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  • Turn 75 - 100

    Turn 78:
    So far off to an uninspiring start, Astro engineering was completed.

    In addition to being able to build starports which will someday allow us to trade
    with our own colonies, we now have two powerful defensive installations which will
    allow me to exercise unbridled power... er defend the populace from certain unnamed,
    foreign threats...

    Robotics will be the next research project, our scientists tell of robots doing the
    hard work for us, yeh right... AI will never get that good.

    A new space port was started on our homeworld, what good it will do since there are
    no other spaceports in existance remains to be seen.

    Turn 81:
    A new spaceport was completed today, Somehow this building is bringing in an
    additional 9 billion credits per turn to us, who am I to complain...

    The cloning facility for our colonial possession was purchased as well.

    Turn 82:
    A new batch of freighters were launched today. Ho hum, people seem to have lost
    all interest in our space program.

    Also the colonial cloning lab finished during this cycle, and a new colony base
    has been started and it will be launched towards the huge world in the outer star
    system.

    Turn 86:
    The hydroponics farm was purchased on the Darlenia 1 colony, this will allow the
    homeworld farmers, who felt that their livelyhoods were being stolen to provide for
    the colony(little do the suckers know that they are going to work in the factories
    since we no longer need them farming, muhahahahaha!).

    Turn 87:
    The first of many colonists to have every bone in her shape shifting,formless, body broken
    As the first 1000 colonists arrived on Darlenia 3.

    The Darlenia 1 colony finished its hydroponics farm.

    Turn 93:
    We can now build robots with new discoveries in the field of Robotics.
    These will let us mine more materials,build even larger space platforms and give my
    security forces an unpresidented advantage over the enemies of the state. Our people
    clamor for control of other stars now, The colonization of the giant planet having revived
    that particular field. so Cold fusion will be the next research field.

    A biosphere and a robo miner have been qued on the homeworld, meanwhile the briskly growing
    colonial population of D1 will probably benefit from dispersing them to the new colony,
    so as to keep dissent down.

    An autofactory was purchased for the newest colony, which is a good thing considering that our workers will only produce ONE industry per million people.

    Turn 94:
    An autofactory finished on Darlenia 3 giving the colony somewhat decent production, and
    a biosphere finished on our homeworld, now to find two bumbling idiots to trap in it for a
    year...

    Turn 96:
    2 years after trapping two unsuspecting idiots into the biosphere Research into cold fusion
    finished. We may now colonize(and more preferably conquer!) the stars with the new
    technologies.

    A robotics mining plant will be started at once, so that we can build colony ships.

    Artificial Intelligence is now being looked into, I sure hope it proves more profitable
    then previous research into the matter...

    Finally I am pleased to announce the signing of the Darlenia two cloning ban, the
    cloning center has been sold off, and will no longer cost us 3 billion credits per turn.

    Turn 97:
    A marine barracks was finished on Darlenia 3, but at the cost of starving several citizens(oops).

    Turn 98:
    The robotics mining plant has been finished on Darlenia 2.

    Turn 100:
    We are now 8 turns away from building a colony ship.

    Rename the save file save9.gam.sav to save9.gam

    Directions I am looking for:
    Shall we turn the two colony worlds into research worlds once they are filled with people?

    Since we only have barren worlds should terraforming be our next goal after super comps? or should pollution processors?

    We are currently on the Computers path, but pollution is claming 44 of 100 production
    and the processor will give us a bonus equal to what the robo miner gave us(about 20 production).

    which planet shall we direct colonization towards, or should the colony ship be dropped
    in favor of an outpost?

    I favor:
    headed straight for terraforming after super computers.
    Colonies rather then outposts.
    Turning the two colonies into dedicated research worlds once they fill up(and not
    getting them space ports,defenses, or robo miners).
    Attached Files
    Last edited by Whoha; October 29, 2003, 21:23.

  • #2
    here are the jpgs

    If I upload them to the file upload service can I link from there onto the forum?
    Attached Files

    Comment


    • #3
      Re: here are the jpgs

      Originally posted by Whoha
      If I upload them to the file upload service can I link from there onto the forum?
      You can just post them directly here, one at a time. Actually just as they are is fine. I guess if the player want them post so they can see them with no strain, they can just respond here.
      You just attach them with the browse option.
      Here is the first one:
      Attached Files

      Comment


      • #4
        "I favor:
        headed straight for terraforming after super computers.
        Colonies rather then outposts.
        Turning the two colonies into dedicated research worlds once they fill up(and not
        getting them space ports,defenses, or robo miners)."

        I downloaded the file, but have not check it yet, but as a rule I would look at how much production is dave with a PP.
        It sounds like it would be worth doing on the HW. I forget off the top of my head, but I think it is 650 RP, while Terraform is 1150.
        So you can research PP, get those mirv missile and build a PP, before you could get the terraform. That would give the new colonies time to build up enought to be ready for terraforming.
        I suspect research planets is the way to go here. You will want those Robos before defense, unless we have a threat. Otherwise, it will be foreever to build a star base.
        I am not sure about OP, I take that on a case by case.
        Great job on the report.

        Comment


        • #5
          Pollution processors say they give a 50% reduction, so it stands to reason that we will get 22 production on our homeworld additionally from building one.

          And yea, getting to Pollution Processors after super comps will be 250 + 650 while getting to terraforming will be 900 + 1100.

          Our total research is around 100, getting super comps and morale enhancers will push that up to around 200 immediately around our homeworld.

          Comment


          • #6
            I'd say go to PP before darleniaforming. While our SETI program only received this strange report about some sakkra and gnolams, I think it would be good to think about defending our glorious empire, nice colony worlds will only seem inviting to an enemy.
            Regarding outposts: They cost 100 production, but they also immediately give a new colonoy marine barracks which normaly cost 60. So I say let's go boldly where no shapeshifter has gone before by using outposts.

            Comment


            • #7
              Hi all,

              first:

              I like the way how you (Whoha) are posting the summaries....... They are great

              For research:

              Might be more me, but I quite often just stick with (shugar....haven't got the game here...) the most upleft research till I have complete waste elemination.......... Just my thoughts.......
              And otherwise I research computers for better research...........

              Comment


              • #8
                I wouldn't like to be so relatively defenseless, in a normal game you can just start another game, but I think we should avoid risks that might cause us to lose eraly in a DG game. If silicoid or sakkra show up soon, they are gonna crush us without adequate defenses. Which is why I suggest at least deuterium fuel cells and outposts to see who our neighbors are.

                Comment


                • #9
                  1.)

                  Regarding outposts: They cost 100 production, but they also immediately give a new colonoy marine barracks which normaly cost 60. So I say let's go boldly where no shapeshifter has gone before by using outposts.
                  Don't really understand , but I hardly ever used outposts..........

                  2.)
                  I wouldn't like to be so relatively defenseless, in a normal game you can just start another game, but I think we should avoid risks that might cause us to lose eraly in a DG game. If silicoid or sakkra show up soon, they are gonna crush us without adequate defenses. Which is why I suggest at least deuterium fuel cells and outposts to see who our neighbors are.
                  Can't really disagree with it
                  Only a dead Alien is a good Alien..............

                  Comment


                  • #10
                    You don't really need them if you research iridium fuel cells early, but otherwise they are quite useful in extending your range to find the best planets to settle so that your outer colonies can be ready to withstand assault so you can concentrate on developing inner colonies.
                    I like to start my first colony on the a good planet as far away as I can reasonably expect to defend (or which won't get attacked) until my fleet is built up, so I can colonize all the inner worlds without having to build defenses in case of an attack.
                    Otherwise enemies might take all your outer worlds early on while only your inner colonies are safe (missile base, etc).
                    Regarding outposts counting as marine barracks. When you build a colony on a planet you had an OP on, the colony starts with marine barracks. Since an outpost costs 100 production points and a marine barracks costs 60 an OP isn't really as expensive as it first seems. Remember we are a dictatorship and marine barracks improve morale by 20%.

                    Comment


                    • #11
                      Didn't know about the Outposts being converted into Marine barracks .................

                      I always (if I used them) put them on unusable planets............

                      For the range, Yes I agree...........Get as deep as possible into the enemies territory and settle there while you can

                      Comment


                      • #12
                        I’ve only used OP’s on asteroids & gas giants -- but a second feature I’ve seen is that they “invite” attack. If someone comes along, the OPs will be eaten first (being on the fringe) and it will give the few turn warning that bad stuff is hitting the fan.

                        I tend to not otherwise use OPs, save for extending the search horizon, so I was unaware that they also offer a “pre-built” barracks. If so, then we should squeeze out one or two, but not as a major priority -- more of a hope that the areas opened for exploration will yield a truly opportune planet.

                        Selling the cloning center (?) vs. exporting folks to our under-populated planets?

                        I tend to terraform earlier than later, but the pollution option sounds nice as well let’s go ahead & get the improved production & potential missiles.

                        Great write-up Pres!
                        Those with lower expectations face fewer disappointments

                        Comment


                        • #13
                          Re: Turn 75 - 100

                          Originally posted by Whoha
                          I favor:
                          headed straight for terraforming after super computers.
                          Colonies rather then outposts.
                          Turning the two colonies into dedicated research worlds once they fill up(and not
                          getting them space ports,defenses, or robo miners).
                          Like it too, but wait untill I can download the turn.
                          The Chuck Norris military unit was not used in the game Civilization 4, because a single Chuck Norris could defeat the entire combined nations of the world in one turn.
                          - Chuck Norris Facts

                          Comment


                          • #14
                            Now that I see that, I don't mind turning our colonies into research worlds, but why no space ports? I guess you were talking about star bases?
                            'cause space ports cost 1bc per turn and usually generate more income than that.

                            Comment


                            • #15
                              You have to be careful about expanding with this race early in the game. Its low production will not allow it to make large fleets for some time. This means we will not be able to defend any OP or colonies.
                              You have to either go for colonies that you think you can get missile bases up before they are atacked. After about turn 130, they will probably need more than just a MB to protect them.
                              If we are very unlucky we could get a visit by T110, if so we will be hard pressed to hold more than the HW, if they get aggressive. So it depends on who shows up and when.
                              With that in mind you can use OP to found a planet that you intend to colonize and get the barracks (not useful for Unis) or you can use one to get extra range. I would suggest the extended range is of little use to use. Other than hitting a system that yields a stranded leader or cash or AW. This is because we will be unable to attack anyone soon and probably not defend the startup way out from the HW this early.

                              Comment

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