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ACDG5: The Wardroom

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  • With the Planetary Transit System and green economics, we should have very few problems from drones and an easy time building things that actually help us and not just quell drone riots.

    I'm worried about nerve gas, genetic plagues, nerve staples, and nukes.

    Comment


    • So Morgan should be happy with us. We're no longer running planned and he doesn't want us to fight the Believers.

      Since we popped the IoD first and still had a movement point left, we could have attacked it. Since we have a planet rating of +2, we had a 50% chance of capturing it. I'll have to keep that in mind. It is not going to affect us much if we lose the gun foil next to the IoD, since we have another one in the vicinity to continue popping pods. And the Seaview gun foil was the one trapped in the Freshwater Sea until Suez was established, so we've made it a little more useful by skipping the Sunken City upgrade and sending it north where it could pop some pods.
      Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

      Comment


      • BEFORE ENDING 2138:

        (1) In Social Engineering, set slider to 30% economy/70% lab. (Values of credits/labs:

        50/50 29/41;
        40/60 25/45;
        30/70 17/51;
        20/80 9/54;
        10/90 3/59;
        0/100 -4/62;

        going from 50/50, we're trading 4 credits for 4 labs;
        from 40/60, 8 credits for 6 labs;
        from 30/70, we would be trading 8 credits for 3 labs;
        from 20/80, 6 credits for 5 labs;
        from 10/90, 7 credits for 3 labs;

        since we are using credits to rush formers and recycling centers, 8 credits for 3 labs seems too much and 8 for 6 labs seems like a good deal; we would discover Synthetic Fossil Fuels in 6 turns under 30/70).

        (2) Rush BRCM former for 25 credits.

        (3) Rush South Skimship Supply for 25 credits.

        (4) Change HQ to former (Southview trance rover supply will take new forest square).

        BETWEEN 2138 AND 2139:

        (5) BRCM builds former. Change to sea former.

        (6) South builds Skimship Supply. Change to former.

        (7) Seaview builds trance rover supply. Change to former.

        (8) Ushuaia builds Recycling Tanks. Change to scout.

        FOR 2139:

        (9) East colony pod attempts to move 2 sq. SW.

        (10) Seaview recon rover joins East colony pod.

        (11) East former droid moves 1 sq. W, 2 sq. SW.

        (12) BRCM former in BRCM moves 1 sq. NW.

        (13) BRCM former 1 sq. N of BRCM moves to Seaview, re-homes and moves 1 sq. SW.

        (14) Seaview trance rover supply moves 2 sq. SW, 3 sq. S, 1 sq. E and crawls 2 minerals for Seaview.

        (15) Suez former droid (3 sq, N of Suez) moves 1 sq. NW.

        (16) Suez colony pod establishes "Gateway" (feel free to choose another name).

        (17) Change Gateway production to scout.

        (18) Drydock gun foil at Ushuaia moves 2 sq. N.

        (19) Sunken City plasma hoverboat moves to Blast Rifle Crag.

        (20) Western South gun foil moves up passage between Hive and University.

        (21) Drydock plasma coastal moves 2 sq. S, 1 sq. W, 1 sq. E (this is its patrol route; we don't want to get too close to the Spartan bases).

        (22) Seaview gun foil (if it survives) limps to the nearest monolith.

        (23) Northernmost Drydock gun foil moves 2 sq. S and repairs.

        (24) Change Gateway and Seaview production to trance rover supply. Eastern South gun foil pops pod. If no materials pod, change Gateway back to scout and Seaview back to former.

        (25) Hurry East former for 16 credits (full payment).

        (26) Hurry South skimship supply for 2 credits (full payment).

        (27) Hurry Suez recycling tanks for 58 credits (full payment).

        (28) Hurry Drydock impact foil for 20 credits (partial payment).

        (29) East scout (at Suez) moves to East and holds.

        (30) Suez scout (at East) moves to Suez and holds.

        Note: Moves (28) and (29) are a package deal. If you can't move one because of mindworm defense, don't move the other.
        Last edited by vyeh; September 10, 2008, 07:55.
        Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

        Comment


        • I've called for a vote on Drydock's next build: probe defender or former.

          It doesn't make sense to build another impact foil when we are close to discovering Synthetic Fossil Fuels and will be able to build a missile foil.

          A probe defender will protect Drydock against enemy probe foils and it has no support cost.

          A former can start preparing land for crawlers or start prepping an expansion site in the fungal fields (it will take a while).
          Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

          Comment


          • Lt. Nahkrinoth,

            Note that BRCM will build a sea former after it rushes its current former.

            Along with the existing sea former, it will first work on the bonus squares (including the mineral bonus one used by Suez), then it can start building tidal harnesses (which give 3 energy - 2 before we discover environmental economics). Compared to the 1 energy that we can get from most of the land squares, this is enough to justify the additional expense of sea formers and sea crawlers.

            And if there isn't enough for two sea formers to do, we can always send one out into the open sea under escort to help Ushuaia.
            Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

            Comment


            • Let us not forget that with Synthetic Fossil Fuels will also come some enhanced abilities against the fungus for the formers, which could shorten the prepping of Fungal Fields.
              All your base are belong to us

              Comment


              • I had forgotten the fungicide tanks. Because of the Planetary Transit System, for any new base site to be viable, it needs to have three worker sites totaling 4 nutrients (unless we rush Recycling Tanks immediately).

                The river squares in the fungal field look like possible candidates. If we build inland, we have sea squares, one freshwater sea squares, fungus squares and the squares on the road we've built. So it would be viable immediately (but produce little minerals or energy).

                The fungus river square on the Freshwater Sea would allow the new base to use some of the land squares by BRCM (BRCM formers would have time to prepare new squares in the meantime).

                Comparative advantages:

                Inland: less overlap. More growth for BRCM and new base.

                Freshwater seaside: more overlap. Can take advantage of existing non-fungus (and terraformed squares).

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

                Comment


                • Re enhanced fungal former, special abilities do not need to be prototyped - only chassis, armor, weapons need to be prototyped. Even if we need prototyping, we could still use a regular former to terraform (build roads, cultivate farms, plant forest, etc.) after a fungal former has removed the fungus.

                  We need to build a road to the fungal fields. Once that former has built the road, it can terraform around Drydock for Drydock's fourth worker (Drydock will grow in 13 turns; sooner if we switch to democratic or Drydock builds a children's creche). I'm looking at the 2-1-1 rainy river square. It will take 4 turns to farm it and 6 turns to build a solar collector, which will make it a 3-1-2 square.

                  Thanks for the 2138 screenshot!
                  Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                  Comment


                  • As governor of BRCM, I am much more in favor of an inland build in order to avoid too much overlap. But the common good must prevail.

                    But Drydock might also need a Network Node to take advantage of the numerous energy ressources it is harvesting.
                    All your base are belong to us

                    Comment


                    • Okay, inland build is fine. Let's go with the Network Node. Tech is important.

                      BEFORE ENDING 2139:

                      (1) Change Gateway to 1-1t-1 trance scout infantry (designate 1-1-1 scout as obsolete).

                      (2) Change Ushuaia to 1-1t-1 trance scout infantry.

                      (3) Change BRCM to a sea former.

                      (4) Move Seaview trance recon rover 1 sq. SW, 3 sq. S, 1 sq. SE and crawl 2 mins for Seaview.

                      BETWEEN 2139 AND 2140:

                      (5) East builds former. Change to 1-1t-1 trance scout infantry.

                      (6) South builds skimship supply. Change to former.

                      (7) Drydock builds impact foil. Change to network node. Don't upgrade anything.

                      (8) Suez builds recycling tanks. Change to former.

                      (9) Ushuaia builds trance scout infantry. Change to former.

                      (10) Gateway builds trance scout infantry. Change to recycling tanks.

                      FOR 2140:

                      (11) Gateway trance scout infantry exchanges place with Suez scout.

                      (12) Suez plasma sentinels move to cover Gateway former droid.

                      (13) Gateway former droid removes fungus.

                      (14) Sunken City plasma hoverboat moves to Spartan waters.

                      (15) Drydock plasma coastal moves 1 sq. SW, 2 sq. N, 1 sq. NE unless you spot any Spartan noncombat units; in that case, move to intercept.

                      (16) Western South gun foil moves between Hive and University. If the Hive contacts us, don't break our pact with Deidre, don't pay Yang anything. If he declares vendetta, feel free to destroy a Hive noncombat unit.

                      (17) Eastern South gun foil moves 2 sq. E (to get the pod in the Geothermal Shallows).

                      (18) Move Northern Drydock gun foil 1 sq. E, 1 sq. NE (we will attempt to capture IoD next turn; if we end up next to IoD, it will attack us; we don't want to pop pod because we might end up with another IoD; IoD is valuable because it can carry units and attack; if we fail in capture, we're powerful enough to reap planet pearls; mostly win-win).

                      (19) Seaview former constructs mine.

                      (20) BRCM former cultivates farm.

                      (21) Drydock impact foil moves to sea monolith.

                      (22) HQ former droid moves 1 sq. SW.

                      (23) East colony pod moves 1 sq. SW (wait for South former droid to complete road) and attempts to move 1 sq. W.

                      (24) Seaview recon rover moves to East colony pod.

                      (25) South skimship supply moves 2 sq. W, 1 sq. SW and crawls 3 nutrients for South.

                      (26) Ushuaia former moves 1 sq. E (will cultivate farm).

                      (27) Ushuaia trance scout infantry and independent scout at South exchange places.

                      (28) Ushuaia recon rover goes to East.

                      (29) East former at East attempts to move 2 sq. E.

                      (30) East scout moves to cover East former.

                      (31) Drydock gun foil at Ushuaia moves north.

                      (32) Rush Seaview former for 19 credits (full payment).
                      Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                      Comment


                      • We were against atrocities before. Nothing in our strategic position has changed. Two of our pact mates are voting to reinstate the charter. Let's vote for it.

                        BETWEEN 2139 AND 2140:

                        (1) Morgan convenes the Planetary Council to reinstate the U.N. Charter. Vote "Yea."

                        (2) East builds former. Change to 1-1t-1 trance scout infantry.

                        (3) South builds skimship supply. Change to former.

                        (4) Drydock builds impact foil. Change to network node. Don't upgrade anything.

                        (5) Suez builds recycling tanks. Change to former.

                        (6) Ushuaia builds trance scout infantry. Change to former.

                        (7) Gateway builds trance scout infantry. Change to recycling tanks.

                        FOR 2140:

                        (8) Gateway trance scout infantry exchanges place with Suez scout.

                        (9) Suez plasma sentinels move to cover Gateway former droid.

                        (10) Gateway former droid removes fungus.

                        (11) Sunken City plasma hoverboat moves to Spartan waters.

                        (12) Drydock plasma coastal moves 1 sq. SW, 2 sq. N, 1 sq. NE unless you spot any Spartan noncombat units; in that case, move to intercept.

                        (13) Western South gun foil moves between Hive and University. If the Hive contacts us, don't break our pact with Deidre, don't pay Yang anything. If he declares vendetta, feel free to destroy a Hive noncombat unit.

                        (14) Eastern South gun foil moves 2 sq. E (to get the pod in the Geothermal Shallows).

                        (15) Move Northern Drydock gun foil 1 sq. E, 1 sq. NE (we will attempt to capture IoD next turn; if we end up next to IoD, it will attack us; we don't want to pop pod because we might end up with another IoD; IoD is valuable because it can carry units and attack; if we fail in capture, we're powerful enough to reap planet pearls; mostly win-win).

                        (16) Seaview former constructs mine.

                        (17) BRCM former cultivates farm.

                        (18) Drydock impact foil moves to sea monolith.

                        (19) HQ former droid moves 1 sq. SW.

                        (20) East colony pod moves 1 sq. SW (wait for South former droid to complete road) and attempts to move 1 sq. W.

                        (21) Seaview recon rover moves to East colony pod.

                        (22) South skimship supply moves 2 sq. W, 1 sq. SW and crawls 3 nutrients for South.

                        (23) Ushuaia former moves 1 sq. E (will cultivate farm).

                        (24) Ushuaia trance scout infantry and independent scout at South exchange places.

                        (25) Ushuaia recon rover goes to East.

                        (26) East former at East attempts to move 2 sq. E.

                        (27) East scout moves to cover East former.

                        (28) Drydock gun foil at Ushuaia moves north.

                        (29) Rush Seaview former for 19 credits (full payment).
                        Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                        Comment


                        • If Yang is going to send a sea colony pod to declare war on us, make sure to keep track of that pod and make them pay!

                          Hopefully, Deidre will be happy now.

                          BEFORE ENDING 2140:

                          (1) Ushuaia recon rover goes to East.

                          (2) East scout moves to cover East former.

                          (3) Hurry Sunken City children's creche for 28 credits (partial payment).

                          BETWEEN 2140 AND 2141:

                          (4) See which way Hive colony pod goes.

                          (5) HQ builds supply crawler. Switch to trance scout infantry.

                          (6) East builds trance scout infantry. Change to former.

                          (7) Seaview builds former. Change to crawler.

                          (8) Sunken City builds children's creche. Change to perimeter defense.

                          FOR 2141:

                          (9) Move Drydock impact foil to nearest monolith and investigate.

                          (10) HQ former droid builds road.

                          (11) East colony pod establishes "Gibraltar." (Feel free to choose your own name.)

                          (12) Change Gibraltar production to trance scout infantry.

                          (13) Seaview recon rover holds.

                          (14) Gibraltar former droid moves 1 sq. S.

                          (15) Drydock crawler 1 sq. W of HQ moves 1 sq. NW and crawls 2 minerals for Drydock.

                          (16) HQ crawler in HQ moves 1 sq. W and crawls 2 minerals for HQ.

                          (17) Seaview former in Seaview moves 1 sq. SW and constructs mine.

                          (18) BRCM sea former cultivates kelp farm.

                          (19) Suez plasma sentinels hold.

                          (20) Sunken City plasma hoverboat moves to Spartan waters and patrols with plasma coastal.

                          (21) Drydock plasma coastal patrols (attack any Spartan non-combat unit).

                          (22) Western South fun foil goes after Hive sea colony pod and attacks it if possible.

                          (23) Northern Drydock gun foil moves 1 sq. S and attempts to capture Isle of the Deep. If capture attempt fails, attack Isle of the Deep.

                          (24) Change Sunken City, Gateway and Seaview to trance rover supply. Eastern South gun foil pops pod and moves back west. If no materials pod, change Sunken City to perimeter defense, Gateway to recycling tanks, and Seaview to crawler.

                          (25) East former near Suez moves 1 sq. N and plants forest.

                          (26) Drydock gun foil near Suez moves to the waters between the Hive and the University.

                          (27) East scout patrol moves to cover East former (if it is already covering East former, it holds).

                          (28) East former clears fungus.

                          (29) East trance scout infantry moves 2 sq. W and investigates monolith.

                          (30) Ushuaia trance scout infantry at South and Ushuaia recon rover at East change places.

                          (31) Ushuaia former cultivates farm.

                          (32) Change to democratic politics for 40 credits (make sure Gibraltar has been established).
                          Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                          Comment


                          • I suggest we try to coordinate battle plans with Lady Deirdre Sky in our common war against the Hive.
                            All your base are belong to us

                            Comment


                            • Good job killing two sea colony pods. Those are high value targets.

                              BEFORE ENDING 2141:

                              (1) Change Social Engineering slider to 0% economy/100% labs.

                              (2) Contact Deidre. Coordinate battle plans (we can land those mindworms on the Hive's west coast; the Hive looks like a good target), see if she'll trade tech.

                              (3) Ushuaia former builds road instead of cultivating farm (so second former can save turn).

                              (4) Change Seaview to network node.

                              (5) Move Seaview trance rover supply to 1 sq. SW of Seaview and crawl 1 mineral for Seaview (freeing up forest for HQ).

                              BETWEEN 2141 AND 2142:

                              (6) South builds former. Switch to sea former.

                              (7) Ushuaia builds former. Switch to sea former.

                              (8) Gibraltar builds trance scout infantry. Switch to recycling tanks.

                              FOR 2142:

                              (9) Move Gibraltar trance scout infantry to South.

                              (10) Move South former 1 sq. SW and plant forest.

                              (11) Gibraltar former droid builds road.

                              (12) East trance scout infantry at HQ monolith changes place with Ushuaia trance scout infantry at East (Ushuaia trance scout infantry investigates monolith).

                              (13) Ushuaia former in Ushuaia moves 1 sq. NE (wait for the other former to complete road) and cultivates farm.

                              (14) Drydock gun foil near Morgan Interstellar moves to waters between the Hive and the University.

                              (15) Sunken City plasma hoverboat and Drydock plasma coastal patrol (keep to Southern end).

                              (16) Western South gun foil rests.

                              (17) Change Gateway to trance rover supply. IoD pops pod to East, moves 1 sq. NE, unloads mindworm to NE, moves 1 sq. W. Move other mindworm on square with gun foil onto IoD. Move IoD 1 sq. NW and pop pod. Note: IoD can not capture wild IoD, so move IoD first.

                              (18) Northern gun foil moves 1 sq. NW, pops pod, moves 1 sq. N, pops pod. Note: If IoD discovered by our IoD or by gun foil, attempt capture. If capture fails, attack it. If no materials pod, change Gateway back to recycling tanks.

                              (19) Eastern South gun foil moves west to unexplored territory between University and the Gaians.

                              (20) Drydock impact foil heads to Spartan waters.

                              (21) Move Ushuaia recon rover at South to Suez and Gateway trance scout infantry at Suez to East.

                              (22) Change Sunken City production to network node.

                              (23) If we didn't get a tech from Deidre, contact Morgan. Try to get a tech at any price (tech, credits).
                              Last edited by vyeh; September 11, 2008, 13:28.
                              Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                              Comment


                              • We will discover Synthetic Fossil Fuels between 2142 and 2143. Assuming we do not get a tech in trade with Deidre, we will be given a choice of Superconductor, Doctrine: Intitiative, Intellectual Integrity, Centauri: Meditation, Neural Grafting and Environmental Economics.

                                I prefer Doctrine: Initiative for the secret project Maritime Control Center. It will give our sea units an extra two movement points. In addition Doctrine: Initiative gives us cruiser chassis.

                                I'm putting it to a vote.
                                Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

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