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  • #61
    -turn begin-
    I see that University Base has produced a Colony Pod.
    Those bases will produce colony pods - my infrastructure will move down to the Monsoon Jungle.

    Unity rover at 55,33 moves to 57,33.
    Since a unit can always enter a square containing a friendly unit,
    I move the colony pod to 59,33
    so the scout at 59,35 can move there.
    then I move the colony pod to 57,33.

    AA moves closer to one of my bases (not sure what I'll do with it yet).
    Popping a pod at 58,50: Got another AA.
    Since AAs can get techs that mod3 cannot, I'll keep them around.

    I have an ICS plan for the Monsoon Jungle. I will unfortunately expand past my first b-limit, so there will be drone issues.
    Maybe those AAs can be used on the HGP?
    Last edited by Enigma_Nova; June 18, 2004, 00:27.

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    • #62
      Doctrine: Mobility Chose Doc: Flex.

      Probe moved to infiltrate Cult. Contact with cult

      Traded with cult (Inf Networks for Social Psych.) Got treaty.

      Infiltrated Cult.

      Rushed former at DataDeCentral (9e.c for 4/6)

      Scouts moved to (26,30) & (31,29)

      Changed Research to Ethical Calculus - the cult is researching Doc: Flex, and we'd probably have gotten it at about the same time. Trade or probe methinks.

      END TURN - DELETED
      Last edited by Chaunk; June 17, 2004, 10:13.
      Play hangman.

      Comment


      • #63
        2108 turn:

        OPEN TURN

        Rush former to 1 turn at St Andrews (13 ec’s needed, but base is producing 3 mins, sp pay 7 ec’s for it to complete next turn - {13 – [3 x 2]} It only had 2 turns to complete, but in the expectation that I'll get the 150 Unity ec's next turn i can afford to be somewhat profligate with ec's right now - and it'll get the former working 1 turn quicker than otherwise

        Scout now just 1 tile away from base, and Miner 1 tile away from the ec cache

        Mindworm pops pod, gets an AA and then moves east towards next pop for popping

        reminder to self: pop the pod first before moving units – will now divert the scout to the AA to escort it home. It is now vulnerable for 3 turns instead of 1 if I’d waited to move the scout until after popping. Ah well

        END TURN
        Attached Files

        Comment


        • #64
          That AA...
          I anticipate Googlie will build the EG between 2125 and 2130.

          I must hurry to take down Svensgaard! He holds most of my technology, and will give up gold like PlaNets for crap like Social Psych.

          Comment


          • #65
            EDIT
            I'm studying for a final exam on Thursday. No SMAX for me!
            Last edited by Enigma_Nova; June 16, 2004, 04:14.

            Comment


            • #66
              What am I doing... I'm meant to be studying...
              Meh.
              Scout patrol moves to U1 and disbands, so I won't have to pay minerals in support.
              Former finishes Forest, Uni base works forest for pop growth just as fast and a few more mins.
              Reactivating former, moves to 57,33 and starts clearing fungus.

              Colony pod closer to 51,37.
              I want a base there, so I can build an Impact Foil Prototype with the most minerals available - and complete a few more Impact Foils in the same turn (mineral reduction on prototype build)

              Scout patrol tries to move closer to the pod at 50,22.
              Finds worms... Kills worms. Down to 60%. Bloody worms.
              Rover tries to move to 59,33.
              Finds worms... Kills worms. Down to 80%.
              Tries again to move to 59,33 and fails. Bloody worms.
              Popping a pod at 56,50. Better not be worms!
              Phew... It's an AA. I'm really rackin' these AAs up!
              HGP, anyone?

              Traded PlaNets for AppPhys from Svensgaard. He really is signing his own death warrant...
              I won't switch to Wealth once I get IA, since I'd rather rush the colony pods at my bases, and I'll be making a military anyway.
              Last edited by Enigma_Nova; June 18, 2004, 00:27.

              Comment


              • #67
                Scout -> DataDeCentral()
                Probe -> (29,29) - fungus denied further movement
                Scout -> Tried to pop pod at (33,29) but denied by fungus
                New Former at DataDeCentral() Moved to (29,27) and finished farm there.

                END TURN - DELETED
                Last edited by Chaunk; June 18, 2004, 09:38.
                Play hangman.

                Comment


                • #68
                  Chopper to Carnoustie - will rest there to fully heal

                  St Andrews new former south out of base. Will head to 9:67 and prep a sensor for a new base there

                  Mindworm pops pod, reveals monolith, gets lifecycle upgrade

                  Miner trips over some old Unity Wreckage - can't find cache of ec's - will be sent to other wreckage debris to sift thru it.

                  Scout and AA on divergence path (on automatic) will meet up in 2 turns at 8:66

                  Start the Weather Paradigm at St Andrews

                  ENDTURN
                  Attached Files

                  Comment


                  • #69
                    How to get the weather paradigm
                    Chapter 1
                    WP == mins
                    Chapter 2
                    Workers working forests == mins
                    Chapter 3
                    Pop growth + Drone control == workers

                    I wonder why the WP was started before the drone control was up...

                    Comment


                    • #70
                      Scout patrol at U2 moves to U1 and rehomes.
                      Scout patrol 53,29 to 53,27
                      Unity rover at 57,33 to 59,33
                      Scout rover pops a pod at 54,52. Gets cloned.
                      Clone moves to 56,50

                      U2 Colony pod full rushed, stockpile in queue.
                      Scout patrol from U2 disbands at U1 (Rover can be garrison)
                      I'm disbanding all these Spatrols so I can get those coastal bases up faster. They are imperative to beating the EG.
                      Googlie is certain to switch the WP to the EG, so I'll need Ships to contact everyone and destroy the tech nest that Sven has built.
                      Then the effects of the EG will be mitigated.

                      AAs move up, end the turn.
                      Last edited by Enigma_Nova; June 18, 2004, 00:27.

                      Comment


                      • #71
                        Scout at DataDeCentral() set to sleep to repair itself.
                        Probe -> (29,31)
                        Scout again fails to pop pod at (33,29)
                        Both formers -> (28,28) and begin work on farm.
                        OptiCommons() production changed to a Colony Pod from a scout patrol.

                        END TURN - DELETED
                        Last edited by Chaunk; June 18, 2004, 09:38.
                        Play hangman.

                        Comment


                        • #72
                          Turn 2110

                          OPEN TURN
                          Miner moves to 7:57
                          Scout moves south to 8:66, AA north to 8:69 – they’ll unite next turn
                          Former #3 also moves to 8:66 (I guess I could have had it build roads as it moved – would save time when the colony pod is moving to its location eventually)
                          Chopper stays in Carnoustie
                          Mindworm heads south towards the pod on 13:75 (will pop next turn)
                          END TURN
                          Attached Files

                          Comment


                          • #73
                            Go turn!

                            Comment


                            • #74
                              O_O
                              16 years until I get NLM? Ack!
                              Oh well - 2-1-4 can still take down Sven!

                              -Go turn-
                              Scout patrol 53,27 to 52,26, still goin' for the pod
                              AAs chuggin' along
                              Scout 54,52 -> 56,50
                              Rover guards U1 so it can grow and work a tile
                              U2 produces formers while I think of something better to produce

                              Pretty uneventful turn, really.
                              Last edited by Enigma_Nova; June 18, 2004, 00:30.

                              Comment


                              • #75
                                Probe -> (29,33)
                                Scout again fails to pop pod at (33,29)
                                Formers finish farm
                                Scout -> (29,29)

                                END TURN
                                Attached Files
                                Play hangman.

                                Comment

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