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ACDG5: The Wardroom

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  • Zakharov has been very difficult. First he ends the pact kicking our units out. Now he starts a vendetta. He is running democratic, free market and knowledge.

    Democratic and free market are probably the worse choices for waging war.

    Because he has all the techs we have and is ahead in armor, we have to outmanuever and outproduce him.

    Mir presents an opportunity. It has only one defender. If we can take Koppernigk Observatory and put in a transport with land units abroad, we can occupy Mir if we can knock out the single defender with air power. Mir contains all of Universities secret projects. If we can hang onto Mir, University loses its immunity to probe teams. Or we could destroy Mir.

    BEFORE ENDING 2166:

    (1) Hurry recreation commons at Xanadu for 54 credits (full payment).

    (2) Xanadu doctor becomse 3-0-0 worker.

    (3) Seaview worker moves from 3-1-1 square to 1-2-1 forest (the extra two nutrients will be wasted).

    (4) Seaview worker moves from 4-0-5 square to to 4-0-3 nutrient bonus square.

    (5) Panama worker moves from 0-1-0 square to bonus energy square.

    (6) Change Panama to fusion sea colony pod.

    (7) In design workshop, add deep radar to fusion sea colony pod to create fusion sea colony pod mk2. Hit apply and upgrade all future production of fusion sea colony pod to the mk2 model.

    (8) Bay Area worker moves from 2-0-2 square to 1-2-1 forest square.

    (9) Hurry Bay Area fungicidal fusion sea formers mk2 for 6 credits (partial payment).

    (10) Change Seaview to supply.

    (11) Change Fleet Anchorage to recreation commons.

    BETWEEN 2166 AND 2167:

    (12) If Zakharov contacts us, only end vendetta if he pays us. Do not end pact or give into extortion.

    (13) HQ builds trance scout infantry. In design workshop, add comm jammer to trance plasma garrison to create 1-3+t-1*2 ECM, Trance ECM plasma garrison. Change HQ to ECM plasma garrison.

    (14) BRCM builds fusion sea formers. Change to X fusion penetrators.

    (15) Bay Area builds fungicidal fusion sea former mk2. Change to 0-3-5*2 Deep Radar Fusion Cruiser Transport.

    (16) Drydock builds X fusion penetrator. Change to fusion cruiser transport.

    (17) Xanadu builds recreation commons. Change to fusion sea formers.

    (18) Sunken City builds fusion sea colony pod mk2. Leave as fusion sea colony pod mk2.

    (19) Gateway builds supply. Change to fusion sea colony pod mk2.

    (20) Tu es Petrus builds trance scout infantry. Change to recreation commons.

    (21) Athens builds colony pod mk2. Change to supply.

    FOR 2167:

    (22) Big Easy doctor becomes 3-0-0 worker.

    (23) Gibraltar skimship supply moves to mineral bonus and crawls 2 minerals for Gibraltar.

    (24) HQ (green) trance scout at HQ moves 1 sq. W, 1 sq. N and investigates monolith.

    (25) HQ trance scout 2 sq. SE of Drydock moves into Drydock and holds.

    (26) Drydock X fusion penetrator moves west to Morgan Interstellar (it can be done in a year).

    (27) Bay Area gun foil 1 sq. E of Suez moves 1 sq. E, 1 sq. N, 1 sq. NW and holds.

    (28) Seaview fusion sea colony pod moves 1 sq. E, 1 sq. N, 1 sq. NW and establishes "The Battery."

    (29) Change The Battery production to fungicidal fusion sea former mk2.

    (30) Gateway former droid in jungle builds road.

    (31) Suez worker moves from 1-2-1 square to 1-2-1 forest square 1 sq. SE of Suez.

    (32) Gateway supply at Gateway moves 2 sq. S and crawls 2 minerals.

    (33) BRCM sea former moves to bonus nutrient and cultivates kelp farm.

    (34) Suez fusion marines at East moves to HQ monolith and investigate.

    (35) Seaview former 1 sq. SW of BRCM builds road.

    (36) BRCM fusion sea former at BRCM moves 1 sq. W and cultivates kelp farm.

    (37) Sunken City fusion sea colony pod mk2 moves 2 sq. NE, 1 sq. N and establishes "Sea World." Change production to recreation commons. Change worker to doctor. Re-home plasma hoverboat.

    (38) HQ fungicidal former 1 sq. SW of Panama removes fungus.

    (39) Gateway fungicidal former 1 sq. SW of Panama builds road.

    (40) Drydock gun foil at Panama moves toward Sunken City.

    (41) Drydock fusion interceptor near Training Camp moves 2 sq. E, 2 sq. N, 1 sq. NE, 2 sq. N, 1 sq. NE and 1 sq. E to get to Fleet Anchorage (following water is safest bet because we've been destroying sea units).

    (42) Look for some nice targets for missile needlejets in Fleet Anchorage.

    (43) Missile needlejets in Spartan territory outside Fleet Anchorage return to Fleet Anchorage.

    (44) Athens colony pod at Athens moves 1 sq. SE, 1 sq. S, 1 sq. E.

    (45) Pre-boil IoD 2 sq. N by NE of Morgan Interstellar moves 5 sq. SW to The Battery and waits.

    (46) Gateway trance scout 1 sq. NW of The Battery moves into The Battery, re-homes and holds.

    (47) Pre-boil IoD moves 1 sq. N.

    (48) Boiled Eggplant missile needlejet at Boiled Eggplant rests.

    (49) Boil IoD moves into Boiled Eggplant and holds.

    (50) Bay Area missile foil near Boiled Eggplant moves into Boiled Eggplant and holds.

    (51) Krusty Krab missile needlejet at Midway holds.

    (52) Sunken City colony pod at Manifold Nexus Central establishes "Manifold Nexus Central."

    (53) Change MNC production to trance scout infantry.

    (54) Pre-boil mindworm at MNC holds.

    (55) Tu es Petrus trance scout at Tu es Petrus holds.

    (56) Bay Area fungicidal sea former at Bay Area moves 2 sq. W, 2 sq. SW, 1 sq. S, 1 sq. W.

    (57) Ushuaia former 2 sq. SW of Ushuaia moves 3 sq. NE.

    (58) Tu es Petrus missile foil at Tu es Petrus attacks Water to Wine.

    (59) Gibraltar missile foil at Krusty Krab occupies Water to Wine.

    (60) Rename Water to Wine.

    (61) Change production of Water to Wine to trance scout infantry.

    (62) Gibraltar missile foil at Water to Wine re-homes and holds.

    (63) Syrtis worker moves from 1-2-1 forest square 1 sq. E of Syrtis to 1-2-1 forest square 2 sq. N by NE of Syrtis.

    (64) Syrtis supply 2 sq. NE of Syrtis moves 1 sq. S and crawls 2 minerals for Syrtis.

    (65) HQ supply 1 sq. SE of HQ moves to 1 sq. W of HQ and crawls 2 minerals for HQ.

    (66) BRCM supply 1 sq. W of East moves to 1 sq. SE of HQ and crawls 2 minerals for BRCM.

    (67) East supply 1 sq. S of East moves to 1 sq. W of East and crawls 2 minerals for East.

    (68) HQ crawler 2 sq. S by SE of East moves 1 sq. NW and crawls 3 minerals for HQ.

    (69) East worker moves from 1-2-1 square to 1-3-1 forest canyon square 2 sq. S by SE of East.

    (70) BRCM worker moves from 1-2-1 square 1 sq. S of BRCM to 1-2-1 square 2 sq. SE of BRCM.

    (71) Seaview supply 1 sq. NE of BRCM moves to 1 sq. S of BRCM and crawls 2 minerals for Seaview.

    Note: Between 2168 and 2169, we will discover MInd/Machine Interface and be able to construct the Cyborg Factory. We need to deny Zakharov the bioenhancement centers at all of his bases. The Cyborg Factory cost 400 minerals. We'll need the trance rover supply (180), seven crawlers (30 minerals each) and ten minerals of production by HQ.

    We're moving the supply crawlers so they can all enter HQ is 2169.
    Last edited by vyeh; September 25, 2008, 02:12.
    Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

    Comment


    • We don't want the Cyborg Factory in Zakharov's hands. Even if we couldn't use it, we don't want Zakharov to have it. The Cyborg Factory gives a free Bioenhancement Center at every base, which would give any unit built there + 25% morale.

      We may have lost a turn or two for the former droid, but the X fusion penetrator is further along.

      We certainly do want to renew our pact with Morgan for the commerce income. Let's see if he will do it for "goodwill" like he did it the last time.
      Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

      Comment


      • Zakharov has a fusion copter within range of some of our bases. Keep a sharp eye out. If the copter attacks and runs, note the direction that it ran in, then send a unit to attack it (air superiority is not required and the copter has armor 1 so a plasma hoverboat can take attack it).

        BEFORE ENDING 2167:

        (1) Contact Morgan. Don't give him anything. Ask him to pact with us for goodwill and friendship. Try for tech trade. Coordinate battle plans. See what he says.

        (2) Sell command center at Krusty Krab for 20 credits.

        (3) In design workshop:
        (a) retire 0-1-4*2 fusion sea colony pod (40 minerals; no active units); and
        (b) obsolete 1-1-1 scout patrol.

        (4) Change Athens to fusion sea colony pod mk2.

        (5) Hurry recreation commons at Fleet Anchorage for 54 credits (full payment).

        (6) The Battery doctor becomes a 1-2-1 worker.

        (7) Water Music plasma hoverboat 3 sq. SW of Syrtis moves toward Athens (we'll use this obsolete unit to occupy bases and hunt copters).

        (8) Gibraltar skimship supply 2 sq. SW of Gibraltar moves to 1 sq. NW of Gibraltar and crawls 3 nutrients for Gibraltar.

        (9) Drydock impact foil and Drydock missile foil at Fleet Anchorage moves toward Boiled Egghead.

        BETWEEN 2167 AND 2168:

        (10) Fleet Anchorage builds a recreation commons. Change to probe team mk2.

        (11) Seaview builds supply. Leave on supply.

        (12) Big Easy builds trance scout infantry. Change to recreation commons.

        FOR 2168:

        (13) East supply 1 sq. W of East moves 1 sq. SW and crawls 2 minerals for East.

        (14) HQ supply 1 sq. S of East moves to 1 sq. W of East and crawls 2 minerals for HQ.

        (15) Suez fusion marines at HQ monolith move to 1 sq. E of East.

        (16) Ushuaia former 1 sq. NE of Ushuaia moves 1 sq. NE and builds borehole.

        (17) Bay Area former 2 sq. SW of Ushuaia moves 3 sq. NE.

        (18) Bay Area gun foil moves through Suez to 2 sq. NW of Suez.

        (19) Seaview fungicidal former moves through Suez to 1 sq. E of Suez.

        (20) Gateway former 1 sq. SW of Gateway moves 2 sq. NE, 1 sq. E.

        (21) ETU-125 2 sq. E by NE of Gateway moves 1 sq. NE.

        (22) Pre-boil IoD 1 sq. N of The Battery moves to Athens.

        (23) Athens colony pod moves 1 sq. E, attempts to move 1 sq. NE.

        (24) Seaview recon rover 2 sq. E by NE of Gateway moves to cover colony pod and holds.

        (25) Boiled Egghead missile needlejet at Boiled Egghead moves to Cana.

        (26) Tu es Petrus missile foil 1 sq. S of Cana moves into Tu es Petrus and holds.

        (27) Big Easy trance scout at Big Easy holds.

        (28) X fusion penetrator at Boiled Egghead attacks Marine Biology Lab (don't use nerve gas).

        (29) Bay Area missile foil at Boiled Egghead occupies Marine Biology Lab.

        (30) Rename Marine Biology Lab.

        (31) Bay Area missile foil at Marine Biology Lab re-homes and holds.

        (32) If Miriam contacts us, speak to her. Don't break pact. Don't give into extortion. Only end vendetta if she submits.

        (33) Change Marine Biology Lab production to trance scout infantry.

        (34) Sell Marine Biology Lab command center for 20 credits.

        (35) Krusty Krab missile needlejet at Midway moves to Cana and holds.

        (36) Water Music plasma hoverboat near Sea World moves toward Athens.

        (37) Drydock gun foil near Sea World moves toward Syrtis.

        (38) HQ trance scout 2 sq. NW of HQ moves into Syrtis and re-homes.

        (39) Bay Area fungicidal fusion sea former at Bay Area moves 1 sq. W, 1 sq. N and removes fungus.

        (40) HQ former 1 sq. NE of Strawberry Fields plants forest.

        (41) Panama former droid 1 sq. SW of Panama builds road.

        (42) HQ fungicidal former 1 sq. SW of Panama moves 1 sq. S.

        (43) Gateway fungicidal former 1 sq. SW of Panama moves 1 sq. NE, attempts to move 1 sq. NE.

        (44) Needlejets in Spartan territory outside Fleet Anchorage return to Fleet Anchorage.

        (45) Needlejets at Fleet Anchorage look for targets or rest depending on damage.

        (46) Drydock supply droid 1 sq. SE of BRCM moves 1 sq. N and crawls 2 minerals for Drydcck.

        (47) Seaview supply at Seaview moves 1 sq. SW, 2 sq. S and crawls 4 minerals for Seaview.

        (48) Gibraltar skimship supply 1 sq. NW of Gibraltar moves to 2 sq. SW of Gibraltar and crawls two minerals for Gibraltar.

        (49) HQ trance scout at Drydock re-homes.

        (50) Hurry ECM plasma garrison at HQ for 5 credits (partial payment; after both HQ crawlers are cashed in and HQ is supporting the ECM plasma garrison, it will be producing 5 fewer minerals; we need HQ to contribute ten minerals to the Cyborg Factory, so we purchase some minerals).

        (51) Drydock impact foil and Drydock missile foil near Blast Rifle Crag moves toward Boiled Egghead.
        Last edited by vyeh; September 25, 2008, 10:29.
        Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

        Comment


        • Lt. Nahkrinoth,

          Are you interested in holding Mir Lab or taking it and obliterating it (along with the Hunter-Seeker Algorithm, the Longevity Virus and the Supercollider?

          To destroy it now would require 3 fusion needlejets (to take out the plasma armored defenders in Mir Lab and Koppernigk Observatory and the probability sheathed transport in Koppernigk Observatory), an IoD and two scouts (the scouts would obliterate the two bases).

          Capturing Mir Lab and holding it would require more fusion needlejets and some time to destroy units that could retake Mir.
          Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

          Comment


          • Between 2168 and 2169 we will have a choice of Intellectual Integrity and Applied Relativity. Applied Relativity leads to tachyon bolts (weapons 12) and photon wall (defense 5).

            Obviously, we want Applied Relativity.
            Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

            Comment


            • BEFORE ENDING 2168:

              (1) Change Gateway to fusion sea colony pod mk2.

              (2) Gateway worker moves from 2-2-1 square 2 sq. E by NE of Gateway to 1-2-2 forest river square (the nutrient is going to be wasted when the sea colony pod is produced).

              (3) Change The Battery to fusion sea former.

              (4) Seaview recon rover 2 sq. E by NE of Gateway moves 1 sq. NE and holds.

              (5) Change Seaview to fusion sea colony pod mk2.

              (6) Change Krusty Krab to recreation commons (all captured bases of size 3 need garrison and recreation commons).

              (7) Ushuaia recon rover at Drydock moves to Strawberry Fields and holds.

              (8) Strawberry Fields trance scout at Strawberry Fields moves to Panama.

              (9) Panama trance scout at Panama moves along road toward Athens (ending up 2 sq. S by SE from Athens).

              (10) Gateway supply 1 sq. N of Suez moves 1 sq. N, 1 sq. E and waits.

              (11) Gateway workers move from 2-2-1 and 0-4-0 squares to 1-2-1 forest squares 1 sq. W and 1 sq. NW of Gateway.

              (12) Gateway supply 2 sq. SW of Gateway crawls 4 minerals for Gateway.

              BETWEEN 2168 AND 2169:

              (13) The University will build a copter at Mendelev College, leaving it with two copters, both within range of our bases (the other one was at the Marine Institute). If a copter attacks us, note the direction it moves after the attack. Our missile needlejets have deep radar so they will spot the copter if they get within two squares.

              (14) We discover Mind/Machine Interface. Choose Applied Relativity.

              (15) HQ builds ECM plasma garrison. Change to The Cyborg Factory.

              (16) Drydock builds fusion cruiser transport. Change to fusion cruiser probe team.

              (17) Ushuaia builds supply. Leave on supply.

              (18) Gibraltar builds fusion sea colony pod mk2. Change to fusion sea formers.

              (19) Syrtis builds fusion sea formers. Change to supply.

              FOR 2169:

              (20) Move

              (a) the Seaview trance rover supply 1 sq. SW of Seaview (180 minerals);
              (b) the Seaview supply 1 sq. E of BRCM (30 minerals);
              (c) the Seaview supply 1 sq. S of BRCM (30 minerals);
              (d) the HQ supply 1 sq. W of East (30 minerals);
              (e) the East supply 1 sq. E of HQ (30 minerals);
              (f) the BRCM supply 1 sq. SE of HQ (30 minerals);
              (g) the Syrtis supply 2 sq. SW of HQ (30 minerals; be sure to follow road); and
              (h) the HQ supply 1 sq. W of HQ (30 minerals)

              into HQ and assign their minerals to the Cyborg Factory secret project.

              (21) HQ ECM plasma garrison at HQ moves 1 sq. NE and investigates.

              (22) BRCM former and Seaview former 2 sq. E by SE of BRCM build road.

              (23) Bay Area gun foil moves through Panama to 1 sq. W of Panama.

              (24) Strawberry Fields former droid and HQ fungicidal former 1 sq. E of Strawberry Fields remove fungus.

              (25) Gateway fungicidal former 1 sq. SW of Panama moves 1 sq. NE, attempts to move 1 sq. NE.

              (26) Strawberrry Fields trance scout at Panama moves to Strawberry Fields.

              (27) Ushuaia recon rover at Strawberry Fields moves to Panama and holds.

              (28) Water Music plasma hoverboat near Strawberry Fields moves to Athens.

              (29) Panama trance scout 2 sq. S by SE of Athens moves to Athens and waits.

              (30) Pre-boil IoD moves into Athens, loads Panama trance scout and moves to Fleet Anchorage.

              (31) Athens colony pod in jungle establishes "Constantinople."

              (32) Change Constantinople to recreation commons.

              (33) Seaview recon rover at Constantinople re-homes.

              (34) Constantinople former droid and ETU-125 at Constantinople move 1 sq. NE.

              (35) Gateway former 1 sq. SW of Constantinople moves 3 sq. W.

              (36) BRCM sea former moves through Suez to 1 sq. E of Suez.

              (37) Seaview fungicidal sea former 1 sq. E of Suez moves to bonus mineral and removes fungus.

              (38) Suez fusion marines 1 sq. E of East moves 3 sq. N.

              (39) Kagen Maw's worker moves from 1-1-0 square to 0-6-6 borehole 2 sq. NW of Kagen's Maw.

              (40) East former 2 sq. NE of Ushuaia moves 1 sq. W.

              (41) Bay Area former 1 sq. NE of Ushuaia moves 1 sq. NW.

              (42) Drydock supply droid 1 sq. SW of Ushuaia moves 2 sq. SW and extracts 4 minerals for Drydock.

              (43) Ushuaia supply at Ushuaia moves 1 sq. SW and crawls 4 minerals for Ushuaia.

              (44) Gibraltar fusion sea colony moves to 3 sq. SW of Syrtis.

              (45) Syrtis former 1 sq. S of Syrtis builds road.

              (46) Syrtis fusion sea former moves to energy bonus.

              (47) Drydock gun foil near Drydock moves to 3 sq. SW of Syrtis.

              (48) Drydock disciplined trance scout at Drydock boards transport.

              (49) Drydock fusion cruiser transport moves to Sea World, unloads Drydock trance scout and moves toward Syrtis.

              (50) Drydock trance scout at Sea World re-homes and holds.

              (51) Sea World doctor becomes 1-2-1 forest worker.

              (52) Sea World plasma hoverboat at Sea World moves toward Athens.

              (53) Drydock missile needlejet moves 3 sq. E, 3 sq. N, 3 sq. W, 2 sq. S into Fleet Anchorage (the Hive has one naval unit, a gatling foil; we'll be sending a colony pod and IoD to establish a base at Atlantic Ruins; we need to sweep to see if we can locate Hive gatling foil.

              (54) Athens missile needlejet moves 5 sq. N, 4 sq. W, 2 sq. S and attack Sparta Command.

              (55) Continue attacking Sparta Command with the other missile needlejets until Sparta Command is not producing a Falcon and the SAM rover at Sparta Command has been destroyed.

              (56) Find good targets for any remaining missile needlejet at Fleet Anchorage. Beware of SAM rovers.

              (57) Drydock fusion interceptor at Fleet Anchorage either attacks soft targets or rests.

              (58) Drydock impact foil 2 sq. N by NW of Boiled Egghead goes to Boiled Egghead and holds.

              (59) Boil IoD at Boiled Egghead moves to Midway and holds (we will use this unit to attack Oceanographic Lab).

              (60) Drydock X fusion penetrator 1 sq. NW of Bikini Bottom moves to Cana.

              (61) Boiled Egghead missile needlejet moves 3 sq. NE, 3 sq. N (Climatic Control was scheduled to produce a probe cruiser; if it is traveling toward us, this move should spot it; if probe cruiser is not spotted, attack the University colony pod 2 sq. N of Academgorodock or the Believing sea former near Belly of the Whale).

              (62) Krusty Krab missile needlejet either attacks any copters or other soft targets or it rests.

              (63) Drydock missile foil 2 sq. N by NW moves to Midway and holds.

              (64) Drydock supply droid 1 sq. NE of BRCM moves 1 sq. S and crawls 4 minerals for Drydock.

              (65) Bay Area worker moves from 1-2-1 square to 1-3-1 forest canyon square 2 sq. NE of Bay Area.

              (66) Gibraltar skimship supply 2 sq. SW of Gibraltar moves to 1 sq. NW of Gibraltar and crawls 3 nutrients for Gibraltar.

              (67) Seaview worker moves from 3-1-1 square to 0-4-0 mine square 1 sq. SW of Seaview.

              (68) Constantinople 3-0-3 worker becomes doctor.
              Last edited by vyeh; September 26, 2008, 04:07.
              Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

              Comment


              • So we traded a green trance scout (worth 10 minerals) for a fusion copter. If we had a plasma garrison, we would still have lost the unit and we would have paid 30 minerals.

                Our needlejets are over water. I'm not sure a ground unit could attack our needlejets even with SAM.

                Good job on the probe cruisers. They were threats to Fleet Anchorage and Cana.

                That Spartan artillery that damaged our hoverboat is a priority target.
                Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                Comment


                • BEFORE ENDING 2169:

                  (1) Water Music worker moves from 2-1-0 square to 3-0-0 kelp square 2 sq. E by NE of Water Music.

                  (2) In design workshop:

                  (a) design 10x-1-12*2 X Deep Radar X Fusion 'Copter (50 minerals).
                  (b) Retire 0-3t-2 Trance Rover Supply.
                  (c) Obsolete 6-1-10 Support Copter (40 minerals).

                  (3) Change Ushuaia to X fusion 'copter.

                  BETWEEEN 2169 AND 2170:

                  (4) HQ builds The Cyborg Factory. Change to trance scout infantry.

                  (5) East builds X fusion penetrator. Change to probe team mk2.

                  (6) Persepolis builds fungicidal fusion sea formers mk2. Change to supply.

                  (7) Kragen's Maw builds fusion sea formers. Change to fusion foil supply.

                  (8) Strawberry Fields builds recycling tanks. Change to supply.

                  FOR 2170:

                  (9) Strawberry Fields trance scout holds.

                  (10) Bay Area gun foil goes to Sunken City.

                  (11) Drydock former droid 1 sq. W of Drydock moves 1 sq. NW.

                  (12) Drydock fusion cruiser transport 2 sq. SE of Sunken City moves 3 sq. SE, 1 sq. E into Syrtis, loads one of Syrtis trance scouts and moves 3 sq. SW.

                  (13) Drydock gun foil 3 sq. SW of Syrtis moves to Sunken City.

                  (14) Gibraltar sea colony pod mk2 3 sq. SW of Syrtis establishes "Ocean Outpost."

                  (15) Change Ocean Outpost production to fusion sea former.

                  (16) Syrtis trance scout at Ocean Outpost re-homes and holds.

                  (17) Syrtis fusion sea former 2 sq. SE of Ocean Outpost cultivates kelp farm.

                  (18) HQ ECM plasma garrison at HQ monolith heads 3 sq. E.

                  (19) East X fusion penetrator moves to Morgan Antimatter.

                  (20) Constantinople former droid and ETU-125 1 sq. NE of Constantinople remove fungus.

                  (21) Pre-boil IoD near Blast Rifle Crag heads to Fleet Anchorage.

                  (22) Drydock (70% damaged) missile needlejet at Fleet Anchorage holds.

                  (23) All missile needlejets in Spartan territory outside Fleet Anchorage return to Anchorage after scouting.

                  (24) (IMPORTANT) Sparta Command is on the verge of completing a probe cruiser. We will use the fusion interceptor to block it from Fleet Anchorage. Drydock fusion interceptor moves to 1 sq. SE of Sparta Command and ends its movement.

                  (25) Water Music plasma hoverboat 1 sq. NW of Panama moves into Athens and rests (where it will heal before proceeding to University waters).

                  (26) Gateway former 2 sq. W by NW of Gateway moves 1 sq. NW and builds borehole.

                  (27) Gateway fungicidal former 1 sq. NE of Panama removes fungus.

                  (28) Sea World plasma hoverboat 2 sq. W of Panama moves toward Boiled Egghead.

                  (29) Suez fusion marines 1 sq. N of Suez moves toward Constantinople.

                  (30) BRCM sea former 1 sq. E of Suez moves 1 sq. NE and removes fungus.

                  (31) Persepolis fungicidal fusion sea former moves 2 sq. N and constructs tidal harness.

                  (32) Seaview former 2 sq. E by SE of BRCM builds borehole.

                  (33) Seaview former 1 sq. SW of BRCM moves 2 sq. E and builds borehole.

                  (34) Bay Area former and East former 1 sq. N of Ushuaia build mine.

                  (35) East former and both Ushuaia formers 2 sq. NE of Ushuaia move 3 sq. SW.

                  (36) Kragen's Maw fusion sea former moves 2 sq. SW and builds tidal harness.

                  (37) Bay Area fungicidal sea former 1 sq. E of Water Music moves 1 sq. NE and builds mining platform.

                  (38) Boil IoD at Midway attacks Oceanographic Lab (note psi combat with a mindworm ignores relative reactor strength; odds of 2-3 are really 4-3).

                  (39) If Zakharov contacts us, don't break pact, don't give into extortion and don't allow blood truce unless he pays us a bribe.

                  (40) If there is another defender at Oceanographic Lab or if the IoD was unsuccessful, Drydock X fusion penetrator at Cana attacks Oceanographic Lab (use nerve gas; Zak voted to suspend the UN Charter).

                  (41) Drydcok missile foil at Midway moves to Oceanographic Lab and occupies it or attacks it if the odds are better than 1-1.

                  (42) If Drydock missile foil had to take out the last defender, Big Easy plasma hoverboat at Big Easy occupies Oceanographic Lab.

                  (43) Rename Oceanographic Lab.

                  (44) Occupying unit at Oceanographic Lab re-homes and holds.

                  (45) Change production of Oceanographic Lab to trance scout infantry.

                  (46) Krusty Krab missile needlejet returns to Krusty Krab after exploring to the NE.

                  (47) Boiled Egghead missile needlejet moves 4 sq. N and returns to Cano.

                  (48) Change East to recreation commons and turn 1-3-1 worker into a doctor.

                  (49) Suez 1-2-1 worker becomes a doctor.

                  (50) Gateway 1-2-1 worker becomes doctor (hunger is okay because we will lose 4 nutrients when Gateway produces the colony pod).

                  (51) Change Gibraltar to recreation commons and turn 1-2-1 worker to a doctor.

                  (52) Change Syrtis to recreation commons and turn 1-2-1 worker to a doctor.

                  (53) Sea World 1-1-0 worker becomes doctor.

                  (54) Change Manifold Nexus Central to recreation commons and turn 3-0-0 worker into a doctor.

                  (55) Sell command center at Oceanographic Lab for 20 credits.

                  (56) Change Midway to recreation commons.

                  (57) Change Ocean Outpost to recreation commons.

                  (58) Change Strawberry Fields to recreation commons.

                  (59) Tu es Petrus 3-0-0 worker becomes doctor.
                  Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                  Comment


                  • Take and hold if we can. If we need more air power then we can wait.

                    Would you rather destroy it?

                    Comment


                    • I think the faster we can hit Zakharov, the better. He is researching tech faster than we are. Give him time and he'll outgun us.

                      Right now, I'm taking his seabases because we have ships (even the obsolete plasma hoverboats are useful) and needlejets.

                      If we destroy Mir Labs, he becomes vulnerable to probes. He has an inherent weakness in probe. Knowledge makes it worse. If we want to destroy Mir Lab, we only need two scouts (one for Mir Lab, the other for Koppernigk Observatory.

                      If we want to hold, we'll need at a minimum several plasma (or silksteel) garrisons, several probe teams and several copters for defense.
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                      Comment


                      • Re salvage unity fusion core:

                        Because of all the bases we've been capturing, we need to build recreation commons in all of our size three bases.

                        However, the Spartans only have 90 credits and the Believers have 2.

                        Note that our pactmates are voting no or abstaining.

                        Unless Lt. Nahkrinoth has an opinion, I think we vote no.
                        Last edited by vyeh; September 26, 2008, 15:37.
                        Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                        Comment


                        • BETWEEEN 2169 AND 2170:

                          (1) Colonel Santiago convenes the Planetary Council to salvage the Unity fusion core. Veto the proposal.

                          (2) HQ builds The Cyborg Factory. Change to trance scout infantry.

                          (3) East builds X fusion penetrator. Change to recreation commons.

                          (4) Persepolis builds fungicidal fusion sea formers mk2. Change to supply.

                          (5) Kragen's Maw builds fusion sea formers. Change to fusion foil supply.

                          (6) Strawberry Fields builds recycling tanks. Change to recreation commons.

                          FOR 2170:

                          (7) Strawberry Fields trance scout holds.

                          (8) Bay Area gun foil goes to Sunken City.

                          (9) Drydock former droid 1 sq. W of Drydock moves 1 sq. NW.

                          (10) Drydock fusion cruiser transport 2 sq. SE of Sunken City moves 3 sq. SE, 1 sq. E into Syrtis, loads one of Syrtis trance scouts and moves 3 sq. SW.

                          (11) Drydock gun foil 3 sq. SW of Syrtis moves to Sunken City.

                          (12) Gibraltar sea colony pod mk2 3 sq. SW of Syrtis establishes "Ocean Outpost."

                          (13) Change Ocean Outpost production to recreation commons.

                          (14) Syrtis trance scout at Ocean Outpost re-homes and holds.

                          (15) Syrtis fusion sea former 2 sq. SE of Ocean Outpost cultivates kelp farm.

                          (16) HQ ECM plasma garrison at HQ monolith heads 3 sq. E.

                          (17) East X fusion penetrator moves to Morgan Antimatter.

                          (18) Constantinople former droid and ETU-125 1 sq. NE of Constantinople remove fungus.

                          (19) Pre-boil IoD near Blast Rifle Crag heads to Fleet Anchorage.

                          (20) Drydock (70% damaged) missile needlejet at Fleet Anchorage holds.

                          (21) All missile needlejets in Spartan territory outside Fleet Anchorage return to Anchorage after scouting.

                          (22) (IMPORTANT) Sparta Command is on the verge of completing a probe cruiser. We will use the fusion interceptor to block it from Fleet Anchorage. Drydock fusion interceptor moves to 1 sq. SE of Sparta Command and ends its movement.

                          (23) Water Music plasma hoverboat 1 sq. NW of Panama moves into Athens and rests (where it will heal before proceeding to University waters).

                          (24) Gateway former 2 sq. W by NW of Gateway moves 1 sq. NW and builds borehole.

                          (25) Gateway fungicidal former 1 sq. NE of Panama removes fungus.

                          (26) Sea World plasma hoverboat 2 sq. W of Panama moves toward Boiled Egghead.

                          (27) Suez fusion marines 1 sq. N of Suez moves toward Constantinople.

                          (28) BRCM sea former 1 sq. E of Suez moves 1 sq. NE and removes fungus.

                          (29) Persepolis fungicidal fusion sea former moves 2 sq. N and constructs tidal harness.

                          (30) Seaview former 2 sq. E by SE of BRCM builds borehole.

                          (31) Seaview former 1 sq. SW of BRCM moves 2 sq. E and builds borehole.

                          (32) Bay Area former and East former 1 sq. N of Ushuaia build mine.

                          (33) East former and both Ushuaia formers 2 sq. NE of Ushuaia move 3 sq. SW.

                          (34) Kragen's Maw fusion sea former moves 2 sq. SW and builds tidal harness.

                          (35) Bay Area fungicidal sea former 1 sq. E of Water Music moves 1 sq. NE and builds mining platform.

                          (36) Boil IoD at Midway attacks Oceanographic Lab (note psi combat with a mindworm ignores relative reactor strength; odds of 2-3 are really 4-3).

                          (37) If Zakharov contacts us, don't break pact, don't give into extortion and don't allow blood truce unless he pays us a bribe.

                          (38) If there is another defender at Oceanographic Lab or if the IoD was unsuccessful, Drydock X fusion penetrator at Cana attacks Oceanographic Lab (use nerve gas; Zak voted to suspend the UN Charter).

                          (39) Drydcok missile foil at Midway moves to Oceanographic Lab and occupies it or attacks it if the odds are better than 1-1.

                          (40) If Drydock missile foil had to take out the last defender, Big Easy plasma hoverboat at Big Easy occupies Oceanographic Lab.

                          (41) Rename Oceanographic Lab.

                          (42) Occupying unit at Oceanographic Lab re-homes and holds.

                          (43) Change production of Oceanographic Lab to trance scout infantry.

                          (44) Krusty Krab missile needlejet returns to Krusty Krab after exploring to the NE.

                          (45) Boiled Egghead missile needlejet moves 4 sq. N and returns to Cano.

                          (46) East 1-3-1 worker becomes a doctor.

                          (47) Suez 1-2-1 worker becomes a doctor.

                          (48) Gateway 1-2-1 worker becomes doctor (hunger is okay because we will lose 4 nutrients when Gateway produces the colony pod).

                          (49) Change Gibraltar to recreation commons and turn 1-2-1 worker to a doctor.

                          (50) Change Syrtis to recreation commons and turn 1-2-1 worker to a doctor.

                          (51) Sea World 1-1-0 worker becomes doctor.

                          (52) Change Manifold Nexus Central to recreation commons and turn 3-0-0 worker into a doctor.

                          (53) Sell command center at Oceanographic Lab for 20 credits.

                          (54) Change Midway to recreation commons.

                          (55) Tu es Petrus 3-0-0 worker becomes doctor.
                          Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                          Comment


                          • Congratulations on Drydock fungal bloom.

                            It looks like the monolith 1 sq. S of Drydock was the recipient of the fungal bloom. The monolith is still producing 2-2-2. We didn't even lose the road, so no former time is required. Note that ecodamage at Drydock is 6; last year it was 7.

                            Now that we have had our fungal bloom, we can start controlling eco-damage by building tree farms. Each tree farm built increases the clean mineral limit at every base.

                            Fortunately, a Morgan fusion penetrator seems to have taken over police duties at Krusty Krab.
                            Last edited by vyeh; September 26, 2008, 23:09.
                            Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                            Comment


                            • No on salvage. It'll help them more than us.

                              Comment


                              • I'm looking at a decapitation strike at the Spartans. Currently Sparta Command has two defenders one is a synth garrison, the other an AA rover). It would take two missile needlejets tp take out the defenders. Then a scout would land from an IoD. We'd have to hold Sparta Command for one turn against counterattacks, but there are only two roads in.

                                On the following turn, the scout could destroy Sparta Command.

                                There is an IoD and scout which could be in position next turn. We'd need to make sure that the needlejets are back in Fleet Anchorage at the end of this turn.
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