Announcement

Collapse
No announcement yet.

ACDG6: Operations

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #76
    That rocky river jungle square has elevation 3500. Once we discover zero point energy and plant a solar collector there, we can harvest 5 energy per year!

    Remember this map is randomly generated; our working assumption must be that we've discovered the edge of the Monsoon Jungle, in which case, the decision to build a scout rather than a gun foil is vindicated.

    If it turns out that we've discovered the Monsoon Jungle, we'll want to establish our next two bases in the Monsoon Jungle. Between the Monsoon Jungle and pop booming, we could get two very large bases quickly.
    Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

    Comment


    • #77
      I just hope we don't get an earthquake with the pod. That destroys the Jungle.

      Hydro

      Comment


      • #78
        Is an earthquake a negative result that won't occur next to the base?

        Does an earthquake only raise terrrain (in which case the rocky river jungle at 3500 m is safe)?

        The pod is at elevation 2208. If there is an earthquake, it can only go up one level. It certainly won't drag up the rocky river jungle and the squares on the other side of the rocky river jungle are already between 2000 - 3000 meters, so unless the Jungle runs north east of the pod, there isn't much risk.
        Last edited by vyeh; December 30, 2008, 07:59.
        Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

        Comment


        • #79
          Hmmm. I seem to recall getting an earthquake at a pod next to a base. I have also definitely gotten the teleport unit result, which is irritating if a terraformer or needed defender is sent to Timbuktu. I have never gotten a worm pod at a pod next to a base. So I wonder which pod events are 'negative'? Is this coded?

          Earthquakes have destroyed the Jungle in the past for me, but in these cases the Jungle tile or those around it moved upward in elevation. I'm not sure if it is the tile itself or an area/several tiles that are moved.

          Raising terrain can move or destroy rivers. It looks like this river starts in the tile so I don't know what would happen.

          What I find to be odd is to have the Jungle so high. In the past it has been relatively flat and near sea level.

          Hydro

          Comment


          • #80
            Raising or lowering terrain destroys landmark squares (jungles, volcanos). In an earthquake the square the pod on is raised to above 3000 meters. In SMAX, adjacent squares can only differ by one change in elevation level. So if the pod was originally between 0 and 1000 meters, it raises the surrounding squares to between 2000 and 3000 meters. And those squares raise the squares surrounding them that are below 1000 meters to between 1000 and 2000 meters.

            Rivers start from a tile and flow downward. If you raise a river tile, the river may move.

            The jungle may be high because it got placed over some very hilly terrain.
            Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

            Comment


            • #81
              SMAniaC #TECHNOLOGY changes (level 3 techs)

              I compared the SMAniaC alphax.txt file to the standard alphax.txt file. These are the changes in the #TECHNOLOGY section for the level 3 techs (the ones with at least one level two prerequisite and no prerequisites above level 2):
              ;
              ; TECHNOLOGY TREE
              ;
              ; Name, id, ai-mil, ai-tech, ai-infra, ai-colonize, preq(1), preq(2), flags
              ;
              ; Name = Name of technology
              ;
              ; id = 3 letter id code; this code is used when assigning
              ; the tech as a prerequisite.
              ;
              ; power = military value
              ; tech = advance-of-knowledge value
              ; wealth = infrastructure value
              ; growth = colonization value
              ;
              ; preq(n) = Prerequisite technology
              ; a) 3 character id code of tech
              ; b) "nil" to allow w/o prerequisite
              ; c) "no" to disallow entirely from game
              ;
              ; flags = Special tech flags
              ; 000000001 = "Secrets": first discoverer gains free tech
              ; 000000010 = Improves Probe Team success rate
              ; 000000100 = Increases commerce income
              ; 000001000 = Reveals map
              ; 000010000 = Allows gene warfare atrocity
              ; 000100000 = Increases intrinsic defense against gene warfare
              ; 001000000 = Increases ENERGY production in fungus
              ; 010000000 = Increases MINERALS production in fungus
              ; 100000000 = Increases NUTRIENT production in fungus
              ;
              #TECHNOLOGY
              Nanotube Mass Production, E=Mc2, 3, 1, 1, 0, IndEcon, MilAlg, 000000000
              Advanced Subatomic Theory, Subat, 2, 3, 2, 0, Chemist, Poly, 000000000
              SuperconductorApplied Plasma Physics, SuperChemist, 42, 23, 0, 0, OptCompMilAlg, IndustAlgor, 000000000
              Intellectual Integrity, Integ, 0, 1, 3, 4, EthCalc, DocLoy, 000000000
              Industrial Automation, IndAuto, 02, 1, 45, 3, IndEcon, PlaNetsAlgor, 000000100
              Gene Splicing, Gene, 01, 2, 4, 3, Biogen, EthCalcMobile, 000100000
              Ecological Engineering, EcoEng, 0, 0, 3, 4, EcologyMobile, GeneIndust, 000000000
              Psionics, CentPsi, 1, 1, 0, 6, FldMod, Brain, 000000000
              Xenobiology, AlphCen, 0, 0, 2, 6, Biomac, CentEmp, 001000000

              Optical Computers, OptComp, 2, 4, 1, 0, Physic, Poly, 000000000
              Adaptive Economics, AdapEco, 0, 1, 5, 2, PrPsych, IndEcon, 000000000

              Bioadaptive ResonanceMechanical Resonance, BioadapAdapDoc, 5, 20, 02, 01, FldMod, CentEmpMilAlg, 000000000

              Notes:

              (1) Nanotube Mass Production has been added with Industrial Base and High Intensity Lasers as prerequisites. It allows tube mail, which is in High Energy Chemistry (C2) in SMAX, and is the terraforming prerequisite for bunkers (which requires Advanced Military Algorithms, C4, in SMAX).

              (2) Advanced Subatomic Theory has been removed. Skunkworks has been moved up the tech tree to Nanominiaturization (D4). Comm jammer ability, renamed resonance pulse, has been moved down the tree to Progenitor Psych (E1).

              (3) Superconductor has been renamed Applied Plasma Physics and moved down the tech tree from C4 to D3 (its prerequisites have changed from Optical Computers, D3, and Industrial Base, B1, to High Intensity Lasers, C2, and Polymorphic Software, D2) and made more attractive to factions interested in tech and less attractive to factions interested in power and wealth.

              (4) Intellectual Integrity has been removed. High morale special ability, renamed boosted metabolism, has been moved up the tree to Eugenetics (B5) and non-lethal methods, renamed nerve stapling, has been moved to Psionics (E3).

              (5) Industrial Automation has been made more attractive to factions interested in power and wealth.

              (6) Gene Splicing has been made more attractive to factions interested in power and one of its prerequisite has been changed from The Exowomb (B2; Ethical Calculus in SMAX) to Centauri Hydrology (B2). Aquafarm has been moved here from Progenitor Psych (E1).

              (7) Ecological Engineering has been moved down the tech tree from E4 to E3 and its prerequisites have been changed from Centauri Ecology (E1) to Centauri Hydrology (E2) and from Gene Splicing (B3) to Renewable Energy Sources (B1). The lifting of mineral restrictions has been moved from Ecological Engineering down the tech tree to Industrial Base (B2; Industrial Economics in SMAX). Thermocline Transducer has been moved here from Adaptive Economics (C3) and Hab Complex has been moved here from Industrial Automation (B3).

              (8) Psionics has been added with Secrets of the Human Brain (D2) and Field Modulation (C2) as prerequisites. Psi Defense (D-Psi) has been moved down the tech tree from Eudaimonia (E12). Nerve stapling (non-lethal methods) has been moved here from Intellectual Integrity (E3), which was removed.

              (9) Xenobiology has been added with The Exowomb (B2; Ethical Calculus in SMAX) and Centauri Ecology (E1) as prerequisites. Mindworms have been moved here from Centauri Empathy (E2; E3 in SMAX), spore launchers have been moved here from Mechanical Resonance (C3; Bioadaptive Resonance in SMAX) and isle of the deep from SMAX Centauri Meditation (E5). Fungicide tanks have been moved here from SMAX Synthetic Fossil Fuels (E4). Biology Lab has been moved here from Centauri Empathy (E2; E3 in SMAX).

              (10) Optical Computers has been removed.

              (11) Adaptive Economics has been removed. The Thermocline Transducer has been moved to Ecological Engineering (E3).

              (12) Biodaptive Resonance has been moved down the tech tree from C4 to C3, renamed Mechanical Resonance, made more interesting to factions interested in wealth and growth and less interesting to factions interested in tech, and one of its prerequisites has been changed from Centauri Empathy (E2; E3 in SMAX) to High Intensity Lasers (C2). Spore launchers have been moved to Xenobiology (E3) and soporific gas pods (tactical antimatter pods in SMAniaC) has been moved up the tech tree to Antimatter Production (D7).

              Although ecological engineering no longer lifts the mineral restrictions, hab complex will be useful to us sooner if we pop boom. Xeonbiology with mindworms, spore launchers and IoD's will allow us to pursue a native life strategy.
              Last edited by vyeh; December 30, 2008, 11:26.
              Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

              Comment


              • #82
                The Genesis explorer has determined the river runs north east. Exploring down the river seems best.

                North seems the best direction for the Mutatio explorer.

                I think it would be best if the Genesis formers moved down the river to just outside Genesis and started building a road. This will cut down the travel time from Genesis to Mutatio.

                The gun foil at Purini will be completed next year. Should it go east or west?

                Prophet Cha Dawn has reclaimed the tech lead and High Templar Silvera has taken the lead in territory:
                Last edited by vyeh; December 31, 2008, 07:58.
                Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                Comment


                • #83
                  Purini built gun foil and changed production to formers.

                  Mutatio and Genesis explorers have revealed more jungle.

                  There are two good base sites:
                  (1) the location of the Genesis (the northwest) explorer; and
                  (2) one square north of the Mutatio (the southeast) explorer.

                  The Genesis (the northwest) explorer should move north west to see if its location is the best base site.

                  The Mutatio (the southwest) explorer should move north.

                  So where should we establish our fourth and fifth bases?
                  Last edited by vyeh; December 31, 2008, 08:51.
                  Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                  Comment


                  • #84
                    Agreed - those are good base sites. We'll pay for them by increased transit time, however. But that will be compensated by increased growth. These two sites nicely allow us to grab the 3 Unity pods with little risk. The river tiles are a huge bonus!

                    We also need more formers. Do we only have one? Getting all the forests was a huge break, but we do need roads.

                    I'd suggest a 6th base to the west and south of the western-most Unity pod. It has access to 2 Jungle tiles and will help tie our Jungle and beginning bases together. We may want to wait until after our capital has a RC since we'll get a B-drone. Perhaps when the Jungle bases are growing we could use them to pump colony pods to keep their growth in line.

                    My suggestions:
                    * Prioritize colony pods since getting the Jungle is a prime territory grab and offers huge long term growth
                    * Next, get at least one former per base. There is always a lot for formers to do.
                    * Identify one or maybe two high mineral bases for Secret Projects once they are close to maxing out their growth (e.g. - our core bases, which don't seem likely to grow much beyond size 3 any time soon). We’ll have to make a call whether we’ll need a Rec Common or not.
                    * Explore with the gun foil, avoiding fungus. I have no opinion as to where, but I generally hug the coast since it offers the best chance of contacting a faction. Calling up Sven to buy faction comm channels may be wise, too. Keep exploring with the scouts. Eventually we’ll want to explore to the south in case we are not on an island (which would be great for a builder!).

                    The Jungle bases will grow quickly and we'll likely have trouble getting infrastructure to keep them out of riots. See my CP note, above.

                    Hydro

                    Comment


                    • #85
                      Earthquakes can occur even inside a base radius. So there's no point in waiting with popping them.

                      Vyeh: though the start of the SMAniaC tech tree still somewhat resembles the vanilla tech tree start, this similarity becomes smaller and smaller the further you go up the tech tree. So I don't think there's much use comparing the two tech trees. They're two seperate things. The reason why a SMAniaC tech in alphax.txt replaces a vanilla tech, is not because of any similarity in content, but because I wanted the SMAniaC tech to use the voice quote associated with that vanilla tech, and I didn't want to have to include all the mp3s in the SMAniaC download.
                      Contraria sunt Complementa. -- Niels Bohr
                      Mods: SMAniaC (SMAC) & Planetfall (Civ4)

                      Comment


                      • #86
                        Do we want to build on both possible base sites?

                        I was thinking we certainly want to build a base at the location of the Genesis (north east). As far as we can see, it is completely surrounded by jungle. Perhaps we would want to establish a second jungle base further north and then fill in bases later.

                        We have one former. Purini is building a second former, which is due in 5 years.

                        At this point, we have colony pods in production for a fourth and fifth base. We have to consider the advantages of a sixth base versus turning Genesis into a one worker (on the 2-1-0 or 2-1-1 square with solar collector) and a doctor. Genesis would stop growing and its production would be limited or nonexistent (unless we want to take the bonus nutrient forest away from Purini, in which case its growth would stop).

                        Of course, formers are useful although Mutatio may be able to build recycling tanks first.

                        At this point Mutatio and Purini are the high mineral bases.

                        I was thinking of sending the gun foil around our east coast. Later we will want to build another gun foil to go around the west coast.

                        It will probably cost 10 credits to buy a comm link frequency. Do we want to spend it or use it to rush a colony pod?

                        In comparing tech trees, I'm not concerned with the name, but with weapons, armor, chassis, special abilities and base facilities associated with the techs. The fact that conventional missiles, spore launchers and IoD's are available earlier has strategic implications. The fact that soporofic pods aren't available until later also changes strategic options. So when I say a SMAniaC tech replaces a SMAX tech, I'm looking at what the two techs provide.
                        Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                        Comment


                        • #87
                          My SMAniaC spreadsheet has all the techs, what they unlock, and prerequisite techs. It should be pretty accurate.

                          IoDs, MWs, and spoor launchers assume a Red (Bree, Cult) or Green (Gaians) approach and focusing on Planet/Explore techs. Native units are much more viable in SMAniaC due to lower cost and support issues (free in Fungus). But, that means we’re not pursuing more conventional techs, and the Red techs are of little use if our Planet rating is negative.

                          So, I we need to decide now – Red/Green or conventional tech? We can mix and match, of course, but that mix is determined by our objectives. At this point my opinion is that the Red techs aren’t of much use for our military/defenders since our Psi/Planet is likely to be zero or negative.

                          Other ideas – buying Sven’s map (if we can get the cash) or exchanging maps

                          Stay at 5 bases until we can get a RC at Genesis so we don’t lose the worker. Will the free crèche help with B-drones? I’m not sure.

                          Hydro

                          Comment


                          • #88
                            I've been using your spreadsheet; however, I am interested in the differences, so it helps to make the comparison.

                            It is Delan who we've contacted. Do you want to try to trade with him?

                            I doubt the free hatcheries help with B-drones since hatcheries (children's creche) only affects the efficiency for a single base and doesn't change the faction wide efficiency.
                            Last edited by vyeh; December 31, 2008, 20:36.
                            Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                            Comment


                            • #89
                              The Genesis (west) explorer returned up river. It will go back to Genesis to escort the colony pod to the new base site.

                              The Mutatio (east) explorer will continue exploring. Should it move north east or should it travel up river and continue exploring where the Genesis (west) explorer was?

                              We'll be able to hurry the colony pod at Genesis next year and have a colony pod in 2 years.
                              Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                              Comment


                              • #90
                                Borders in 2119

                                We can see the border of the Ghost:

                                Since sea borders only extend two squares along the diagonal, the Ghost base is at coordinates (52, 52), two squares east of the square outlined in purple and 5 squares southwest of the rocky river fungus square between Genesis and Purini.

                                Since the Delan contacted us at the beginning of the fourth year, he had to start close to us.

                                We also have a neighbor on our continent to the north west.

                                This is our border in 2118. If there were no neighbors, the border would extend 7 squares. Since it only extends 4 squares due north of Genesis, there must be another faction's base 8 or 9 squares north of Genesis.

                                In 2119, the border shifted:


                                Should send the Mutatio (north) explorer to contact this faction?

                                Do we need to push the colony pod that will be produced in 2120 further into the Monsoon Jungle to claim territory?
                                Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                                Comment

                                Working...
                                X