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ACDG5: The Wardroom

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  • Neither Deidre nor Morgan have much in the way of an air force (Deidre has 2 locusts and 1 fusion 'copter and Morgan has 2 fusion penetrators, 1 fusion tactical and 3 shard needlejets).

    We will be able to grow sufficiently to win election for Supreme Leader next year.

    We've started to redeploy our military forces. Our aircraft are easier to redeploy than our land units (although some of the aircraft are still damaged).

    To maximize our victory, we'll take the following steps before calling for the election:

    (1) establish new sea bases with any sea colony pods; and

    (2) attempt to acquire The Will to Power from Deidre.

    Other than moving the sea colony pods, we'll call for the election before we move units (if one of the remaining powers refuses to accept our election, we'll be able to move our units to respond).

    FOR 2193:

    (1) 300 Down: trance scout upgrades to police for 10 credits and holds.

    (2) Athens: rush recreation commons for 14 credits (partial payment).

    (3) Atlantic Ruins: trance scout upgrades to police for 10 credits and holds.

    (4) Atlantis: (a) empath becomes 1-0-0 worker; (b) rush recreation commons for 44 credits (partial payment).

    (5) Atom Heart Mother: (a) scrap perimeter defense for 25 credits: (b) trance scout upgrades to police for 10 credits and holds.

    (6) Bay Area: (a) scrap perimeter defense for 25 credits: (b) 2-0-2 worker moves to 3-0-0 kelp 2 sq. W by SW of base; (c) independent scout upgrades to police for 10 credits and holds.

    (7) Big Easy: (a) scrap perimeter defense for 25 credits: (b) 3-1-0 worker becomes thinker.

    (8) BRCM: 1-2-1 worker becomes thinker.

    (9) Bikini Bottom: (a) scrap perimeter defense for 25 credits: (b) rush recreation commons for 50 credits (partial payment).

    (10) Boiled Egghead: (a) scrap perimeter defense for 25 credits: (b) change to sea colony pod.

    (11) Bunker Palace Hotel: 1-2-2 worker moves to 3-0-0 kelp 1 sq. W of base.

    (12) Bunny Burrows: scrap perimeter defense for 25 credits.

    (13) Byzantine: change to sea colony pod.

    (14) Cana: rush recreation commons for 30 credits (partial payment).

    (15) Channel City: trance scout upgrades to police for 10 credits and holds.

    (16) Constantinople: rush recreation commons for 26 credits (partial payment).

    (17) Drydock: (a) 2-2-1 worker becomes thinker; (b) 2-2-1 worker moves to 3-0-0 kelp 2 sq. W by SW of base.

    (18) Energy Harvest: (a) empath becomes 1-0-0 worker; (b) rush recreation commons for 30 credits (partial payment).

    (19) Eureka: (a) scrap perimeter defense for 25 credits: (b) 2-1-1 worker moves to 0-6-6 thermal borehole.

    (20) Fairbanks: rush sea colony pod for 40 credits (partial payment).

    (21) Fat Cat Alleys: (a) scrap perimeter defense for 25 credits: (b) trance scout upgrades to police for 10 credits and holds.

    (22) Fleet Anchorage: (a) scrap perimeter defense for 25 credits: (b) trance scout upgrades to police for 10 credits and holds.

    (23) Freedom of Speech: (a) scrap perimeter defense for 25 credits: (b) rush recreation commons for 22 credits (partial payment).

    (24) Fungi League: scrap perimeter defense for 25 credits.

    (25) Geothermal Shallows: (a) empath becomes 2-1-1 worker on fungus 2 sq. E by SE of base; (b) rush recreation commons for 38 credits (partial payment).

    (26) Gibraltar: (a) 1-2-1 worker moves to 3-0-0 kelp 1 sq. SW of base: (b) trance scout upgrades to police for 10 credits and holds.

    (27) Glowing Bulbs: scrap perimeter defense for 25 credits.

    (28) GJgG: (a) scrap perimeter defense for 25 credits: (b) trance scout upgrades to police for 10 credits and holds.

    (29) Hooverville: scrap perimeter defense for 25 credits.

    (30) Hot Springs: (a) rush recreation commons for 12 credits (partial payment): (b) trance scout upgrades to police for 10 credits and holds.

    (31) HQ: 3-0-0 worker moves to 1-2-1 forest 1 sq. W of base.

    (32) Hysteria Lane: (a) scrap perimeter defense for 25 credits: (b) rush recreation commons for 24 credits (partial payment).

    (33) Kelp Bounty: (a) empath becomes 2-1-1 worker on fungus 1 sq. W of base; (b) rush recreation commons for 2 credits (partial payment).

    (34) Kragen's Maw: (a) 2-1-1 worker 1 sq. NE of base moves to 2-1-1 fungus 2 sq. S by SE of base: (b) trance scout upgrades to police for 10 credits and holds.

    (35) Kragen's Brain: (a) 1-2-1 workers move to 2-1-1 fungus 1 sq. S and 1 sq. SW of base; (b) 3-0-0 worker moves to 2-1-1 fungus 2 sq. S by SE of base; (c) rush recreation commons for 38 credits (partial payment).

    (36) Krusty Krab: (a) scrap perimeter defense for 25 credits: (b) trance scout upgrades to police for 10 credits and holds.

    (37) Manifold Nexus Central: (a) scrap perimeter defense for 25 credits: (b) 1-0-0 worker becomes thinker.

    (38) Midway: (a) scrap perimeter defense for 25 credits: (b) trance scout upgrades to police for 10 credits and holds.

    (39) Miriam's Last Stand: scrap perimeter defense for 25 credits.

    (40) New Sargasso: 3-0-0 worker becomes thinker.

    (41) North Station: rush recreation commons for 48 credits (partial payment).

    (42) Northern Lights: (a) empath becomes 2-1-1 worker on fungus 2 sq. E by NE; (b) rush recreation commons for 38 credits (partial payment).

    (43) Northern Outpost: (a) empath becomes 2-1-1 worker on fungus 2 sq. SE of base; (b) 3-0-0 worker moves to 2-1-1 fungus 2 sq. NW of base; (c) rush recreation commons for 20 credits (partial payment).

    (44) Ocean City: 2-1-1 worker 2 sq. NW of base becomes empath.

    (45) Ocean Observatory: rush recreation commons for 50 credits (partial payment).

    (46) Ocean Outpost: (a) empath becomes 1-2-1 worker on forest 2 sq. E by SE of base; (b) rush recreation commons for 30 credits (partial payment).

    (47) Oceana: (a) empath becomes 1-0-0 worker; (b) rush recreation commons for 52 credits (partial payment).

    (48) Oceanopolis: (a) empath becomes 1-0-0 worker; (b) rush recreation commons for 24 credits (partial payment).

    (49) Pacifica: (a) empath becomes 1-0-0 worker; (b) rush recreation commons for 30 credits (partial payment).

    (50) Party Time: scrap perimeter defense for 25 credits.

    (51) Peacenik: scrap perimeter defense for 25 credits.

    (52) Pholus City: (a) empath becomes 1-0-0 worker; (b) rush recreation commons for 28 credits (partial payment).

    (53) Sands of Hope and Glory: (a) 0-6-1 worker moves to 1-2-1 forest 1 sq. SW of base; (b) rush recreation commons for 8 credits (partial payment).

    (54) Santiago's Last Stand: 4-1-0 worker moves to 2-2-1 fungus 2 sq. SE of base.

    (55) Schmoking Cannon: (a) empath becomes 1-1-0 worker on farm 2 sq. NE of base; (b) rush recreation commons for 10 credits (partial payment).

    (56) Schmoking Gun: scrap perimeter defense for 25 credits.

    (57) Sea Embassy: (a) empath becomes 1-0-0 worker; (b) rush recreation commons for 24 credits (partial payment).

    (58) Sea Holiday: (a) empath becomes 1-2-1 worker on forest 2 sq. E by SE of base; (b) rush recreation commons for 24 credits (partial payment).

    (59) Sea Observatory: rush recreation commons for 38 credits (partial payment).

    (60) Space Duck: (a) scrap perimeter defense for 25 credits: (b) empath becomes 1-2-2 worker on forest 2 sq. S by SW of base; (c) rush recreation commons for 38 credits (partial payment).

    (61) Stellar Door: (a) scrap perimeter defense for 25 credits: (b) 3-0-0 worker moves to 2-1-1 fungus 2 sq. N by NW of base.

    (62) Strawberry Fields: (a) 1-2-1 worker becomes thinker; (b) 1-2-1 worker moves to 2-1-1 fungus 2 sq. E by SE of base.

    (63) Sunken Suburb: (a) empath becomes 2-1-1 worker on fungus 1 sq. W of home; (b) rush recreation commons for 2 credits (partial payment).

    (64) Surfin' Safari: (a) scrap perimeter defense for 25 credits: (b) change to recreation commons; (c) trance scout upgrades to police for 10 credits and holds.

    (65) Syrtis: 1-2-1 worker moves to 3-0-0 kelp 2 sq. E by SE of base.

    (66) Test Tube Tango: (a) 1-0-0 worker becomes thinker; (b) 1-0-0 worker moves to 2-1-1 fungus 1 sq. SE of base.

    (67) Tie Share: scrap perimeter defense for 25 credits.

    (68) Trolls are Us: 2-1-1 workers 1 sq. SE and 2 sq. SE move to 2-1-1 fungus 2 sq. SW and 2 sq. W by SW of base.

    (69) Tu es Petrus: (a) scrap perimeter defense for 25 credits: (b) 1-1-0 worker becomes thinker.

    (70) Ugly Puppy: trance scout upgrades to police for 10 credits and holds.

    (71) Ushuaia: (a) 1-2-1 worker becomes thinker; (b) 2-1-1 worker moves to 3-0-0 kelp 2 sq. E by NE of base.

    (72) Vladisever: scrap perimeter defense for 25 credits.

    (73) Xanadu: (a) scrap perimeter defense for 25 credits: (b) 3-2-3 worker moves to 1-0-0 ocean 2 sq. N by NE of base; (c) trance scout upgrades to police for 10 credits and holds.

    (74) Yang's Last Stand: scrap perimeter defense for 25 credits.

    (75) Zakharov's Last Stand: rush recreation commons for 12 credits (partial payment).

    (76) Sea Resort: (a) empath becomes 2-2-0 worker on mining platform 1 sq. SE of base; (b) rush recreation commons for 24 credits (partial payment).

    (77) Sea Spa: 1-0-0 worker moves to 2-0-0 farm 2 sq. SE of base.

    (78) Sea Trolls: (a) empath becomes 2-1-1 worker 2 sq. W by NW of base; (b) 1-0-0 worker moves to 2-1-1 fungus 1 sq. W of base; (c) rush recreation commons for 42 credits (partial payment).

    (79) Sea World: 1-2-1 worker becomes thinker.

    (80) Seaport: (a) 1-2-0 worker becomes empath; (b) 2-1-1 worker moves to 3-0-0 kelp 2 sq. SE of base.

    (81) Semper Phi: rush sea colony pod for 28 credits (partial payment).

    (82) Sunken Village: (a) empath becomes 1-0-0 worker; (b) rush recreation commons for 54 credits (partial payment).

    (83) Water Dance: 1-0-0 worker 1 sq. W of base moves to 3-2-3 tidal harness 2 sq. NW of base.
    Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

    Comment


    • Looks like Oceanopolis spent 30 credits to rush rather than 24.

      BEFORE ENDING 2193:

      (1) Semper Phi: 2-1-1 worker moves to 0-1-0 rocky 2 sq. W by SW of base.

      (2) Manifold Nexus Central: Rush super formers for 6 credits (partial payment).

      (3) In design workshop, rename (0 [troop transport] -1-1 clean) in slot 44 "Clean Transport."

      BETWEEN 2193 AND 2194:

      (4) Fungi League builds recreation commons. Change to super fungicidal formers.

      (5) HQ builds supply. Leave on supply.

      (6) BRCM builds tree farm. Change to supply.

      (7) Hysteria Lane builds recreation commons. Change to recycling tanks.

      (8) E pur si mueve builds shard penetrator. Change to recycling tanks.

      (9) Schmoking Gun builds police. Change to recycling tanks.

      (10) Freedom of Speech builds recreation commons. Change to recycling tanks.

      (11) Gibraltar builds supply. Leave on supply.

      (12) Space Duck builds recreation commons. Change to recycling tanks.

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

      (14) Bikini Bottom builds recreation commons. Change to super cruiser formers.

      (15) Cana builds recreation commons. Change to super cruiser formers.

      (16) Kragen's Maw builds foil supply. Change to super cruiser formers.

      (17) The Battery builds recreation commons. Change to super cruiser formers.

      (18) Manifold Nexus Central builds super formers. Leave on super formers.

      (19) Constantinople builds recreation commons. Change to recycling tanks.

      (20) Ocean Outpost builds recreation commons. Change to super cruiser formers.

      (21) Vladisever builds recreation commons. Change to clean transport.

      (22) Sea Resort builds recreation commons. Change to super cruiser formers.

      (23) Sunken Suburb builds recreation commons. Change to super cruiser formers.

      (24) Kelp Bounty builds recreation commons. Change to super cruiser formers.

      (25) Northern Lights builds recreation commons. Change to super cruiser formers.

      (26) Northern Outpost builds recreation commons. Change to super cruiser formers.

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

      (28) Fairbanks builds sea colony pod. Change to recreation commons.

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

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

      (31) Sea Embassy builds recreation commons. Change to super cruiser formers.

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

      (33) Pacifica builds recreation commons. Change to super cruiser formers.

      (34) Energy Harvest builds recreation commons. Change to super cruiser formers.

      (35) Sea Observatory builds recreation commons. Change to super cruiser formers.

      (36) Pholus City builds recreation commons. Change to super cruiser formers.

      (37) Ocean Observatory builds recreation commons. Change to super cruiser formers.

      (38) Sea Trolls builds recreation commons. Change to super cruiser formers.

      (39) Sunken Village builds recreation commons. Change to super cruiser formers.

      (40) North Station builds recreation commons. Change to super cruiser formers.

      (41) Oceana builds recreation commons. Change to super cruiser formers.

      (42) Kragen's Brain builds recreation commons. Change to super cruiser formers.

      (43) Geothermal Shallows builds recreation commons. Change to super cruiser formers.

      (44) Ocean Suburb builds police. Change to super cruiser formers.

      (45) Water Dance builds police. Change to recreation commons.

      (46) Alien Temple Waters builds police. Change to super cruiser formers.

      FOR 2194:

      (47) Bring on the Clowns sea colony pod 2 sq. SW of Garden of the Deep moves to 2 sq. N of Greenhouse Gate and establishes "Sea Block."

      (48) Sea Observatory missile foil at Sea Block re-homes.

      (49) Change Sea Block to police.

      (50) Fairbanks sea colony pod at home moves 1 sq. NW, 1 sq. W, 3 sq. NW and establishes "Bodissey's Triumph."

      (51) Change Bodissey's Triumph to police.

      (52) Contact Deidre. Try to trade for The Will to Power (any tech or any amount of credits).

      Please post a screenshot of the entire map. I'd like a game save before you summon the council.

      After you've confirmed that we have more than three times the votes as Morgan and Deidre (open the commlink menu; our votes are at the bottom; to access Deidre and Morgan, control-click or right-click on their names and select faction profile; do not summon the council if we do not have enough votes; we can only put forth a proposal every twenty years):

      (53) Summon the Council. Propose and vote yea for "Unite Behind Me as Supreme Leader."
      Last edited by vyeh; November 21, 2008, 10:28.
      Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

      Comment


      • I'm calling for a vote on whether we should propose and vote yea for "Unite Behind Me as Supreme Leader."

        According to the manual, a faction may choose to defy the will of the council and refuse to submit. The manual says that they will "usually" not go along with a diplomatic victory "only if you have committed atrocities against them or have grossly and repeatedly betrayed them."

        We have not committed any atrocities against Morgan or Deidre and we have never betrayed them.

        Note the new fusion planetbuster at Morgan Industries!
        Last edited by vyeh; November 22, 2008, 07:45.
        Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

        Comment


        • I'm going to laugh if he says no and then launches that nuke.

          Comment


          • Please cast your vote in The Voting Booth.
            Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

            Comment


            • Network overload? Well, it was only two turns (and the last two turns had been 50% labs). If we had known there was going to be an overload, we could have used extra credits.

              FOR 2194:

              Summon the Council. Propose and vote yea for "Unite Behind Me as Supreme Leader."
              Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

              Comment


              • Victory!

                All factions unite behind our benevolent leadership!

                Just sent the complete works of Karl Marx to Morgan and the Colonel Sanders autobiography: Life As I Have Known It Has Been Finger Lickin' Good to Deirdre.

                I really enjoyed playing this game with you, Vyeh. I really learned a lot and I sure appreciated your patience.

                Many thanks to all the participants: Nahkrinoth, timsup2nothin, JoeStalin, Plan9, Nins, Mart, Dacole… Sorry if I forgot anyone.

                Should another DemGame start, it would be nice to have some more players though. Anyway, count me in.
                All your base are belong to us

                Comment


                • Look here.
                  Last edited by vyeh; December 3, 2008, 14:03.
                  Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                  Comment

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