Lt. Bodissey, we can now go to the next year. The BRCM crawler was a little slow in responding to your orders.
Announcement
Collapse
No announcement yet.
ACDG5: The Wardroom
Collapse
X
-
-
Lt Mead
Having enjiyed, maybe a lttle too much if his nabsake in a bevwerge called the same as his name "urp" offers the follwong observasion.
We got three formers? rigth?
We got three crawlwers (bloody H*** when do you get crawlers this early)? right?
Why are we thiinking of (dang, I think there's too much hops in this mead, it might be affectiong my sspelling) a SP now?
Why bnot concentrate on a little expansion, leverging the crawlers, to furhter the expansion?
Bla$$T these beverage induced speling errors.
That beig said, Too soon for devoting a base to a SP. Maybe after we double our bases we should start to think about devoting a base to SP's.
Well , "urp", I ought to look aqt the map? I'll try to dowload it. Could someone post a copule of screenshots?
Hey Veh, Whoops, excuse me, LT Vey, Sir (should we call you sir or (perhaps ma'am?) since we are all LT's (BTW who's the CC? and the turnplayer) could you post the screen shots?
x
x
x
x
I guess I should check the threads, they moght have alrwady posted the screenshoots for all I know.
Mead
PS
Posting above .08 should be avoided.
Pps
s\hould is not the same as mmust. (some jurisdictions still hold to the .010 limit).
Comment
-
We started with three specialized formers and three specialized crawlers. They can't be produced or reverse engineered.
Weather Paradigm will help development. If we don't start constructing a SP now, we may not build any.
Turnplayer is Bodissey. Faction leader is timsup2nothin.
Terrain:
Unit positions:
Last edited by vyeh; June 27, 2008, 23:32.
Comment
-
Lt. Bodissey,
It's time to go onto the next year.
Comment
-
Lt. Bodissey,
It is your call what to do with the scouts.
I do have a suggestion.
(1) Let every base be garrisoned by a scout supported by that base. So:
(a) Move the BRCM scout that is on the road 1 sq. NE of BRCM into BRCM and hold.
(b) Move the HQ scout that is on the monolith 1 sq. NE of HQ into HQ and hold.
(c) Move the HQ scout that is 1 sq. W of East into East, re-home to East and hold.
(2) Scouts should escort formers moving into fungus..
(a) Move the independent scout in East south, attempting to enter the square with the East former. When the former moves into the fungus square 1 sq. W of its current position, the scout will be there to support it. It will be in a good position in subsequent turns to explore SW of the East former's current position.
(3) Scouts should protect crawlers (we can replace formers).
(a) Move the independent scout in HQ 1 sq. W (using 1/3 of its mp) and attempt to move into the square with the HQ crawler. Note that this scout will be in a good position to explore NW of HQ in subsequent turns.
(b) Move the independent scout in BRCM 1 sq. S (using 1/3 of its mp) and attempt to move 1 more sq. S onto the monolith with the East crawler. Later it can continue to protect crawlers or via the road network, explore to the West of HQ or to the NE or E of East.
Comment
-
If I may be so bold as to ask why we don't keep the independent scouts within our bases.
As they do not require any support I would incline to think they are more valuable to us alive than dead. Don't you think so?All your base are belong to us
Comment
-
Excellent point!
Please note that if we go to free market in the future (we don't have the tech for it now), the independent scouts will not cause any civil unrest if they are outside the borders.
So I suppose your plan is:
(a) Leave the independent scouts where they are.
(b) Move the BRCM scout along the road into BRCM and south, attempting to enter the monolith that is 2 sq. S of BRCM and 1 sq. NE of HQ.
(c) Move the HQ scout that is on the monolith 1 sq. NE of HQ 1 sq. W into the monolith that is 1 sq. NW of HQ. It will later move NW to support the HQ crawler.
(d) Move the HQ scout that is 1 sq. W of East into East and re-home to East. Later it will move S to support East former.
Once you've moved the scouts, we'll be finished for MY 2104.
Comment
-
Lt. Bodissey,
You can go to the next year. Because of the decisions we've already made, the next couple of years are determined.
In 2106, the BRCM scout will move 1 sq. W and the HQ scout will move 1 sq. NW to protect the two crawlers. The East scout will continue 1 sq. S to be in position to support the East former when it moves into the fungus. The BRCM former will build a road.
In 2107 the HQ scout will move with its crawler 1 sq. W to explore three squares. The BRCM scout will move with its crawler 1 sq. NW to open up the monolith it is currently on for the East crawler which will have been re-homed to HQ. The East crawler will move into HQ to convoy a mineral from East to HQ. The East former will move along the road to 2 sq. S of East (in the next turn it will move into the fungus square with the East former). The East scout and East former will move 1 sq. W into the fungus square (in the next turn the former will begin clearing fungus).
The next decision occurs between MY 2107 and MY 2108. At that point, we will discover Doctrine: Flexibility. Our choices will be Biogenetics, Industrial Base, Applied Physics and Social Psych.
The choice of technologies depends on the approach we plan to take. Do we want to attack one of the other factions? If so, Applied Physics and Industrial Base.
Do we want to develop peacefully? Biogenetics and Social Psych lead to Gene Splicing and Ecological Engineering, which lift restrictions on nutrients and minerals. Social Psych controls Drones. Biogenetics gives us Recycling Centers. Industrial Base is part of the path to Industrial Automation, which allows crawlers. Social Psych leads to Ethical Calculus, which gives us democracy and Children's Creche, two of the three things needed for pop booming.
Do we want to pursue a native strategy? Biogenetics and Social Psych lead to Secrets of the Human Brain and Centauri Empathy.
Comment
-
Lt. Bodissey,
You can go to the next year. Because of the decisions we've already made, the next couple of years are determined.
In 2106, the BRCM scout will move 1 sq. W and the HQ scout will move 1 sq. NW to protect the two crawlers. The East scout will continue 1 sq. S to be in position to support the East former when it moves into the fungus. The BRCM former will build a road.
In 2107 the HQ scout will move with its crawler 1 sq. W to explore three squares. The BRCM scout will move with its crawler 1 sq. NW to open up the monolith it is currently on for the East crawler which will have been re-homed to HQ. The East crawler will move into HQ to convoy a mineral from East to HQ. The BRCM former will move along the road to 2 sq. S of East (in the next turn it will move into the fungus square with the East former). The East scout and East former will move 1 sq. W into the fungus square (in the next turn the former will begin clearing fungus).
The next decision occurs between MY 2107 and MY 2108. At that point, we will discover Doctrine: Flexibility. Our choices will be Biogenetics, Industrial Base, Applied Physics and Social Psych.
The choice of technologies depends on the approach we plan to take. Do we want to attack one of the other factions? If so, Applied Physics and Industrial Base.
Do we want to develop peacefully? Biogenetics and Social Psych lead to Gene Splicing and Ecological Engineering, which lift restrictions on nutrients and minerals. Social Psych controls Drones. Biogenetics gives us Recycling Centers. Industrial Base is part of the path to Industrial Automation, which allows crawlers. Social Psych leads to Ethical Calculus, which gives us democracy and Children's Creche, two of the three things needed for pop booming.
Do we want to pursue a native strategy? Biogenetics and Social Psych lead to Secrets of the Human Brain and Centauri Empathy.Last edited by vyeh; July 4, 2008, 18:19.
Comment
-
Then let's go with Industrial Base. It gives us Synthmetal Armor and is also part of the Industrial Automation research path.
In 2107 the HQ scout will move with its crawler 1 sq. W to explore three squares. The BRCM scout will move with its crawler 1 sq. NW to open up the monolith it is currently on for the East crawler which will have been re-homed to HQ.
In both cases, the crawlers will convoy two minerals from their new locations (the HQ worker will have to move to accommodate the crawler with the BRCM scout).
The East crawler will move into HQ to convoy a mineral from East to HQ (it does NOT re-home to HQ until the next turn).
The BRCM former will move along the road to 2 sq. S of East (in the next turn it will move into the fungus square with the East former).
The East former and East scout will move 1 sq. W into the fungus square. (It is important to move the former first. If the former encounters a mindworm, the scout will attack the mindworm. If the scout dies, then there is an opportunity for the scout in the East to come out and kill the weakened mindworm in a hurried assault. Then the former can move into the fungus square. If there is no mindworm, the scout can follow the former.) In the next turn the former will begin clearing fungus.
Between years, we'll discover Doctrine: Flexibility. If you don't like Industrial Base, choose Applied Physics.
At this point, East will have produced the last two minerals to complete the Colony Pod (one mineral is being convoyed to HQ). Since production occurs before growth, completion of the colony pod leads to abandonment of East, which we don't want. So delay production. (No minerals will be lost since East will have the exact number of minerals to complete the Colony Pod. If it had more, than those excess minerals would be lost when the Colony Pod is produced next year.)
For 2108, the movement of the HQ and BRCM scouts and their associated crawlers will depend on what has been revealed by the HQ scout's movement in 2107. The East crawler in HQ will be re-homed to HQ and move 1 sq. NW into the monolith and convoy 2 mins/year for HQ.
The East former will begin clearing fungus. The BRCM former will move into the same square as the East former (in the next turn it will help clear fungus).
Between 2108 and 2109, East will produce a colony pod. The new colony pod will be sent to the expansion site. I believe East should begin producing a scout to explore to the West and Northwest. However, other viable options are a former to add a farm and solar collector on the canyon square (currently 1-2-0) to the West, for 1-1-4 foil to explore the freshwater sea, a 1-1-2 rover to explore to the West and Northwest.
By 2111 the expansion site will be cleared and the colony pod will be able to establish a base. The new base will have ten free minerals (because our support is > -2). I suggest that the east scout currently in the new square (assuming it didn't die fighting mindworms) be re-homed to the new base (my suggestion is Tim's Villa), that the new base produce a 1-1-4 foil, and that the foil be hurried for 25 energy units.Last edited by vyeh; July 5, 2008, 00:03.
Comment
-
Lt. Bodissey,
Unless you have objections, let's make the following moves for 2107:
Formers:
BRCM former move along road to 2 sq. S of East.
East former move 1 sq. W. (If mindworm detected, East scout attacks mindworm. If East scout dies, independent scout in East moves 2 sq. S and makes hasty assault.)
Scouts:
HQ scout moves 1 sq. W.
BRCM scout moves 1 sq. NW.
East scout moves 1 sq. W, unless it has attacked a mindworm.
Crawlers:
East crawler moves into HQ and convoys a mineral from East to HQ (DO NOT re-home).
HQ worker moves to 1 sq. NE of HQ.
HQ crawler 3 sq. NW of HQ moves 1 sq. W and convoys two minerals.
HQ crawler 1 sq. NW of HQ moves 1 sq. NW and convoys two minerals.
Comment
-
* sigh *
Although Lt. Bodissey is from the former European Plutocratic Union, he obviously enjoys celebrating the Independence Day of the United States.
Perhaps, he picked up the ritual from the Psych Chaplain, Lt. Commander Miriam Godwinson, who now leads The Lord's Believers. She is known for being very charismatic.
Comment
-
We can go to the next year. We will discover Doctrine: Flexibility.
As we've discussed, let's choose Industrial Base (unless you would rather choose Applied Physics). I consider thicker hide equivalent to fangs and claws.
Delay production of the East colony pod. We don't want to lose the East base!
For 2108:
Move the HQ scout 1 sq. S and investigate the Unity supply pod. The crawler with the HQ scout will be protected from a mindworm appearing 1 sq. SE by the BRCM scout.
As we've discussed, the East former will begin clearing fungus at its current location and the BRCM former will move 1 sq. W and join it.
We'll need a mid-turn save to evaluate the results of retrieving the Unity supply pod.
I agree with you about a potential base site on the river near the monoliths. Shall we send the BRCM colony pod in that direction when it is completed?
I see only two places where you might disagree:
(1) Industrial Base or Applied Physics (I prefer Industrial Base, but I can accept Applied Physics)
(2) investigating the supply pod. I think our crawlers are adequately protected and I believe in the advantage of resupply.
Comment
Comment