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  • The Genesis probe team has added to its distinguished career as an explorer.

    The Genesis probe team has managed to recover two materials pod and one alien artifact. The Genesis probe team managed to find a back door to the Cult capital and stole fusion power, which we were able to parlay into nanotube mass production (armor 3), environmental economics (increased commerce and tree farms) and 25 credits. Finally, the Genesis probe team has managed to rejoin the front lines of our war with the Cult.
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    • Our run of extraordinary luck continues. Of course, some of it is due to preparation and attention to detail. Perhaps the Genesis probe team deserves a special name? Maybe the James Bond Genesis Probe? Too wordy?

      A centrally located capital can save energy loss, so if we can swing it OK.

      Maybe have the CP that is (I think) heading toward the Uranium Flats establish a port city? Otherwise we'd need on to the south/southeast. We'd have to crawl resources since remaining territory may be thin on growth opportunities unless we get some kelp. At this point I'm not too interested in too many new bases since they'll require significant investment to make them productive, cause B-drones in other bases, and we'll need to expand our military (such as it is) to protect them.

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      • You were the one that suggested using a probe team for exploration. The Genesis probe team had originally been at Phenotypi, waiting for the war against the Ghost. You said something about a probe of opportunity. Well, here it is.
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        • For some reason, the Cybernetic tube garrison next to Psi Consensus launched a suicide attack on Psi Consensus. The defending recon battery was only 20% damaged.

          Fortunately, we had a jumpsuit garrison in the same square. A mindworm moved out of Psi Consensus to attack the jumpsuit garrison. The jumpsuit garrison was 80% damaged and achieved commando status.

          Current (2160) power graph:
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          • In a couple of years, GPS Lucky will investigate the sea pod near Uracil.

            Should we retire GPS Lucky (and gain a row of minerals)?

            It is only green and once we've captured the maritime control center, all new builds will be hardened.

            It would cost 100 credits to upgrade it to a best weapons, best armor, AAA foil, while a new best weapons, best armor, AAA foil would cost 32 minerals.

            We could keep it around. There are some Ghost bases that have a transport as their second or third defender. It can occupy bases after the big boys knock out the defenders. And it can attack transports.

            Currently, we aren't paying support. But as we build the big boys, it will be using up one of the free support slots.

            If we retire it, the minerals could help us build recycling tanks at Helix one turn sooner.

            Next year, we can build the nexus translator, which will give us two free techs. We are currently researching zero point energy, which is due in 2 years.

            Since we traded for environmental economics, my inclination is optical computers (cybernetics and virtual world) and centauri genetics (hybrid farms). Then with the discovery of centauri genetics, research applied quantum mechanics (weapons 10), which will lead to probability mechanics (the hunter seeker algorithm).

            Obviously, the virtual world would allow us to control drones with network nodes and allow us to move out of police state with its research hit to federal democracy (which comes with zero point energy) with a gain in efficiency.

            Cybernetics has both a +2 research bonus and a +1 industry bonus.

            What do you think?
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            • I'd say keep Lucky around for a while, or at least until it is clear he isn't needed any more.
              Upgrading probably doesn't make sense, except for as a defender (only armor, no significant weaponry) which is much cheaper.

              Your tech picks are fine. VW is a huge boon, but it is a very expensive SP.

              Cybernetic has -3 Police, which takes us to -1 Police if we are running PS. If we go to Fed Dem then we go to -5 Police, which effectively means we can't operate military units outside our territory without tricks (specialist only, punishment sphere).

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              • We stole 192 credits from Psi Consensus and then diverted another 62 credits from the local nets when we seized Psi Consensus, for a total of 254 credits.

                The Mutatio explorer discovered another alien artifact.

                We will build the nexus translator next year. We also have enough labs to discover zero point energy before the nexus translator is built (we gained 77 labs when we seized Psi Consensus).

                We will use the credits we gained from Cha Dawn to build recycling tanks.

                We are building scouts at Cytosino and Aurora for Creatior and Psi Consensus to free up units for our campaign against the Cult.
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                • It sure was nice for FungiBoy to accululate all those credits for us! We'll have to think of some way of thanking him. Maybe we could name the recycling tanks after him: Cha Dawn Turd Smasher #4.

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                  • Cha Dawn only has 187 credits left, so we took over half of his credits.
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                    • That is a lot. Our elite probe team did the honors, right? I wonder if the amount is related to the experience? I've never thought about it before, but it seems reasonable. If so there must be a formula.

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                      • No. Experience only affects chance of success and survival. The formula depends on the base being probed. You get more credits from a larger base.

                        So Cha Dawn started with 441 credits. The Genesis probe took 110 credits, about a quarter. Psi Consensus has 4 citizens. The Cult have a total of 16 citizens.

                        This left 331 credits. The Phenotypi probe took 82 credits, about a quarter of the remaining credits.

                        This left 249 credits. The Creatior jumpsuit garrison took 62 credits when it seized Psi Consensus, about a quarter of the remaining credits.
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                        • Tech Choice between MY 2160 and MY 2161, Pt. 1/3

                          Between 2160 and 2161, we will discover zero point energy and build the nexus translator.

                          We started with Biogenetics.

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

                          We received from Delan Centauri Hydrology and Information Networks.

                          We received from Aki Zeta-5 Industrial Base, The Fission Reactor, Military Doctrine, Nanotube Mass Production and Super Conductor.

                          We received from Elevea Ecological Engineering, Industrial Automation and Xenobiology.

                          We received from Roze Environmental Economics.

                          We recovered from a data pod Social Psych.

                          We stole from Silvera Field Modulation, High Intensity Lasers and Mechanical Resonance.

                          We stole from Cha Dawn Centauri Empathy and Fusion Power.

                          What are our choices for the next tech (after discovering Zero Point Energy and before building the nexus translator)?

                          Which techs do we have the research prerequisites for?

                          Tech (Conquer/Discover/Build/Explore) t

                          Long Range Missiles (C) 8
                          Graviton Theory (C) 21
                          Know-how: Sea Power (E) 35
                          Know-how: Air Power (C) 39
                          Nanominiaturization (D) 42
                          Secrets of the Human Brain (D) 48
                          Applied Quantum Mechanics (C) 69
                          Optical Computers (D) 72
                          Centauri Genetics (E) 74
                          Retroviral Geneering (B) 76
                          Progenitor Psych (E) 78

                          Following the procedure:

                          n = 26
                          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, 34
                          Graviton Theory (C) 21, 47
                          Know-how: Sea Power (E) 35, 61
                          Know-how: Air Power (C) 39, 65
                          Nanominiaturization (D) 42, 68
                          Secrets of the Human Brain (D) 48, 74
                          Applied Quantum Mechanics (C) 69, 95
                          Optical Computers (D) 72, 98
                          Centauri Genetics (E) 74, 100
                          Retroviral Geneering (B) 76, 102
                          Progenitor Psych (E) 78, 104

                          The joker tech is the Explore tech nearest the beginning of the list, know-how: sea power.

                          Since retroviral geneering has a value of t+n+s-b that is divisible by 3, it 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, centauri genetics, progenitor psych, nanominiaturization, secrets of the human brain, optical computers, long range missiles, graviton theory, know-how: air power and applied quantum mechanics.
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                          • Tech Choice between MY 2160 and MY 2161, Pt. 2/3

                            When we build the nexus translator, we will receive the tech we chose after discovering zero point energy. What will be our second free tech?

                            Which techs do we have the research prerequisites for?

                            Tech (Conquer/Discover/Build/Explore) t

                            Long Range Missiles (C) 8
                            Graviton Theory (C) 21
                            Know-how: Sea Power (E) 35
                            Know-how: Air Power (C) 39
                            Nanominiaturization (D) 42
                            Secrets of the Human Brain (D) 48
                            Neural Grafting (if Long-Range Missiles previously chosen) (C) 52
                            Psionics (if Secrets of the Human Brain previously chosen) (E) 63
                            Applied Quantum Mechanics (C) 69
                            Optical Computers (D) 72
                            Centauri Genetics (E) 74
                            Retroviral Geneering (B) 76
                            Progenitor Psych (E) 78
                            N-Space Resonance (if Long-Range Missiles previously chosen) (C) 85

                            Following the procedure:

                            n = 27
                            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, 35
                            Graviton Theory (C) 21, 48
                            Know-how: Sea Power (E) 35, 62
                            Know-how: Air Power (C) 39, 66
                            Nanominiaturization (D) 42, 69
                            Secrets of the Human Brain (D) 48, 75
                            Neural Grafting (if Secrets of the Human Brain previously chosen) (C) 52, 79
                            Psionics (if Secrets of the Human Brain previously chosen) (E) 63, 90
                            Applied Quantum Mechanics (C) 69, 96
                            Optical Computers (D) 72, 99
                            Centauri Genetics (E) 74, 101
                            Retroviral Geneering (B) 76, 103
                            Progenitor Psych (E) 78, 105
                            N-Space Resonance (if Long-Range Missiles previously chosen) (C) 85, 112

                            The joker tech is the Explore tech nearest the beginning of the list, know-how: sea power (if it has been chosen, centauri genetics).

                            Since graviton theory, know-how: air power, nanominiaturization, secrets of the human brain, psionics, applied quantum mechanics, optical computers and progenitor psych 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, centauri genetics, optical computers, retroviral geneering, long range missiles, neural grafting (if secrets of the human brain previously chosen) and n-space resonance (if long-range missiles previously chosen), unless one of these techs has previously been chosen.
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                            • Tech Choice between MY 2160 and MY 2161, Pt. 3/3

                              When we build the nexus translator, we will receive the tech we chose after discovering zero point energy and a second free tech. 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
                              Graviton Theory (C) 21
                              Probability Mechanics (if applied quantum mechanics and optical computers previously chosen) (D) 29
                              Know-how: Sea Power (E) 35
                              Know-how: Air Power (C) 39
                              Mind/Machine Interface (if secrets of the human brain and neural grafting previously chosen) (D) 41
                              Nanominiaturization (D) 42
                              Secrets of the Human Brain (D) 48
                              Neural Grafting (if Secrets of the Human Brain previously chosen) (C) 52
                              Planetary Economics (if Know-How: Air Power and Know-How: Sea Power previously chosen) (B) 61
                              Psionics (if Secrets of the Human Brain previously chosen) (E) 63
                              Applied Quantum Mechanics (C) 69
                              Optical Computers (D) 72
                              Centauri Genetics (E) 74
                              Retroviral Geneering (B) 76
                              Progenitor Psych (E) 78
                              N-Space Resonance (if Long-Range Missiles previously chosen) (C) 85

                              Following the procedure:

                              n = 28
                              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, 36
                              Graviton Theory (C) 21, 49
                              Probability Mechanics (if applied quantum mechanics and optical computers previously chosen) (D) 29, 57
                              Know-how: Sea Power (E) 35, 63
                              Know-how: Air Power (C) 39, 67
                              Mind/Machine Interface (if secrets of the human brain and neural grafting previously chosen) (D) 41, 69
                              Nanominiaturization (D) 42, 70
                              Secrets of the Human Brain (D) 48, 76
                              Neural Grafting (if Secrets of the Human Brain previously chosen) (C) 52, 80
                              Planetary Economics (if Know-How: Air Power and Know-How: Sea Power previously chosen) (B) 61, 89
                              Psionics (if Secrets of the Human Brain previously chosen) (E) 63, 91
                              Applied Quantum Mechanics (C) 69, 97
                              Optical Computers (D) 72, 100
                              Centauri Genetics (E) 74, 102
                              Retroviral Geneering (B) 76, 104
                              Progenitor Psych (E) 78, 106
                              N-Space Resonance (if Long-Range Missiles previously chosen) (C) 85, 113

                              The joker tech is the Explore tech nearest the beginning of the list, know-how: sea power (if it has been chosen, psionics (if secrets of the human brain previously chosen) or centauri genetics; if secrets of the human brain had not been chosen and centauri genetics has been chosen, progenitor psych).

                              Since long-range missiles, probability mechanics, mind/machine interface and centauri genetics have values of t+n+s-b that are divisible by 3, they will not be available (unless centauri genetics is the joker tech).

                              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, psionics (if secrets of the human brain previously chosen), centauri genetics (if know-how: sea power had previously been chosen), progenitor psych, nanominiaturization, secrets of the human brain, optical computers, planetary economics (if know-how: air power and know-how: sea power had previously been chosen), retroviral geneering, graviton theory, know-how: air power, neural grafting (if secrets of the human brain had been previously chosen), applied quantum mechanics and n-space resonance (if long range missiles had been previously chosen), unless one of these techs has previously been chosen.
                              Last edited by vyeh; March 3, 2009, 10:26.
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                              • Cult AI probes move next to our units.

                                We built the nexus translator.
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