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  • #91
    We should not contact the faction to the north until we have a foothold. If the faction isn't contacted you can still establish a base that is on the edge of their territory.

    The scouts should leave, with one holding station at the center to kill any enemy colony pod it can. The second scout should escort the CP into the Jungle, or destroy a newly established base before they get a defender.

    We must get a CP ASAP and claim at least part of the Jungle. It will take a while since we have few roads, but luckily we have a river to help a CP along if it comes from Genesis. I'd suggest getting a CP established at a less than perfect location to make sure we don't lose the Jungle. All it would take is one enemy CP in the middle of the Jungle and we are stewed.

    With a neighbor to the north we also should consider military techs. Getting caught with only scouts means we're dead against an aggressive faction like Templar (25% attack bonus) or Cult.

    Hydro

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    • #92
      We will have a new CP next year from Genesis. I was thinking of establishing it in the river square south west of the Mutatio (north) explorer.

      Mutatio is building a CP. Mutatio will grow in 2 years. After that, it will depend on how many energy credits we have as to when we build another CP.

      Purini is building formers. They will be produced in 3 years. The only way we can get them earlier is if we adjust our SE slider, but that will slow down our research.

      Genesis former will complete road in 2120. In 2121, I propose moving it south and building a road. If Purini finishes its formers, they would be used to build a road to the river.

      The Genesis (west) explorer is moving back to Genesis to escort the CP. I would suggest the Mutatio explorer move west to explore the neighborhood of my suggested base site.

      We should consider Purini building a colony pod (either after or instead of the formers). It may be worth Genesis having little mineral production to have a third base in the jungle.
      Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

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      • #93
        Tech Choice between MY 2121 and MY 2122

        Between 2121 and 2122, we will discover Renewable Energy Sources.

        We started with Biogenetics.

        We will have researched Centauri Ecology, The Exowomb, Polymorphic Software and Renewable Energy Sources.

        We received from Delan Centauri Hydrology and Information Networks.

        What are our choices for the next tech?

        Which techs do we have the research prerequisites for?

        Tech (Conquer/Discover/Build/Explore) t

        Social Psych (B) 4
        The Fission Reactor (E) 22
        Military Know-How (C) 36
        Industrial Base (B) 45
        Gene Splicing (B) 49
        Ecological Engineering (E) 60
        Progenitor Psych (E) 78

        Following the procedure:

        n = 7
        s = 1
        b = 1 (biogenetics; getting a tech in return for a demand does not count as a trade)

        Tech (Conquer/Discover/Build/Explore) t, n + t + s - b

        Social Psych (B) 4, 11
        The Fission Reactor (E) 22, 29
        Military Know-How (C) 36, 43
        Industrial Base (B) 45, 52
        Gene Splicing (B) 49, 56
        Ecological Engineering (E) 60, 67
        Progenitor Psych (E) 78, 85

        The joker tech is the Explore tech nearest the beginning of the list, the fission reactor.

        Since none of the techs has a value of t+n+s-b that is divisible by 3, they will all be available.

        So we will be asked to choose from (ordering by ascending explore techs, then ascending discover techs, then ascending build techs and finally ascending conquer techs) the fission reactor, ecological engineering, progenitor psych, social psych, industrial base, gene splicing and military know-how.
        Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

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        • #94
          Except for Fission Reactor and Progenitor Psych, they're all kinda useful at the moment. :-s
          Contraria sunt Complementa. -- Niels Bohr
          Mods: SMAniaC (SMAC) & Planetfall (Civ4)

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          • #95
            Since it is likely we have a neighbor to the north, I suggest Military Know-how.

            Hydro

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            • #96
              The Mutatio (north) explorer spotted a Templar scout when it was defending itself against a mindworm attack.

              Since the Templar scout is next to a Unity pod, should we pop the pod?
              Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

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              • #97
                The Templars contacted us and declared vendetta. The Templar scout is 70% damaged as a result of finding a mindworm-infested Unity pod.

                I suggest we attack it. Note:

                Pathetic is the lowest might.

                This is the current power graph:
                Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

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                • #98
                  WTF!
                  Contraria sunt Complementa. -- Niels Bohr
                  Mods: SMAniaC (SMAC) & Planetfall (Civ4)

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                  • #99
                    From alphax.txt

                    #MIGHT
                    Unsurpassed, magnificent
                    Potent, mighty
                    Formidable, formidable
                    Sufficient, respectable
                    Wanting, small
                    Feeble, feeble little
                    Pathetic, pathetic little
                    We have one gunboat and five scouts (plus two noncombat units) and we're "wanting." The Templars are two rungs below us.

                    They claim they have just completed a jumpsuit garrison prototype, so they have at most the jumpsuit garrison and some scouts, including the damaged one that contacted us.
                    Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

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                    • Originally posted by Hydro View Post
                      If our scout can take out his that is great. Maybe we can get a truce if we kill his scout considering their relative power.

                      Kill Templar colony pods, if possible.

                      Perhaps this changes our plans. I'd suggest taking out the Templar after we get a few bases up, some roads/defenses. If we let them grow we're in deep do-do with never-ending wars or cycles of wars and truces. If we do get a truce we should get a few Impact rovers and take him out or at least wreck a few bases.
                      We killed the Templar scout.

                      Purini will complete formers next year. I suggest we hurry 4 minerals for 8 credits. That will leave 4 carryover minerals to be applied to a scout. The scout would be completed 3 years from now and be able to be in Mutatio to escort the colony pod that is due to be completed in 4 years.

                      There is a red line along the north west border of the square directly to the north of the Mutatio explorer.

                      This is a base radius. Because it is only along that edge, we can infer that there is a base at (0,28), which is the highlighted square:
                      Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

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                      • The Ghosts have invaded us.

                        Our tactical situation is good. Because of our interior defenses, we can move both the Genesis and Mutatio garrisons to Purini in a single turn. Since we have hatcheries (children's creche), any unit attacking out of Purini will receive a +1 morale modifier.

                        So we could immediately attack the Ghost scout at slightly better than 1-1 odds and have two more scouts available to attack the Ghost scout next year.

                        We should also bring back the gun foil to sink the Ghost transport and prevent any further incursions.
                        Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

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                        • The Ghost probe team will get the Unity Pod, but there's nothing we can do about that. We need to eject the probe team. Fortunately it is in the forest and can't move 2. NOTE - as I recall SMAniaC uses Super Probes, which you can't kill with a scout. You need at least A2 and likely A4 weapons to kill. If we have a truce I think we can ‘attack’ and chose to eject the probe team instead.

                          If we attack the Ghost scout it will be a defensive bonus for being in the forest, which will put us at a disadvantage. If we do attack we absolutely need 2 scouts at that base, otherwise the next turn we lose the base.

                          My understanding is that the Ghosts can't establish a base with their colony pod while it is in our territory. Right now it looks like we control the entire southern peninsula. So, I'd suggest letting the Ghosts waste their time wandering around. The scout and CP cost them support, so that is to our benefit if they lose the time and resources. If their scout attacks us they have a big penalty (we have better morale due to Hatchery and a 25% base bonus). The worst they could do is take out a former, which we can keep out of the way due to zone of control restrictions.

                          I'd rather not have another enemy this early, so unless I'm mistaken I'd rather not demand withdrawal of the Ghosts and risk a Vendetta. I’ve had the Ghosts send waves of foil probes at me, and we are definitely NOT ready for that. They can do a lot of harm with some bombardment and harassment.

                          Hydro

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                          • The AI probe has psi defense and antigrav struts.

                            The Ghost scout is in rolling terrain -- no forest. We can move either the Mutatio or Genesis scout into Purini if our attack fails. We will be building a new scout at Purini in two years.

                            Since we do not have a pact, the Ghost can establish a base in our territory (in ACDG5, we established a base within the radius of a University base even though we had a treaty with them; it sullied our reputation; they declared vendetta).

                            Although we have a 25% base bonus, they have a 25% infantry v. base bonus.

                            Since they can establish a base, since we do have a slight advantage if we attack the Ghost scout with a scout from within Purini (because of the hatchery, aka children's creche) and since we can move a scout into Purini to defend it pending the completion of the scout in production, I think we have to demand withdrawal. Otherwise the colony pod can establish a base right where it is and take away some of our forest squares.

                            Now is the time to attack if they don't withdraw. We have three scouts to one scout advantage and the advantage of attacking from a base with a hatchery (children's creche). If a base is established, then the first build will be a second scout. (I'm not sure, but I think a scout in a base built on a forest gets a defensive bonus.)
                            Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

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                            • Originally posted by Hydro View Post
                              as I recall SMAniaC uses Super Probes, which you can't kill with a scout. You need at least A2 and likely A4 weapons to kill.
                              You can kill them with anything. They have psi defense, so it's the morale that matters.
                              (When at vendetta, I used artillery to soften up enemy probe teams first. In that case weapon matters of course, even against psi)

                              Since we do not have a pact, the Ghost can establish a base in our territory
                              Does the AI ever do that though?


                              Even when the Ghosts steal a tech now, I don't think we should declare vendetta, and just let it slide. At least until we get a better weapon.
                              Contraria sunt Complementa. -- Niels Bohr
                              Mods: SMAniaC (SMAC) & Planetfall (Civ4)

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                              • I don't recall ever seeing the AI establish a base inside established territory. They certainly poach territory (estabishing bases at their edge of the boarder, pushing it back) though.

                                Maybe we'll be lucky and the pod will have worms, killing the CP and probe!

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