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  • Which of the following are you willing to give up for crawlers?

    (1) Second interceptor to handle University Falcons.

    (2) Additional needlejets to attack University bases and additional 'copters to defend captured University land bases and to attack units outside bases.

    (3) Sea formers to terraform sea squares for existing bases (including Midway and all the captured sea bases) and to prep squares for new sea bases.

    (4) Sea colony pods to claim Atlantic Ruins, New Sargasso and the area between University and the Hive.

    (5) Ground units to hold Mir (I assume you do want to capture it and you don't want to let Zakharov have it back without a fight).

    (6) Another probe cruiser to steal tech from Zakharov while we have the Hunter Seeker Algorithm and he doesn't.

    (7) The Living Refinery which cost 400 minerals (we currently have a 50 mineral skimship supply and one 30 mineral supply - plus the three 10 mineral supply droids).

    The reason for our problems balancing military against development are the Gaians. When the Gaians destroyed the two defenders at Koppernigk Observatory (now E pur si mueve), the University was going to replace the defenders with AAA probability sentinels which defend against our aircraft at 12 (armor 6 + 100% AAA) before taking into account perimeter defense, base, sensors and morale.

    Without nerve gas, we don't have the firepower. So we sent in every available unit from Boiled Egghead, including the garrison to take E pur si mueve. Now it is a scramble to have enough units to exploit the beachhead. Because of our high efficiency, one strategy is to build a lot of trance scouts and recon rovers and upgrade them as needed (we may have to forego research for a few turns).

    Take a look at E pur si mueve and turn some of those doctors into thinkers. Look what happens to the labs and compare the labs generated by E pur si mueve to the labs generated by Seaview. This shows the power of the specialist.
    Last edited by vyeh; September 29, 2008, 16:41.
    Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

    Comment


    • When the demands of military power relaxes we can get some crawlers. It would also help keep up with that demand in the first place.

      Comment


      • So what are you willing to trade for crawlers?
        Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

        Comment


        • By clearing the defenders from E pur si mueve at the beginning of the year, the Gaians have presented us an opportunity to capture Mir Lab earlier than we planned.

          Mir Lab contains three secret projects, the Hunter Seeker Algorithm, the Supercollider and the Longevity Vaccine. By itself, the Hunter Seeker Algorithm would be a sufficient reason to lose all of our planes in the region and the invasion force at E pur si mueve (the trance scout and the recon rover are cheap so we're talking about the fusion marines).

          The Supercollider in connection with thinkers will immediately make a substantial contribution to our research.

          However, it is the Longevity Vaccine that has the greatest potential for us. With the longevity vaccine, we can delay the production of recreation commons at many of our bases. This will allow us to build the crawlers Lt. Nahkrinoth wants as well as some sea formers.

          If we don't have a bad break when X fusion penetrator attacks Mir Lab, we are in a position to capture Budushii Dvor, giving E pur si mueve additional protection.

          In the Spartan theatre, we need to continue to have an aircraft block the chokepoint W of Bring on the Clowns. As long as we have the Hunter Seeker Algorithm, the new Spartan probe cruiser can't hurt us.

          One of the needlejets will patrol the waters between the Spartans and the Hive on its way back to base. We will be sending several sea colony pods to the Atlantic Ruins (Lt. Nahkrinoth was interested in establishing 4 or 5 bases in that region).

          Although none of our enemies have naval combat units, the Hive has four plasma armored transports, which are no problem for our elite, although damaged, missile needlejet.

          BEFORE ENDING 2173:

          (1) 2 doctors in Bring on the Clowns become thinkers. 3-0-0 worker moves to 3-1-0 jungle square 1 sq. W of base.

          (2) 4 doctors in E pur si nueve become thinkers.

          (3) Change Boiled Egghead to trance scout.

          (4) Change Bikini Bottom to trance scout.

          (5) Change Cana to trance scout.

          (6) In design workshop, retire fusion cruiser and obsolete scout patrol.

          (7) Change Drydock production to fusion 'copter.

          (8) Change Ocean Outpost to fusion sea former.

          (9) Drydock fusion interceptor at Fleet Anchorage goes off alert status (by activating it).

          (10) Suez fusion marines at E pur si mueve re-homes.

          (11) Change East to supply (1 mineral retooling penalty; with the expected capture of The Longevity Virus next year, we won't need the recreation commons so soon; we'll need supplies to build The Living Refinery).

          (12) Change Gateway to supply.

          (13) Change The Battery to supply (1 mineral retooling penalty).

          (14) Change Water Poetry to fusion sea formers.

          (15) Change Constantinople to supply (5 mineral retooling penalty).

          (16) Change Sea World to fusion sea formers (5 minerals retooling penalty).

          (17) Unity former droid 1 sq. SE of Sea World builds road instead of cultivating farm (will plant forest next year).

          (18) Change Gibraltar to supply (8 mineral retooling penalty).

          BETWEEN 2173 AND 2174:

          (19) HQ builds trance scout infantry. Leave on trance scout infantry.

          (20) We discover Silksteel Alloys. Choose Advanced Spaceflight.

          (21) Xanadu builds fusion sea formers. Change to fusion sea colony pod mk2.

          (22) Sunken City builds trance scout infantry. Leave on trance scout infantry.

          (23) Athens builds fusion sea colony pod mk2. Change to fusion sea formers.

          (24) Kragen's Maw build recreation commons. Change to fungicidal fusion sea formers mk2.

          (25) Panama builds fusion sea colony pod mk2. Move 1-2-1 worker to 4-0-3 kelp 1 sq. S of base. Change to fungicidal fusion sea formers.

          (26) Midway builds recreation commons. Change to trance scout infantry.

          FOR 2174:

          (27) East X fusion penetrator at Big Easy moves to 1 sq. S of Mir Lab and attacks Mir Lab (no nerve gas).

          (28) If the X fusion penetrator was not successful, use the Boiled Egghead (50% damaged) missile needlejet at Tu es Petrus to finish the job.

          (29) If both the X fusion penetrator and the 50% damaged missile needlejet were not successful, use the Manifold Nexus Central (60% damaged) missile needlejet to attack Mir Lab.

          (30) Boil IoD 1 sq SW of E pur si mueve goes into E pur si mueve, unloads trance scout, moves 1 sq. S, 1 sq. SE and waits (do NOT end movement).

          (31) Boiled Egghead trance scout moves 2 sq. N, seizes Mir Lab, re-homes, is designated defender, and holds.

          (32) Rename Mir Lab.

          (33) Change Mir Lab to recreation commons. Adjust Mir Lab so it has 3-1-0 worker on jungle square 2 sq. S by SW of base, 3-1-0 worker on jungle square 1 sq. S of base, 5-1-1 worker on nutrient bonus 2 sq. N by NE of base, 1 doctor and 2 thinkers.

          (34) E pur si mueve fusion marines at E pur si mueve move to Mir Lab and hold (if there is an attack on Mir Lab, the trance scout sacrifices itself so the marines can counterattack).

          (35) BRCM sea former and The Battery fusion sea former between Hive and University waters cultivate kelp farm.

          (36) Sea World plasma hoverboat and Gateway fusion sea colony pod between Hive and University waters move 1 sq. N, 2 sq. NE and hold.

          (37) Drydock fusion cruiser probe team join sea colony pod and holds.

          (38) Water Music plasma hoverboat and Seaview fusion sea colony pod head to Atlantic Ruins.

          (39) Suez (85% damaged) missile needlejet 1 sq. SE of Sparta Command moves 6 sq. E, 2 sq. S, 3 sq. W (returning to Fleet Anchorage after scouting the waters for Hive ships and colony pods).

          (40) Drydock fusion interceptor at Fleet Anchorage moves to 1 sq. W of Bring on the Clowns and ends its movement (this blocks Spartan units from attacking Bring on the Clowns).

          (41) Drydock (65% damaged) missile needlejet 1 sq. W of Bring on the Clowns moves 1 sq. NW, 4 sq. W and returns to Fleet Anchorage.

          (42) BRCM X fusion penetrator 1 sq. W of Bring on the Clowns moves 4 sq. S and returns to Fleet Anchorage.

          (43) East (25% damaged) missile needlejet moves 4 sq. E, 3 sq. N, 5 sq. W (returning to Fleet Anchorage).

          (44) Athens (40% damaged) missile needlejet attacks target revealed by the other planes (priority goes to transports, especially loaded ones, and sea colony pods; the probe cruiser just produced by Sparta Command is a backup target since it can't hurt us while we possess the Hunter Seeker Algorithm at Mir Lab).

          (45) Athens fusion sea colony pod at Athens moves toward Atlantic Ruins.

          (46) Unity former droid 1 sq. NE of Gateway moves toward Suez.

          (47) Suez former 1 sq. NE of Suez builds borehole.

          (48) Panama fusion sea colony pod mk2 at Panama moves toward Atlantic Ruins.

          (49) ETU-125 1 sq. NE of Contantinople moves along road toward Suez.

          (50) Gateway fungicidal formers 1 sq. NE of Panama moves 1 sq. NE.

          (51) Drydock fusion cruiser between Water Poetry and Sunken City moves to 1 sq. SW of Sunken City and waits (do not end movement).

          (52) Sunken City trance scout at Sunken City moves 1 sq. SW and investigates monolith.

          (53) Bay Area and Drydock gun foils move toward Athens.

          (54) Unity former droid 1 sq. SE of Sea World plants forest.

          (55) HQ hardened trance scout at HQ moves to Syrtis, re-homes and holds.

          (56) Bay Area fusion cruiser transport at Syrtis moves to Sea World.

          (57) Xanadu fusion sea formers at Xanadu move 1 sq. SW and builds mining platform.

          (58) If East X fusion penetrator was successful against Mir Lab, Boiled Egghead missile needlejet at Tu es Petrus moves to 1 sq. SW of Budushii Dvor and attacks Budushii Dvor.

          (59) If Manifold Nexus Central missile needlejet at MNC hasn't already been used, it moves to 1 sq. SW of Budushii Dvor and attacks Budushii Dvor.

          (60) If Budushii Dvor has no defenders, Big Easy trance scout at Big Easy moves 1 sq. W onto IoD (leaving the 95% damaged Gaian 'copter as Big Easy's protector and garrison).

          (61) IoD 1 sq W of Big Easy moves into E pur si mueve and holds.

          (62) If Big Easy trance scout is at E pus si mueve, it holds.

          (63) If Budushii Dvor has no defenders, Constantinople recon rover at E pur si mueve moves into Budushii Dvor, seizes it, re-homes and holds (the recon rover probably thought its combat days were over after it destroyed the Spartan laser squad decades ago).

          (64) Rename Budushii Dvor.

          (65) Change production of Budushii Dvor to recreation commons.

          (66) Budushii Dvor 1-0-0 worker becomes a thinker.

          (67) Budushii Dvor 3-0-0 worker becomes a thinker.

          (68) GJgG missile foil 1 sq. S of Miriam's Last Stand moves toward Cana.

          (69) Both Ushuaia formers and East former 2 sq. S by SE of Gibraltar build borehole.

          (70) Bay Area former and East former 1 sq. N of Ushuaia build road.

          (71) Drydock fusion cruiser transport 1 sq. SW of Sunken City moves to 1 sq. NE of Water Poetry.

          (72) Bring on the Clowns doctor becomes thinker.

          (73) Mindworm at Constantinople moves to Gateway and holds.

          (74) Gateway ECM plasma garrison at Gateway moves to Constantinople, re-homes and holds.

          (75) Seaview 4-0-5 worker moves to 6-0-3 bonus nutrient 1 sq. SE of base.

          (76) Panama 4-0-3 worker moves to 4-0-5 bonus energy 1 sq. SE of base.

          (77) Test Tube Tango doctor becomes 1-0-0 worker.

          (78) East doctor becomes 1-3-1 worker 2 sq. S by SE of base.

          (79) Gateway doctor becomes 1-2-1 worker on forest square.

          (80) Gibraltar doctor becomes 1-2-1 worker on forest square.

          (81) Manifold Nexus Central doctor becomes 1-0-0 worker.

          (82) Panama doctor becomes 1-2-1 worker on forest square.

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

          (84) Strawberry Fields doctor becomes 1-2-2 worker on forest river square 1 sq. SE of base.

          (85) Suez doctor becomes 1-2-1 worker on forest square.

          (86) The Battery doctor becomes 1-2-1 worker on forest square.

          (87) Tu es Petrus doctor becomes 3-0-0 worker on kelp square 1 sq. NW of base.

          (88) Ushuaia doctor becomes 1-3-1 worker on forest canyon square 2 sq. W by NW.

          (89) Water Poetry doctor becomes 1-0-0 worker.
          Last edited by vyeh; September 30, 2008, 12:47.
          Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

          Comment


          • Sea formers. They can wait a few more turns while we build crawlers to catch up on mineral needs.

            Comment


            • With sea bases, it is kind of difficult to catch up on mineral needs without the sea formers since only the bonus mineral squares have any inherent mineral production. Building mining platforms takes 8 years (compared to 4 years for a forest on land).

              Building up crawlers is vertical development while establishing new bases is horizontal development. Because we're pacted with the Gaians and Morgan, the only way to claim territory is by establishing bases (they can't establish bases in our territory and we can't establish bases in theirs). If we don't establish bases before they claim the territory, we won't be able to until the pact is renounced.

              Sea formers are helpful to make sure the new sea bases have some productivity.
              Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

              Comment


              • Well crap. I don't want to let up on the University since we're doing well and in a position to keep doing so.

                Comment


                • Marine Institute and University Base will be tough because of the AA probability sentinels.
                  Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                  Comment


                  • Between 2173 and 2174, we will discover Advanced Spaceflight and have a choice of

                    Monopole Magnets (mag tubes, leads to hovertanks)
                    Intellectual Integrity (high morale, non-lethal methods)
                    Centauri Meditation (IoD, empath, centauri preserve)
                    Bio-Engineering (clean reactor)
                    Adv. Ecological Engineering (super formers, soil enrichers, mining platform produces 2 minerals)

                    Mag tubes would allow us to get our newly created military units to the embarking port faster and hovertanks would give a clear advantage, so following our "claws and fangs" philosophy, we will choose Monopole Magnets as our next choice.
                    Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                    Comment


                    • Note that there is a Falcon at Mendelev College that is within range of all three of our aircraft. It couldn't be helped. Trading one aircraft for two highly populated bases and three secret projects is a good trade.

                      BEFORE ENDING 2174:

                      (1) Athens (40% damaged) missile needlejet at Fleet Anchorage attacks Hive plasma transport loaded with 2 plasma garrisons to the NE.

                      (2) Change Athens to fusion cruiser probe team.

                      (3) Kragen's Maw changes to fusion cruiser probe team. 2-1-1 worker moves to 1-1-3 tidal harness square 2 sq. S by SW of base.

                      (4) Both Stellar Door 1-1-0 workers become thinkers. Stellar Door 2-1-0 worker moves to 3-0-0 jungle square 2 sq. W by SW of base.

                      (5) Change Syrtis to fungicidal fusion sea formers.

                      (6) Constantinople doctor becomes 2-2-1 worker on jungle forest square 1 sq. NE of base.

                      BETWEEN 2174 AND 2175:

                      (7) If Santiago contacts us, speak to her. Don't break pact, give into extortion or end vendetta.

                      (8) HQ builds trance scout infantry. Leave on trance scout infantry.

                      (9) We discover Advanced Spaceflight. Choose Monopole Magnets.

                      (10) Drydock builds fusion 'copter. Change to 13-1-12*2 Deep Radar Shard Penetrator.

                      (11) Krusty Krab builds trance scout infantry. Leave on trance scout infantry.

                      (12) Suez builds fusion sea colony pod. Change to supply.

                      (13) GJgG builds trance scout infantry. Change to recreation commons.

                      (14) Sunken City builds trance scout infantry. Change to fusion sea colony pod mk2.

                      (15) Gibraltar builds supply. Leave on supply.

                      (16) Test Tube Tango builds trance scout infantry. Leave on trance scout infantry.

                      Could we have a 2175 start save?
                      Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                      Comment


                      • Good for Morgan. He has always been nice to us.

                        There is an intricate ballet involving two transports, three bases, two plasma defenders, a monolith and a former droid.

                        We're taking Sparta Command this year. It will be a friendly race with Morgan to see how the Spartan territory is divided.

                        We're using the two transports to get as many garrison units to the Spartan territory to occupy captured bases.

                        We start stealing tech from the University this turn. Be sure to keep track of which base we steal tech from; it is harder the second time to steal tech.

                        Once we've stolen tech from the two University bases within range of Covert Operations, we can use the cruiser probe to steal credits from the University and the Hive.

                        The other cruiser probes being built are to replace the existing one when odds finally catch up and to probe the University bases around Climatic Research.

                        FOR 2175:

                        (1) Manifold Nexus Central (80% damaged) missile needlejet scouts around Academgorodok and returns to Big Easy.

                        (2) Boil IoD 1 sq. SW of Stellar Door moves to 1 sq. W of Tu es Petrus and waits (do not end movement).

                        (3) Tu es Petrus trance scout at Tu es Petrus moves 1 sq. W onto the IoD.

                        (4) Boil IoD 1 sq. W of Tu es Petrus moves to Big Easy, unloads trance scout and moves toward Test Tube Tango.

                        (5) Stellar Door (disciplined) fusion needlejet 2 sq. NE of Stellar Door attacks Falcon at Mendelev College (move around Mendelev College to see what units are around before attacking Falcon).

                        (6) Stellar Door (green) fusion needlejet 2 sq. NE of Stellar Door moves 4 sq. N, then moves to Stellar Door and attacks University former 1 sq. W of Stellar Door from within the base.

                        (7) East X fusion penetrator 1 sq. S of Peacenik moves 2 sq. NW, 1 sq. N, 2 sq. NE, 1 sq. E and returns to Big Easy.

                        (8) Krusty Krab trance scout at Krusty Krab holds.

                        (9) GJgG trance scout at GJgG holds.

                        (10) GJgG missile foil 2 sq. NW of GJgG moves 2 sq. S, moves to Tu es Petrus, re-homes and holds.

                        (11) Tu es Petrus trance scout at Big Easy re-homes and holds.

                        (12) Bikini Bottom missile foil at Boiled Egghead re-homes.

                        (13) Krusty Krab impact foil at Krusty Krab moves to Stellar Door.

                        (14) Cana missile foil at GJgG moves to Tu es Petrus.

                        (15) Tu es Petrus 3-0-0 worker becomes a doctor.

                        (16) Sunken City trance scout on fusion cruiser transport 1 sq. NE of Water Poetry moves 1 sq. SW , re-homes and holds.

                        (17) Water Poetry trance plasma garrison at Water Poetry moves 1 sq. NE onto fusion cruiser transport.

                        (18) Drydock fusion cruiser transport moves to 1 sq. SW of Sunken City and waits (do not end movement).

                        (19) Sunken City trance plasma sentinels and trance scout at Sunken City move 1 sq. SW onto the fusion cruiser transport and investigate monolith.

                        (20) Drydock fusion cruiser transport 1 sq. SW of Sunken City, reloads the trance plasma sentinels and the trance plasma garrison and moves 1 sq. NE.

                        (21) Bay Area fusion cruiser transport 2 sq. W by SW of Drydock moves 1 sq. W, loads the trance plasma sentinels and the trance plasma garrison (by activating plasma sentinel and plasma garrison and reloading them; be sure active fusion cruiser transport shows it has both passengers -- it will say 2/8 -- before leaving the square), and then moves to Sea World (do not end movement; do NOT give the wait command).

                        (22) Activate unity former droid 1 sq. SE of Sea World and move it into Sea World.

                        (23) Load the unity former droid, the plasma sentinels and the plasma garrison at Sea World onto the fusion cruiser transport also at Sea World.

                        (24) Re-home the Water Poetry trance plasma garrison at Sea World.

                        (25) Bay Area fusion cruiser transport at Sea World (loaded with unity former droid, trance plasma sentinels and trance plasma garrison) moves toward Athens.

                        (26) Drydock and Bay Area gun foils head for Athens.

                        (27) Unity former droid 1 sq. SE of Strawberry Fields moves 1 sq. NW, 2 sq. NE (will meet cruiser transport for duties around captured University land bases).

                        (28) Gateway fungicidal former 1 sq. W of Athens removes fungus.

                        (29) ETU-125 1 sq. NE of Gateway moves to Athens (will load on cruiser transport for duties around captured University land bases).

                        (30) Panama fusion sea colony pod near Athens moves to Atlantic Ruins.

                        (31) Athens 55% damaged) missile needlejet 5 sq. NE of Bring on the Clowns moves 3 sq. N, 3 sq. W, 2 sq. S, returns to Fleet Anchorage and re-homes.

                        (32) Drydock (65% damaged) missile needlejet at Fleet Anchorage moves to 1 sq. S of Sparta (this will block counterattackers from Sparta Command) and attacks SAM rover 1 sq. E.

                        (33) East (25% damaged) missile needlejet at Fleet Anchorage moves to 1 sq. E of Sparta Command (this position blocks counterattackers) and attacks Sparta Command.

                        (34) Suez (85% damaged) missile needlejet moves to 1 sq. W of Bring on the Clowns and rests.

                        (35) Drydock fusion interceptor 1 sq. W of Bring on the Clowns returns to Bring on the Clowns and goes "on alert."

                        (36) BRCM fusion penetrator at Fleet Anchorage moves to 1 sq. W of Sparta Command (this blocks counterattacking units from Sparta Command) and attacks Sparta Command (no nerve gas).

                        (37) Load Fleet Anchorage trance scout at Fleet Anchorage onto Pre-boil IoD, move IoD to 1 sq. SE of Sparta Command, unload trance scout into Sparta Command and seize Sparta Command. Trance scout at Sparta Command re-homes and holds.

                        (38) Rename Sparta Command.

                        (39) Change production of Sparta Command to recreation commons.

                        (40) The following workers become 2 thinkers and 1 doctor: 1-2-2, 2-2-1, and 3-0-0. Move the 3-0-1 worker to the 3-1-4 rainy square 1 sq. S of Sparta Command.

                        (41) If there is a redundant naval yard (marked by "*"), sell it for 40 credits.

                        (42) Pre-boil IoD moves 1 sq. E.

                        (43) Seaview fusion colony pod and Water Music plasma hoverboat moves 4 sq. NW and establishes "Atlantic Ruins."

                        (44) Water Music plasma hoverboat at Atlantic Ruins re-homes and holds.

                        (45) Change Atlantic Ruins production to trance scout infantry.

                        (46) Atlantic Ruins 2-2-2 worker becomes a doctor.

                        (47) HQ trance scout at Water Music re-homes.

                        (48) Athens fusion sea colony pod moves toward Atlantic Ruins.

                        (49) If Santiago contacts us, do not break pact with Morgan, do not give into extortion and do not end vendetta.

                        (50) Strawberry Fields fungicidal formers 1 sq. SE of Strawberry Fields moves 1 sq. NW, attempts to move 1 sq. N.

                        (51) BRCM fusion sea formers move toward Panama.

                        (52) Panama changes production to former.

                        (53) Suez fusion sea colony pod moves toward Panama.

                        (54) Unity former droid 1 sq. N of Suez moves to 1 sq. NE of Gateway (will meet fusion transport at Constantinople).

                        (55) Seaview fungicidal sea formers and Persepolis fungicidal fusion sea formers move toward Boiled Egghead.

                        (56) East former 1 sq. N of Ushuaia moves to 1 sq. SW of Persepolis.

                        (57) Ushuaia fungicidal sea formers and Kragen's Maw fusion sea formers cultivate kelp farm.

                        (58) Gibraltar 1-2-1 worker 2 sq. SE of base moves to 1-2-1 forest square 1 sq. SE of base.

                        (59) Gibraltar supply at Gibraltar moves along road to 2 sq. SE of Gibraltar and crawls 2 minerals for Gibraltar.

                        (60) HQ (hardened) trance scout moves along road to 3 sq. NW of HQ, investigating the last monolith.

                        (61) Drydock fusion helicopter moves to Bring on the Clowns.

                        (62) Gateway fusion sea colony pod between University and Hive waters establishes "Covert Operations."

                        (63) Sea World plasma hoverboat at Covert Operations re-homes.

                        (64) Change Covert Operations production to trance scout infantry.

                        (65) Covert Operations 1-0-0 worker becomes a doctor.

                        (66) Drydock fusion cruiser probe team steals tech from Otkrietia-Discovery (do not frame anyone; 100% chance of success; 88% chance of survival; keep track of the bases we've stolen tech from; it is harder to steal tech the second time).

                        (67) E pur si mueve fusion marines at Peacenik attacks University clean fusion infantry to the NW.
                        Last edited by vyeh; October 1, 2008, 17:54.
                        Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                        Comment


                        • BEFORE ENDING 2175:

                          (1) Fleet Anchorage trance scout at 300 Down re-homes and holds.

                          (2) 300 Down 3-1-4 worker moves to rainy farm mine square 1 sq. NW of base.

                          (3) Athens missile needlejet at Fleet Anchorage re-homes.

                          (4) The Battery 1-2-1 worker 2 sq. W by SW moves to 1-2-1 forest square 1 sq. W of base.

                          (5) Gateway supply 2 sq. SE of Gateway moves 1 sq. W, 1 sq. S and crawls 2 minerals for Gateway.

                          (6) The Battery 1-2-1 worker moves to 0-4-0 mine 1 sq. NW of base.

                          (7) Change Panama to formers.

                          (8) Big Easy 3-0-0 worker moves to 3-1-2 jungle river square 2 sq. N by NE of base.

                          (9) Big Easy 2-2-2 worker moves to 3-0-2 jungle square 2 sq. N by NW of the base.

                          (10) Krusty Krab 2-2-2 worker moves to 3-0-3 kelp tidal harness 2 sq. E by SE.

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

                          (12) Manifold Nexus Central workers move to monoliths (2 sq. W by NW, 2 sq. NE and 2 sq. SE).

                          (13) Test Tube Tango 1-0-0 worker moves to 3-1-0 jungle square 1 sq. NE of base.

                          (14) Krusty Krab 3-0-0 worker moves to 1-1-0 jungle rocky square 1 sq. W of base.

                          (15) In design workshop,

                          (a) design 0-6-1*2 Transport (30 minerals; start with the Escort Cruiser to get the armor).

                          (b) design 0-1-2*2 Fusion Speeder Probe Team.

                          (c) obsolete (1)-<6>-6 AAA Escort Cruiser.

                          (d) obsolete 0-1-4 Probe Sub.

                          (16) Change Suez to fusion speeder probe team.

                          (17) Ushuaia supply 1 sq. SW of Ushuaia moves to 1 sq. N of base and crawls 4 minerals for Ushuaia.

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

                          BETWEEN 2175 AND 2176.

                          (19) HQ builds trance scout infantry. Leave on trance scout infantry.

                          (20) Bay Area builds fusion marines. Change to fusion sea formers.

                          (21) Seaview builds fusion needlejet. Change to supply.

                          (22) Ushuaia builds fusion tactical. Change to supply.

                          (23) The Battery builds supply. Change to transport.

                          (24) Constantinople builds supply. Leave on supply.
                          Last edited by vyeh; October 2, 2008, 01:52.
                          Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                          Comment


                          • Morgan is so nice.

                            Good to see that the Hunter Seeker Algorithm did something for us.

                            Now there is only a Spartan needlejet left for the interceptor to worry about.

                            FOR 2176:

                            (1) In design workshop:
                            (a) retire 0-3-1*2 probe team mk2 (30 minerals);
                            (b) retire 0-6-3*2 fusion transport (30 minerals);
                            (c) retire 0-6-5*2 fusion destroyer transport (40 minerals)
                            (d) reverse engineer from escort cruiser 0-6-1*2 transport (40 minerals; this has an infantry chassis; speeder chassis would cost 20 more minerals and be no faster; we will use this "land transport" at Peacenik to transport fusion marines to University Base; we will get infantry bonus against University Base without having to leave the marines exposed to attack the year before);
                            (e) obsolete 1-3+t-1*2 ECM, Trance ECM Plasma Garrison: and
                            (f) reverse engineer from escort cruiser 1-6+t-1*2 ECM, Trance ECM Probability Sentinels.

                            (2) Change The Battery to transport.

                            (3) Gateway 1-2-1 worker 1 sq. NE of base moves to 1-2-1 forest square 1 sq. SE of base.

                            (4) Constantinople supply at Constantinople moves to 1 sq. NE of Gateway and crawls 2 minerals for Constantinople.

                            (5) Unity former droid 1 sq. NE of Gateway moves to Athens.

                            (6) ETU-125 at Athens holds.

                            (7) Drydock and Bay Area gun foils move toward Atlantic Ruins.

                            (8) Suez fusion sea colony pod heads through Panama toward Sea World.

                            (9) Bay Area fusion cruiser transport moves to 1 sq. NW of Panama (do not end movement).

                            (10) Unity former droid 1 sq. SW of Panama moves 1 sq. N onto transport.

                            (11) Bay Area fusion cruiser transport 1 sq. NW of Panama moves toward Athens.

                            (12) Strawberry fungicidal formers at Strawberry Fields move 1 sq. N.

                            (13) BRCM fusion sea former 2 sq. SW of Panama moves into Panama, then moves 1 sq. NW, 2 sq. W.

                            (14) Seaview fusion needlejet at Seaview moves to 1 sq. W of Bring on the Clowns and attacks Spartan empath missile infantry to the W.

                            (15) All planes in Spartan territory outside bases return to Fleet Anchorage.

                            (16) Drydock fusion 'copter at Bring on the Clowns moves 1 sq. W, attacks the Spartan fusion speeder to the W, moves to 2 sq. SE of 300 Down, attacks the Spartan empath missile infantry to the E, and moves into HQ.

                            (18) Pre-boil IoD 2 sq. W by SW of 300 Down moves to Bring on the Clowns.

                            (17) Panama fusion sea colony pod between Spartan and Hive waters moves to bonus nutrient between Atlantic Ruins and 300 Down.

                            (18) Athens fusion sea colony pod between Spartan and Hive waters moves to bonus nutrient in the middle of New Sargasso.

                            (19) BRCM sea former and The Battery fusion sea former 2 sq. S by SW of Covert Operations moves to the bonus mineral 2 sq. W by NW of Covert Operations and cultivate kelp farm.

                            (20) Drydock fusion cruiser probe team at Covert Operations steals tech from Monitoring Station (100% success, 88% survival).

                            (21) E pur si mueve fusion marines at Peacenik rests.

                            (22) Peacenik fusion needlejet 1 sq. E of Peacenik moves 4 sq. N, returns to Big Easy and re-homes.

                            (23) Manifold Nexus Central (80% damaged) missile needlejet at Big Easy rests.

                            (24) East (70% damaged) X fusion penetrator at Big Easy attacks a suitable target revealed by Peacenik or Stellar Door fusion needlejets (suitable means a Spartan or University combat unit with armor strength of 1 which could threaten one of our bases, i.e. University (10)-1-2*2 fusion batteries, Hive 5x-1-2 X Gatling rovers, or Hive (5)-1-1 Gatling batteries).

                            (25) Steller Door fusion needlejet 1 sq. S of Mendelev College returns to Big Easy and re-homes.

                            (26) Boil IoD 2 sq. NW of Test Tube Tango moves 1 sq. SE (do not end movement).

                            (27) Test Tube Tango trance scout at Test Tube Tango moves 1 sq. NW onto the IoD.

                            (28) Boil IoD 1 sq. NW of Test Tube Tango moves to Stellar Door.

                            (29) Krusty Krab impact foil at Stellar Door moves to Midway.

                            (30) Seaview and Persepolis fungicidal sea formers 2 sq. SW of Boiled Egghead move 1 sq. N and cultivate kelp farm.

                            (31) The Battery supply at The Battery holds.

                            (32) East former 1 sq. SW of Persepolis plants forest replacing farm and solar collector.

                            (33) Bay Area former 1 sq. N of Ushuaia moves 1 sq. E, 2 sq. N.

                            (34) Bay Area fusion marines at Bay Area move to East.

                            (35) HQ (hardened) trance scout at HQ moves along road to 3 sq. NW of HQ, investigating last monolith.

                            (36) HQ (veteran) trance scout with movement remaining 2 sq. SE of Drydock moves to Drydock and holds.

                            (37) Drydock fusion cruiser transport at Sunken City moves to Drydock.

                            (38) Sunken City trance scout at Sunken City holds.

                            (39) Cana missile foil at Tu es Petrus moves to Big Easy and holds.

                            (40) Stellar Door fusion needlejet at Stellar Door moves to the middle square of Progenitor Lake and attacks a suitable target revealed by Peacenik or Stellar Door fusion needlejets (suitable means a Spartan or University combat unit with armor strength of 1 which could threaten one of our bases, i.e. University (10)-1-2*2 fusion batteries, Hive 5x-1-2 X Gatling rovers, or Hive (5)-1-1 Gatling batteries).

                            (41) Ushuaia fusion tactical at Ushuaia moves to The Battery.

                            (42) Hurry recreation commons at 300 Down for 34 credits (partial payment).

                            (43) 300 Down doctor becomes 3-1-4 worker 1 sq. S of base.

                            (44) 300 Down thinker becomes 1-2-2 worker 2 sq. SE of base.

                            (45) Atlantic Ruin doctor becomes 2-2-2 worker on monolith.

                            (46) BRCM 2-1-1 worker moves to 1-2-1 forest (will build sea colony pod next so nutrient is wasted).

                            (47) Covert Operations 0-1-1 worker moves to 1-2-0 bonus mineral 2 sq. W by SW of base.

                            (48) Change social engineering slider to 30% economy/70% labs.

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

                            (50) Gateway supply 1 sq. N of Suez moves 2 sq. S and crawls 3 minerals for Gateway.
                            Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

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                            • Sorry guys, but I won't be able to play further until sunday evening.
                              Please accept my apologies.
                              All your base are belong to us

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                              • Good catch. I meant 300 Down for the 'copter. Two techs for 40 minerals investment. Great investment.

                                The reason Covert Operations can't place a worker on the bonus mineral square is because it is being worked by Seat of Proper Thought. Generally, a faction can't work a square that is occupied by a unit of another faction unless they're pacted.

                                The Hive doesn't realize the square is occupied by two of our sea formers. If you open up Seat of Proper Thought to see where its workers are, you will notice our unit in its base display and none of their workers. After you've left Seat of Proper Thought, you can then move a worker from Covert Operations onto the bonus mineral square.

                                Sorry about the elite missile needlejet. All of the planes outside bases were returning to Fleet Anchorage (no sightseeing on the way back), so it seemed simpler to lump them all together. The instruction for the elite missile needlejet (resting) was unintentionally deleted.
                                Last edited by vyeh; October 5, 2008, 05:40.
                                Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

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