica trance plasma garrison at home moves 1 sq. S onto transport.

                          (9) Trolls are Us cruiser transport 1 sq. S of Pacifica with 3 passengers moves toward Freedom of Speech.

                          (10) Fat Cat Alleys (95% damaged) missile needlejet 1 sq. E of Zakharov's Last Stand moves to Oceana, re-homes and holds.

                          (11) Sands of Hope and Glory police at Peacenik re-homes.

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

                          (13) Tu es Petrus sea and cruiser formers 1 sq. NW of home move 1 sq. SW and build mining platform.

                          (14) Big Easy sea and cruiser formers 1 sq. NE of home move to 1 sq. S of home and build mining platform.

                          (15) Test Tube Tango 2-1-1 workers 1 sq. SE and 2 sq.SE of base moves to 1-0-0 ocean 2 sq. NW and 2 sq. W by NW of base.

                          (16) Ocean City 2-1-1 and 1-0-0 workers 1 sq. SE, 1 sq. E and 1 sq. NE of base move to 2-1-1 fungus and 1-0-0 ocean 1 sq. NW, 2 sq. NW and 1 sq. N of base.

                          (17) Krusty Krab sea colony pod 2 sq. SE of Ocean City establishes "Ocean Suburb."

                          (18) Change Ocean Suburb to police.

                          (19) Xanadu sea colony pod at home moves 2 sq.S and establishes "Water Dance."

                          (20) Change Water Dance to police.

                          (21) Ocean Outpost and Sea Holiday sea formers 1 sq. SE of Sunken Suburb cultivate kelp farm.

                          (22) Athens former 1 sq. S of Bay Area builds road.

                          (23) Bay Area former at East moves to 1 sq. NE of Panama and cultivates farm.

                          (24) BRCM, Seaview and Drydock formers 1 sq. W of Athens moves 1 sq. SW and cultivates farm.

                          (25) Syrtis former 1 sq. W of Athens moves to 1 sq. NW of Strawberry Fields and builds thermal borehole.

                          (26) Persepolis and Panama formers 1 sq. N of Strawberry Fields move 1 sq. SW and build thermal borehole.

                          (27) Seaview, Ushuaia, East and Strawberry Fields formers 1 sq. E of Strawberry Fields move to 1 sq. NW of Strawberry Fields and build thermal borehole.

                          (28) Both Sea Spa sea formers 1 sq. NE of Sea Resort move 1 sq. S and build mining platform.

                          (29) Both HQ formers 1 sq. SE of Sea World move to 1 sq. NW of Strawberry Fields and build thermal borehole.

                          (30) Drydock supply at home move to HQ, re-homes, moves to 1 sq. E of Gibraltar and crawls 4 minerals.

                          (31) Suez former 2 sq. S of Drydock builds road.

                          (32) Ushuaia former 2 sq. SW of Drydock builds road.

                          (33) Krusty Krab sea former 1 sq. E of home moves 1 sq. SW and builds mining platform.

                          (34) Ocean Bud police at home holds.

                          (35) Ugly Puppy former 1 sq. W of home builds solar collector.

                          (36) Sea Observatory and Oceanopolis fungicidal sea formers 1 sq. N of Greenhouse Gate move to Ocean Observatory.

                          (37) Sea Harvest fungicidal sea former 1 sq. SE of Ocean Observatory moves to 3 sq. SW of Sea Observatory.

                          (38) Boil IoD 1 sq. NE of Miriam's Last Stand moves to 1 sq. NE of Greenhouse Gate.

                          (39) Atlantis fungicidal sea former 2 sq. NW of Garden of the Deep moves to 1 sq. SE of Ocean Observatory.

                          (40) Northern Lights and Sea Harvest sea formers 2 sq. N by NE of Sea Harvest cultivate kelp farm.

                          (41) Energy Harvest fungicidal sea former 2 sq. S of Bunny Burrows moves 1 sq. SE and removes fungus.

                          (42) Bunny Waters missile foil 2 sq. N by NE of Eureka returns home and holds.

                          (43) North Station fungicidal sea former 2 sq. SW of Deidre's Fishery moves to Bunny Burrows.

                          (44) Peacenik police 2 sq. N by NE of Fungi League moves to Party Time, re-homes and holds.

                          (45) Change Party Time to recycling tanks.

                          (46) Hooverville (65% damaged) fusion needlejet 1 sq. E of Yang's Last Stand moves to Trench Explorer.

                          (47) Trolls are Us (commando) police at home moves to Bring on the Clowns, re-homes and holds.

                          (48) Bring on the Clowns sea colony pod 2 sq. S by SE of 300 Down moves to 2 sq. SW of Garden of the Deep.

                          (49) Ocean Garden police at home holds.

                          (50) Hot Springs fusion 'copter at 300 Down holds.

                          (51) 301 (75% damaged) missile needlejet at home moves to Ugly Puppy and holds.

                          (52) Bunker Palace Hotel police 1 sq. NW of Santiago's Last Stand returns home and holds.

                          (53) Kelp Bounty sea former 2 sq. W by SW of home builds mining platform.

                          (54) Hot Springs sea colony pod at home moves 1 sq. NW, 1 sq. W, 1 sq. NW, 1 sq. W, 1 sq. SW (have to avoid fungus) to coordinates (52, 12) and establishes "Alien Temple Waters."

                          (55) Change Alien Temple Waters to police.

                          (56) Open Garden of the Deep base screen (so Deidre knows Alien Temple Waters has been established; note Garden of the Deep can no longer support its population).

                          (57) Alien Temple Waters 1-0-1workers move to 2-1-1 fungus and 1-2-1 bonus mineral 1 sq. SW and 1 sq. SE of base.

                          (58) Pre-boil IoD at North Station moves to Atlantic Ruins.

                          (59) Sea Embassy (50% damaged) X fusion penetrator 1 sq. NW of Yang's Last Stand moves to 300 Down.

                          (60) Ocean Research (45% damaged) missile needlejet 1 sq. S of Yang's Last Stand moves to 300 Down.

                          (61) Schmoking Gun (25% damaged) fusion interceptor 1 sq. S of Yang's Last Stand moves to 301.

                          (62) Trench Explorer (70% damaged) fusion needlejet and Eureka (35% damaged) shard penetrator 1 sq. SE of Yang's Last Stand moves to 300 Down.

                          (63) Northern Research (50% damaged) X shard penetrator 1 sq. N of Yang's Last Stand moves to 301.

                          (64) BRCM sea former 1 sq. NE of Hysteria Lane moves 1 sq. SE and builds mining platform.

                          (65) Atlantic Ruins fungicidal sea former 1 sq. W of Northern Outpost moves toward Bunny Burrows.

                          (66) Surfin' Safari plasma hoverboat 1 sq. W of Vladisever moves toward Deidre's Fishery.

                          (67) Kelp Abundance fusion 'copter at Hysteria Lane moves to Hot Springs.

                          (68) Hysteria Lane X shard chopper at home moves to Trench Explorer.

                          (69) Stellar Door fusion needlejet at Fat Cat Alleys moves to Sea Trolls.

                          (70) Santiago's Last Stand ECM probability sentinel at Bring on the Clowns returns home and holds.

                          (71) Bring on the Clowns police at Santiago's Last Stand re-homes.

                          (72) Freedom of Speech police at home moves to Schmoking Gun.

                          (73) Pre-boil mindworm at Schmoking Gun moves to Hooverville.

                          (74) Tie Share drop scout at home airdrops into Freedom of Speech and holds.

                          (75) Peacenik speeder probe at Tie Share moves to Freedom of Speech and holds.

                          (76) Big Easy fusion needlejet and Fungi League (45% damaged) missile needlejet at Tie Share move to Midway.

                          (77) Sands of Hope and Glory recon rover at home moves to Freedom of Speech and holds.

                          (78) BRCM (35% damaged) fusion 'copter at Northern Outpost moves to Schmoking Cannon.

                          (79) Schmoking Cannon (30% damaged) fusion needlejet at home moves to Ugly Puppy and holds.

                          (80) The Battery and Kragen's Maw cruiser probes at Trench Explorer move to Byzantine and hold.

                          (81) Trench Research (5% damaged) X shard penetrator at home moves to Gateway and holds.

                          (82) Geothermal Shallows gun foil at home moves to Alien Temple Waters, re-homes and holds.

                          (83) Ocean Bud plasma hoverboat at home moves to 2 sq. NW of Fort Survivalist and holds; if there already is another faction's unit there, it gets as close as possible and holds.

                          (84) Water Dance 1-0-0 workers move to 1-0-0 ocean 2 sq. W by SW and 1 sq. W of base.

                          (85) Xanadu foil supply moves to 1 sq. SE of Water Dance and crawls 1 nutrient (we'll eventually use the supply toward a secret project; Xanadu will move a 1-0-0 worker into the 3-2-0 square formerly occupied by the supply so Xanadu gains 2 nutrients in this process).

                          Please post a second mid turn save (we still need to do base management, upgrading trance scouts, rushing recreation commons and possibly scrapping perimeter defenses).
                          Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                          Comment


                          • With the provisions you made regarding my concern, it seems alright to scrap the perimeter defenses in bases not directly on the front line.
                            All your base are belong to us

                            Comment


                            • Perimeter defenses have no effect on psi combat.

                              So there is no reason to keep perimeter defenses to guard against IoD's.

                              The only non IoD naval units are a Gaian AAA fusion cruiser 2 sq. NE of Sea Observatory and a Morgan fusion skimship 1 sq. W of The Lord's Truth.

                              The only base in the vicinity of the Gaian AAA fusion cruiser with a perimeter defense is Miriam's Last Stand.

                              The only bases within two year's movement of the Morgan fusion skimship with perimeter defenses is Krusty Krab and Tu es Petrus.

                              None of Deidre's 6 sea bases have any units that can take over land bases. (They each have an IoD and a laser silksteel (plasma in the case of Deidre's Fishery) squad.

                              So we don't need any perimeter defenses in our bases on the Hive or the University continent.

                              In priority order, these are the bases that could use their current perimeter defenses:

                              High:

                              (1) Ugly Puppy has a ECM probability sentinel and is surrounded by Morgan.

                              (2) Bunker Palace Hotel has a ECM probability sentinel and is on the front line.

                              Medium:

                              (3) Bring on the Clowns and Trolls are Us are on a mag rail that leads to the front lines.

                              Low:

                              (4) Krusty Krab is two years (we can build the Citizen's Defense Force in three years) away from the Morgan fusion skimship. In two years, the Morgan fusion skimship could destroy the garrison, but it's movement would end. In the third year, there would be a new garrison. Of course, by then, one of our aircraft from Midway would have destroyed it.

                              (5) Tu es Petrus is 2 years away from the Morgan fusion skimship. The same logic for Krusty Krab applies.

                              (6) Miriam's Last Stand is 2 years away from the Gaian AAA fusion cruiser; however, there are Gaian IoD's one and two squares away, so it is likely that it would fall before it could defend against the Gaian AAA fusion cruiser.

                              My thoughts are that we keep the perimeter defenses at Ugly Puppy, Bunker Palace Hotel, Bring on the Clowns and Trolls are Us.

                              Do you think we're being too conservative in keeping the perimeter defenses at Bring on the Clowns and Trolls are Us?

                              Or, do you think we should keep the perimeter defenses at Krusty Krab, Tu es Petrus and Miriam's Last Stand?

                              Note that the only bases that have perimeter defenses are captured bases and not all captured bases have perimeter defenses.

                              I look forward to your thoughts.
                              Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                              Comment


                              • The risk seems well taken care of. Let us keep the Ugly Puppy, Bunker Palace Hotel, Bring on the Clowns and Trolls Are Us perimeter defenses.

                                We shall prevail anyway.
                                All your base are belong to us

                                Comment

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