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  • #16
    For those of you into operations, MY 2104 brings three of choices:

    (1) Should the Genesis scout move west and explore or should it move back toward Genesis to protect the base from mindworms?

    (2) Should the colony pod establish a base at its current location?

    (3) Which way should the independent scout move (west, southwest, south or southeast)?
    Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

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    • #17
      Scout with colony pod may first move, I thought south, so we know more about surroundings before deciding if to establish a base.

      The north scout could scout to the north - see if there are any food sources. In hq base, if need arises we can soon make a scout. I would hurry recycling tanks.
      Attached Files
      Mart
      Map creation contest
      WPC SMAC(X) Democracy Game - Morganities aspire to dominate Planet

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      • #18
        I mean when we have still around 10 minerals - we can switch/hurry/loose some minerals if we need scout in case of emergency.

        After 10 minerals, as soon as we can I would hurry recycling tanks.
        Mart
        Map creation contest
        WPC SMAC(X) Democracy Game - Morganities aspire to dominate Planet

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        • #19
          Mart's move reveals two potential base sites (since we can't build solar collectors, rivers are more valuable). A river site would be worth delaying the second base until next turn.

          The Genesis (north) scout revealed a Unity pod.
          Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

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          • #20
            Yes, I would take colony pod to a river tile.
            In 2105, the same, scout first can follow the river first to give more information about where to establish the base.
            Mart
            Map creation contest
            WPC SMAC(X) Democracy Game - Morganities aspire to dominate Planet

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            • #21
              Attached screenie with comments.
              These are proposals.
              Attached Files
              Mart
              Map creation contest
              WPC SMAC(X) Democracy Game - Morganities aspire to dominate Planet

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              • #22
                Vyeh,
                In 2105 the south scout will have to follow the river. In order to do this, you will have to give it the order to move 1/3 point one at a time. You probably know this.
                Smac is not the best in such "near" tile path finding. Otherwise it could move directly 1 tile South using whole move point - I had such things before.
                Mart
                Map creation contest
                WPC SMAC(X) Democracy Game - Morganities aspire to dominate Planet

                Comment


                • #23
                  Why don't you pop the unity pod? (just asking; it makes sense to see if there are any sea nutrients or minerals)

                  Wouldn't it make sense for the scout to finish the last 1/3 (assuming it is a river square and not the sea)?
                  Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

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                  • #24
                    Pod outside "base cross" on fungus is more likely to have mindworms. And we have -1 planet. I would leave it for the time being. Also we do not have 100% chance to enter this tile with fungus. Overall, for now it may be better to explore.

                    It is a bit dangerous to have base near fungus tile empty with pop 1. Not much chance worm will attack, still we avoid unpleasant setback, and gain of this 1 tile (moving scout 1/3 point) is not necessarily that large. So in case of establishing base and fungus nearby let us keep scout in that new base, unless the place is not that good (and we move cp further). Probably there will be no rainy tile, but maybe some bonus?

                    This is for sure river, the connection would have some sea visible otherwise.
                    Mart
                    Map creation contest
                    WPC SMAC(X) Democracy Game - Morganities aspire to dominate Planet

                    Comment


                    • #25
                      Maybe other players would have some more ideas.

                      I was thinking, now we may more or less plan where to explore for new base sites. We see some terrain features, like elevations or craters, ridges, etc. under the "unexplored fog" - smac feature. We know there is crater to the west, also western slopes will have moisture - rainy tiles on rivers would be great.
                      Mart
                      Map creation contest
                      WPC SMAC(X) Democracy Game - Morganities aspire to dominate Planet

                      Comment


                      • #26
                        There was no fungus near the second base site, so the scout took the optional 1/3 movement point and discovered a bonus sea nutrient (no xenofungus).

                        There are 8 minerals accumulated in the production box. A scout cost 9 minerals.
                        Last edited by vyeh; December 18, 2008, 20:13.
                        Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

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                        • #27
                          We're restarting.
                          Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

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                          • #28
                            Originally posted by Maniac in the Polls
                            Base founding decisions could different though. Eg we could found our initial base two tiles up the river. Or we could even found our HQ right where we are, and already build our second base on the first turn too.
                            I'm hoping for some guidance. Once possibility would be to move the scout upriver. (Do we want to pop the pod before we've founded a base?) This would allow us to uncover 2 more land squares. Then we would have more information.
                            Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

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                            • #29
                              Since one colony pod was gong to end upriver, I moved one colony pod to a potential base site, revealing rolling rainy and fungus squares.

                              Obviously, the rolling rainy square makes the square the moving colony pod (which can still colonize this turn) a better base site than the landing site.

                              (1) Should the moving colony pod establish a base?

                              (2) Should the unmoved colony pod and scout move to the selected square?
                              Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

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                              • #30
                                (1) Yes

                                (2) I'd suggest moving directly east instead. will reveal more tiles and the coast in that direction is not looking very promising, lots of fungus, thus going more inland would appear more prudent.

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