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  • If the ogre was 50% damaged wouldn't the armor be 1.5 (half of 3)? If so then the attack wasn't completely illogical (if it wasn't hasty). As it is we should thank our lucky stars.

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    • The illogic was selecting a 1-2r-1 unit when there was a 4-2r-1 unit.
      Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

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      • Tech Choice between MY 2135 and MY 2136

        Between 2135 and 2136, we discovered Gene Splicing.

        We started with Biogenetics.

        We will have researched Centauri Ecology, The Exowomb, Polymorphic Software, Renewable Energy Sources, Military Know-how and Gene Splicing.

        We received from Delan Centauri Hydrology and Information Networks.

        We received from Aki Zeta-5 Industrial Base and The Fission Reactor.

        We received from Elevea Ecological Engineering.

        We recovered from a data pod Social Psych.

        We stole from Silvera Field Modulation and High Intensity Lasers.

        What are our choices for the next tech?

        Which techs do we have the research prerequisites for?

        Tech (Conquer/Discover/Build/Explore) t

        Long Range Missiles (C) 8
        Nanotube Mass Production (C) 9
        Applied Plasma Physics (D) 13
        Military Doctrine (C) 43
        Industrial Automation (B) 46
        Secrets of the Human Brain (D) 48
        Retroviral Geneering (B) 76
        Progenitor Psych (E) 78
        Mechanical Resonance (C) 80

        Following the procedure:

        n = 15
        s = 1
        b = 1 (the trade with Aki-Zeta 5 hasn't reset the counter)

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

        Long Range Missiles (C) 8, 23
        Nanotube Mass Production (C) 9, 24
        Applied Plasma Physics (D) 13, 28
        Military Doctrine (C) 43, 58
        Industrial Automation (B) 46, 61
        Secrets of the Human Brain (D) 48, 63
        Retroviral Geneering (B) 76, 91
        Progenitor Psych (E) 78, 93
        Mechanical Resonance (C) 80, 95

        The joker tech is the Explore tech nearest the beginning of the list, progenitor psych. Note that if progenitor psych were not the joker tech, it would not be available since it has a value of n+t+s-b that is divisible by 3.

        Since nanotube mass production and secrets of the human brain have values of t+n+s-b that are divisible by 3, they will not 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) progenitor psych, applied plasma physics, industrial automation, retroviral geneering, long-range missiles, military doctrine and mechanical resonance.
        Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

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        • We should be able to capture Aurora in 2136 or 2137. In 2136, the laser rover prototype will attack the jumpsuit garrison and the scout will attack the formers. If the laser rover prototype is less than 50% damaged, it will still have 2/3 movement point to occupy Aurora.

          We may be able to capture Illuminatus in 2136, the ogre will attack the jumpsuit garrison. If it survives, it will attack the recon battery in 2137. Then one of the Adonia scouts will either be able to occupy Illuminatus or attack a damaged recon battery.

          Then we need to build either a transport and laser squad combo or a laser rover to take out Sands of Time.
          Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

          Comment


          • Templar research went down from 5 to 3. If we take Aurora this turn, their rate will go down to 2. They have 49/54. If there is a chance to let them get Mechanical Resonance I would try this.

            About Mech. Res.
            - attack 6
            - sensors and AAA
            - Planetary Energy Grid, if possible, I would actually start from this SP, because free Energy bank is a quite an advantage, no maintenance, ECs for rushing, etc.

            It's unlikely other faction would trade it cause of PEG, so we might be forced to probe it from more distant location than Templars now or take time researching it.

            About Industrial Automation, Cycon will have it in 3 turns! And they are pacted, there is no SP on IndAuto - a chance to actually trade it.
            Mart
            Map creation contest
            WPC SMAC(X) Democracy Game - Morganities aspire to dominate Planet

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            • There are 2 transports in the making near Templars. To take Sands of time, we might just upgrade scout to 4-1-1, a turn before attack - it will use all its move points. Then combo with transport can attack the base
              Mart
              Map creation contest
              WPC SMAC(X) Democracy Game - Morganities aspire to dominate Planet

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              • In order for the Templars to continue accumulating research, we'd have to wait on taking out Illuminatus until the Templars researched it (if there is no HQ, the inefficiency would mean that Sands of Time is generating no energy).

                Delay means giving up a bit of turn advantage (if we control Illuminatus, then we accumulate minerals, nutrients, energy).

                Hydro, if we can delay taking out Illuminatus to just after the Templars acquire Mechanical Resonance without risking our units or the ability to take out Illuminatus, should we do so? (Note that this might involve having to build an additional combat unit to take care of an additional jumpsuit garrison that Illuminatus might be able to build in the extra time we give it.)
                Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

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                • After hoping to see a materials pod, we got two!

                  We took out Aurora.

                  The probe team near Aurora investigated the Unity pod two squares away from Aurora (once we owned Aurora, we wouldn't get mindworms for a pod within 2 squares of Aurora) on its way to infiltrating the Ghost base.

                  Although there are more expensive facilities, the recreation commons at Aurora was the most needed since the only citizen of Aurora was a drone.

                  We will have a laser speeder prototype (with 2r armor) at Adonia next year.

                  This will be enough to take out the laser squad at Sands of Time.

                  Because of Aurora, Genesis needed a recreation commons or else it would face starvation or drone riots.

                  Hoping to sell a tech, we contacted Elevea. She offered industrial automation for high intensity lasers. Since we're researching industrial automation and since we acquired high intensity lasers from another faction (who could trade it), we agreed.

                  She asked for field modulation. Hoping to get the needed credits to hurry the recreation commons at Genesis, we asked for 25 credits. She refused.

                  We then asked for energy credits in exchange for tech. She offered to pay 25 credits for field modulation! We accepted.

                  We were then able to hurry the recreation commons at Genesis.

                  Because of the laser speeder prototype at Adonia, we'll be able to take Sands of Time next year.

                  We're also in a position to take Illuminatus, but we're also in a position to wait until the Templars finish researching Mechanical Resonance.

                  At this point, we can think of development.
                  Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                  Comment


                  • Tech Choice between MY 2136 and MY 2137

                    In 2136, we acquired Industrial Automation from Elevea.

                    We started with Biogenetics.

                    We will have researched Centauri Ecology, The Exowomb, Polymorphic Software, Renewable Energy Sources, Military Know-how and Gene Splicing.

                    We received from Delan Centauri Hydrology and Information Networks.

                    We received from Aki Zeta-5 Industrial Base and The Fission Reactor.

                    We received from Elevea Ecological Engineering and Industrial Automation.

                    We recovered from a data pod Social Psych.

                    We stole from Silvera Field Modulation and High Intensity Lasers.

                    What are our choices for the next tech?

                    Which techs do we have the research prerequisites for?

                    Tech (Conquer/Discover/Build/Explore) t

                    Long Range Missiles (C) 8
                    Nanotube Mass Production (C) 9
                    Applied Plasma Physics (D) 13
                    Know-how: Sea Power (E) 35
                    Military Doctrine (C) 43
                    Secrets of the Human Brain (D) 48
                    Retroviral Geneering (B) 76
                    Progenitor Psych (E) 78
                    Mechanical Resonance (C) 80

                    Following the procedure:

                    n = 16
                    s = 1
                    b = 1 (the trade with Aki-Zeta 5 hasn't reset the counter)

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

                    Long Range Missiles (C) 8, 24
                    Nanotube Mass Production (C) 9, 25
                    Applied Plasma Physics (D) 13, 29
                    Know-how: Sea Power (E) 35, 51
                    Military Doctrine (C) 43, 59
                    Secrets of the Human Brain (D) 48, 64
                    Retroviral Geneering (B) 76, 92
                    Progenitor Psych (E) 78, 94
                    Mechanical Resonance (C) 80, 96

                    The joker tech is the Explore tech nearest the beginning of the list, know-how: sea power. Note that if know-how: sea power were not the joker tech, it would not be available since it has a value of n+t+s-b that is divisible by 3.

                    Since long-range missiles and mechanical resonance have values of t+n+s-b that are divisible by 3, they will not 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) know-how: sea power, progenitor psych, applied plasma physics, secrets of the human brain, retroviral geneering, nanotube mass production and military doctrine.
                    Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

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                    • While we can switch to plutocrat (+1 economy, +1 industry, -2 morale), we probably want to wait until after we've conquered the Templars. This will be another opportunity cost for waiting to steal mechanical resonance.
                      Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

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                      • Plutocrat is a good peacetime choice. Note that we will lose +1 Efficiency and +2 research if we abandon Technocrat, though. We'll have to see how the SE effects balance out.

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                        • Just re-read the turn. Wow, we were very lucky! GPS Lucky gets the Genesis Citation for Superior Service to Mankind award! The probe team came through for us, too.

                          Getting the 4-2r-2 we got finished from the materials pod will definitely tip the balance. Maybe we can pull back the Ogre for scrapping? Keep it in reserve?

                          Getting the rec commons at Aurora from the material pod is a huge stroke of luck, too. Suddenly that base will be somewhat productive.

                          Good job selling our tech. Now is certainly when we need the energy.

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                          • Battle ogre is only 60% damaged. Last defender in Illuminatus has armor 1.

                            Let the laser speeder attack the laser squad at Sands of Mars and the ogre attack the recon battery in Illuminatus. If the laser speeder survives, then we'll be in a position to pull back the ogre. I'm not too concerned about a 6r attack versus armor 1 even with only 4 hit points. It is still better than 2-1.
                            Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

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                            • Illuminatus can acumulate 3 research, our ogre blocks monolith, so it gets only 1. Would it be a risk to let them have the monolith for 2 turns? If they have only one base, it's not much threat any longer.
                              Let me check what they build there.
                              Mart
                              Map creation contest
                              WPC SMAC(X) Democracy Game - Morganities aspire to dominate Planet

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                              • My understanding is that damage degrades the attack and defense of a unit. So a 6-2-2 rover damaged to 50% would effectively be 3-1-1 (since movement is halved at 50% damage). Or have I been mistaken all these years?

                                If this is true then our 60% damaged Ogre has an effective attack of 2.4 and a defense of 1.2.

                                I say let the Templar be our research slave for a while. Letting them have the monolith would speed them along, and the risk should be minimal. When they are done we can steal the tech and eliminate them.

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