View Full Version : MY 2111-2120
Ok, here is 2111-start.
Governors, state your intentions for 2111 and later! :cool:
As soon as it's done, I'll play.
And don't wory about that appearing worm: Strategic Forces will take care of it (and are very pleased to do it before upgrading at monolith :b:)
Buster's Uncle
05-03-10, 18:41
http://www.weplayciv.com/forums/attachment.php?attachmentid=4090&d=1267814442
I'm going to have to go to multiple screenies soon...
Governor:
Morgan Mines
2111 - former continues to build solar collector. No other changes for now. There is 6 minerals only accumulated for building item. I will consider options and more long-term strategies for 2112.
Dolgorukov
05-03-10, 19:04
Governor:
Morgan Transport
Production: Colony Pod (No changes)
in MY 2112 the governor expects an increase in population
Establish factories and workers camp at coordinates (20,50) for the second citizen unit. Expected output is 2-1-0 for that tile.
Formers are to continue building solar collectors, once completed they will then move to (20,50) to construct solar collectors there if Morgan Transport Citizens manage to successfully claim that land tile.
... if Morgan Transport Citizens manage to successfully claim that land tile.
At present moment, there are 2 tiles in both radii of Morgan Transport and Morgan Mines:
18,50
20,50
I would propose the assignment:
18,50 - Morgan Mines
20,50 - Morgan Transport
Tile 18,50 is similar quality: level 2 rainy with rolling rocks. It is covered by fungus, but we can remove it in time.
M. Mines counts on, at least temprary, assignment of 21,49 tile, that is also in Morgan Industries radius.
Governor:
Morgan Interstellar
Continue stockpiling energy until production of Rec Tanks can start to get our base out of severe energy deficit to the Corporation.
Former continues clearing of xenofungus.
I'll give additional input when I can open the save either later today or tomorrow morning.
Dolgorukov
05-03-10, 21:22
or you could build a colony pod and increase your governor's income by combining income from two bases. Anyways, I wouldn't worry about base debt too much, just look around, most governments on Earth have left colossal mounds of debt to the future generation. No reason not to follow in their footsteps, right?
2111 report:
- Scout 1 sent N
- Scout 2 sent N (on the move)
- Scouts 3 burnt worm for 10EC
- Scout 4 sent NW
- Rover sent NE (Jeeeez: fungus, fungus everywhere!)
- Research: Planetary Networks (5/7)
- Economy: 31 (+8)
- Energy allocation: 50/0/50
Bases (counter-clockwise):
- Morgan Industries: 3-3-7 / Colony Pod (10; 3 to ten minerals limit) (1 turn to pop 2)
- Morgan Mines: 2-1-3 (2-0-4 possible) / Colony Pod (24; 4 to ten) (1 to pop 2)
- Morgan Transport: 2-1-4 / Colony Pod (24; 4 to ten) (1 to pop 2)
- Morgan Interstellar: 2-2-3 (1-4-3 possible) / Stockpile Energy (0; 0 to ten) (8 to pop 2)
If someone wants to change something before turn-end, let me know!
For Morgan Interstellar
Swap production to 1-4-3 and change production from Stockpile Energy to Colony Pod (for the 2 monolith site near the Unity wreckage)
Dolgorukov
05-03-10, 23:35
Hey Vish,
could you in the future report in your summaries which base spends and how much when you rush production with Energy Credits?
Also when a pod is popped, and it contains EC, which unit popped it, which base does it belong to.
2111 report (updated):
- Research: Planetary Networks (5/7)
- Economy: 31 (+7)
- Energy allocation: 50/0/50
- Morgan Interstellar: 1-4-3 / Colony Pod (8; 3 to ten) (15 to pop 2)
(nbcman: since you told us you're novice, I draw your attention to the fact that you'll need to have population 2 to finish that colony pod. You'll have to play between your 2 possible citizen allocations in the coming turns if you don't want to waste minerals and/or time)
could you in the future report in your summaries which base spends and how much when you rush production with Energy Credits?
Will do. Also, consider that for rushing something, a Governor will probably have to ask the Federal Reserve and call a vote (I don't know how it works in your architecture)
Also when a pod is popped, and it contains EC, which unit popped it, which base does it belong to.
And the same with worms and planetpearls. :cool:
Every unit till now doing it were independent units.
@ Vishniac
Understood about the CP and the requirement for Pop greater than 2. My plan was to try to time the growth to pop 2 at either the same time as the CP is produced or the turn after. But since Morgan Interstellar doesn't have an improved/terraformed tile, I was looking to maximize Min production while waiting for the Former to improve a tile.
Morgan Interstellar
After the former finishes clearing fungus on (22, 58), start building Farm then build Solar collector. Monitor the completion date of the CP and swap production between Min Special tile and tile (22, 58) to ensure the Base has pop 2 before CP is complete.
Before Gene Splicing, regular tiles get maximum of 2 nutrients. Rainy tile already gets 2 nutrients. Building farm would give something after Gene Splicing is known.
For minerals - Ecological Engineering
energy - Environmental Economics.
Bonus and bases tiles have no restrictions even before these techs.
The tile is rainy if I remember correctly. That means it'll give 2 nutrients without farm. Do you still maintain that order?
No. Proceed with solar collector instead.
2112-start. Mindworm spotted and will BURN!!! ($$$)
If you've got something else to say before it's played tomorrow...
Governor:
Morgan Mines
2112
Few changes this turn. Explanations and discussion below
- change production to formers - as on screenie
- relocate worker to sea energy tile for 1-0-2
Change to formers:
Morgan Mines is in dire need of much better improved tiles for workers. Presently, we need to choose between minerals and energy, and it is important for the base to have both! Second former is required as soon as possible to terraform base surroundings.
Change to sea energy tile:
With current technology research, we lack 39 points to obtain Planetary Networks and start faction-wide planned economy system. The planned system will decrease cost of mineral production by 10% (10 -> 9) and will increase base population growth by 20% ! (10 -> 8) It is Morgan Mines governor interest to switch to this planned system one turn earlier. This will allow hurrying formers after collecting base 10 minerals for 19 EC, and not 25 EC. Also, recycling tanks will be possible to hurry for 52 EC instead of 60 EC. The effect will be faction-wide.
With the switch of workers to sea energy, faction receives +13 lab points and Planetary Networks will be possible in 3 turns, not 4.
Will the government switch to planned in 3 turns, immediately after acquiring the technology?
Ok, corrected:
- change to former only.
removing screenie...
Dolgorukov
07-03-10, 20:02
Morgan Industries Corp.
Independent Expedition Forces Command
Regarding the forces just north of the uranium fields, I would advocate for the infantry and the rover to operate in adjacent tiles at all times when exploring the fungus. Always move infantry into the tile with the unmoved rover, then move the rover into the new tile.
I think in case of a recurring worm ambush, close working units will have a better chance of survival as they will have an easier time retreating into neighbouring occupied tiles.
PS. We need someone to take control of the Independent Units and further the exploration goals of the Corporation.
Dolgorukov
07-03-10, 20:03
Mart, our faction ideology does not tolerate Planned Economics!
Buster's Uncle
07-03-10, 20:14
I'm sorry that I've been so preoccupied with RL this week. No firm end in sight, either...
http://www.weplayciv.com/forums/attachment.php?attachmentid=4137&d=1267992824
Mart, our faction ideology does not tolerate Planned Economics!
I forgot, we cannot use planned!
--------
At least wealth would help. We need Industrial automation.
...
PS. We need someone to take control of the Independent Units and further the exploration goals of the Corporation.
The XO does that at the moment. And I'm fine with that, and advising also by anyone experienced.
We need someone to take control of the Independent Units and further the exploration goals of the Corporation.
Or we need someone to take control of Morgan Industries.
Independent Expedition Forces Command
Regarding the forces just north of the uranium fields, I would advocate for the infantry and the rover to operate in adjacent tiles at all times when exploring the fungus. Always move infantry into the tile with the unmoved rover, then move the rover into the new tile.
I think in case of a recurring worm ambush, close working units will have a better chance of survival as they will have an easier time retreating into neighbouring occupied tiles.
Units are advancing into fungus. Few chances of them getting ambushed I would say: pre-emptive strikes!
My planning for those would be to advance North simultaneously on both shores so as to maximize speed of exploration.
Units are advancing into fungus. Few chances of them getting ambushed I would say: pre-emptive strikes!
My planning for those would be to advance North simultaneously on both shores so as to maximize speed of exploration.
I agree. Our exploration of Planet must correspond to our corporate principle of 'The method of the enterprising is to plan with audacity and execute with vigor'.
Mart, is there a reason to use spoiler balises a few post ago?
2112 report:
- Scout 1 burnt worm for 10EC
- Scout 2 sent N
- Scouts 3 sent E
- Scout 4 on the move N
- Rover sent N
- Research: Planetary Networks (3/5)
- Economy: 49 (+9)
- Energy allocation: 50/0/50
Bases (counter-clockwise):
- Morgan Industries: 3-5-9 / Colony Pod (5; 1 to ten) (10 turn to pop 3)
- Morgan Mines: 1-1-5 (2-0-4 possible) / Formers (13; 3 to ten) (29 to pop 3)
- Morgan Transport: 2-2-5 / Colony Pod (12; 2 to ten) (15 to pop 3)
- Morgan Interstellar: 1-4-3 possible) / Colony pod (7; 2 to ten) (14 to pop 2)
Personal note: if there's someone North beyond that fungal zone, at least we can't be surprised by an attack. :D If we get Xenoempathy Dome, that could be a fine hunting ground for empath rovers.
If someone wants to change something before turn-end, let me know!
Morgan Mine is fine, as it is. We can get Planetary Networks one turn sooner.
It's good the scout was barely scratched in mindworm fight. We have almost 50 EC again.
I would vote to name the bay off Morgan Mines coast:
Morgan Bay
Alinestra Covelia
08-03-10, 22:47
Could you name it "Captain Morgan Bay" please?
http://happydrinking.files.wordpress.com/2009/04/captainmorgan2.jpg
Buster's Uncle
08-03-10, 22:50
Ooh! Ooh! OOH! Yes!
Could you name it "Captain Morgan Bay" please?
...
I'm fine with that. And I won't tell a word to CEO Morgan. :scared:
I already have a lot of troubles starting a company that has no 'Morgan' word in it.
OT-And if we allow a Governor in charge of Naval forces, you know that they have to be referred to as 'Captain Morgan'!
Just for Alinestra Covelia, and in honor of Women's Day, here is another Captain Morgan:
Some thoughts:
I'm starting to get convinced, that Morgan Mines would be better off making recycling tanks before the former. The reason is, that there may be a plan in motion to place a base in Uranium Flats region with good infrastructure:
- road to Morgan Mines
- sensor array beneath the base.
- defending scout
My estimates show, that it could be possible in some reasonable number of turns, something like MY 2126-2128 (approx.), if luck helps.
The former currently doing solar collector would do the road in that direction and a sensor. Risk is - mindworms, and I wished I had a spare scout patrol...
The second former could continue to terraform surroundings of Morgan Mines, but the thing is, that with little minerals and cost of scout + 2 formers, it would take a lot of time to get to 10 minerals for recycling tanks. So recycling tanks can be first, then the second former.
Faction will have soon, 2114? over 60 EC in the reserves, and Morgan Transport will have 11 minerals collected in 2114, so it could get recycling tanks then. Morgan Mines would wait several more turns.
This is of course depending on what Governor of Morgan Transport plans to do.
Buster's Uncle
09-03-10, 01:49
I apologize in advance...
http://www.weplayciv.com/forums/attachment.php?attachmentid=4161&d=1268104457
Dolgorukov
09-03-10, 02:26
2112 report:
...
If someone wants to change something before turn-end, let me know!
Governor
Morgan Transport
Move workers from (19,55) to (20,50),
expected worker output at new tile: 2-1-0
Dolgorukov
09-03-10, 02:41
Hey Vish, quit putting Stockpile Energy at end of production queues. You've done it for all the bases except Morgan Transport!
:cmn:
... all the bases except Morgan Transport!
:cmn:
I noticed that too.
Do we have mafia in the faction? Black market? Shadowy business deals. Some energy generated outside factional financial system. I wonder where the EC would go... :D
Yeah, how come we do not have Black Market yet in Morganic Faction?
Buster's Uncle
09-03-10, 02:59
We are a pretty white bunch, alas.
And for what it's worth. Trevino Enterprises lawyers are now busy preparing an official disclaimer statement of any deal being held by the company management that would generate income outside of lawful means.
What in general, does not constitute a great obstacle to legalize such procedure (stockpiling energy after unit construction) in the future.
The former currently doing solar collector would do the road in that direction and a sensor. Risk is - mindworms, and I wished I had a spare scout patrol...
Strategic Forces can provide protection. I could recall Scout 2 from the sea of fungus if there is common agreement. The Rover is hardened and can keep on exploring.
Or better: Scout 1 is nearer and his zone of exploration is not very important now. Morgan Industries has places to put bases and there's no border to encounter there.
As for stockpile energy, I knew I had to check whether we banned it or not but it slipped my mind. Corrected! (Good to see people give attention to details :D )
Governor
Morgan Transport
Move workers from (19,55) to (20,50),
expected worker output at new tile: 2-1-0
Done!
Morgan Interstellar
Since Fungus is cleared, start on solar collector on (22,58). After solar collector is completed, swap production at MInt from Min bonus tile (24, 58) to (22, 58) and send Former to mine Min bonus tile (24, 58). The tile swap will insure that MInt will be at pop 2 prior to the CP being produced. Longer term plan-after CP is produced, send our current SP from MInt as a guard with the CP to set up a base at (32, 56) (tentative location) while MInt produces a new base garrison.
Morgan Industries: no change.
Strategic Forces can provide protection. I could recall Scout 2 from the sea of fungus if there is common agreement. The Rover is hardened and can keep on exploring.
Or better: Scout 1 is nearer and his zone of exploration is not very important now. Morgan Industries has places to put bases and there's no border to encounter there.
...
Trevino Enterprises (Morgan Mines Governorship) would agree to pay The Corporation 1EC/turn if The Corporation agrees to rent a scout patrol unit for our former unit protection.
The initial contract would be for 15 years (turns) but no longer than life of the unit, if it got destroyed in mindworm attack.
Buster's Uncle
09-03-10, 19:05
...Lady and gentlemen, I ought to speak up and say that I think arrangements are getting awfully complex...
It all depends. Outside it may look like one scout protects a former for some time, so it can build road and a sensor to new base location. Some players would just say "do this".
On another level, Dolgorukov already put some effort into creating an interesting spreadsheet with what bases posses and how many ECs they have. As long as someone is willing to do it and micromanagement does not kill the person, why not have that?
I was thinking part of the game (part of faction) could be outside of this financial stuff. Maybe military? Probe teams? future diplomacy once we get contacts with AI. There may be faction functions without much "EC" stuff.
The financial part would be only for people who want and can deal with some excel spreadsheet like this. I would call it a bit of Morganic roleplay.
By the way, BU, would you be interested in joining Trevino Enterprises? I started a thread:
http://www.weplayciv.com/forums/showthread.php?t=2739
This would not make impossible to have other factional functions, being it Ambassador or Navy Commander or anything else.
Buster's Uncle
09-03-10, 19:56
I'll have a look; honestly, I've only been glancing at things lately. I want to support this enterprise, though.
I apologize in advance...
http://www.weplayciv.com/forums/attachment.php?attachmentid=4161&d=1268104457
So what did Johnny Depp do to deserve such punishment (other than most of his movie roles :barf: ) ?
Buster's Uncle
09-03-10, 22:57
Well, he's actually a pretty fine actor - if tending towards quirky projects they didn't make for you, maybe. You could certainly hate him because he's beautiful, though.
No, I'm thinking that whoopin's just for fun...
Alinestra Covelia
09-03-10, 23:00
There is a band called "Gay For Johnny Depp" which features songs with lyrics about violent sexual fantasies involving Johnny Depp.
They may have answers for you.
Buster's Uncle
09-03-10, 23:05
Hmmm. Jonathan Ross once asked him how it felt to be so good-looking it made other men angry...
There is a band called "Gay For Johnny Depp" which features songs with lyrics about violent sexual fantasies involving Johnny Depp.
They may have answers for you.
Is it just me or does this post sound like a tag line for a Gay Watchtower pamphlet?
Buster's Uncle
09-03-10, 23:45
Why yes, since you asked.
(Surpressing, with difficulty, a f*ghag joke.)
2113-start
I think I have all commands for playing this turn tonight.
if you have some changes or desiderata...(notably concerning the Strategic scouts)...
Governor
Morgan Mines (Trevino Enterprises)
2113
1) Change in build item to Recycling Tanks
2) Change of workers to tiles: N, NW from base. accordingly giving 2-1-1 and 1-0-2
We still have Planetary Networks in 2 mission years, but base gets 3 EC!
As on screenie
http://img715.imageshack.us/img715/3455/dg2113te01b.jpg
1) Re the plan of protecting the former - the proposed path through the fungus is attached on the second screenie. Hopefully the scout will arrive soon. And this is if The Corporation agrees to do that.
2) Former has exhausted all move points, but by command "a" (activate units here) it can be given order of constructing a road (should be 3 turns showing in 2113).
http://img715.imageshack.us/img715/3551/dg2113te02b.jpg
2) Former has exhausted all move points, but by command "a" (activate units here) it can be given order of constructing a road (should be 3 turns showing in 2113).
Ahem!
It's forbidden in MP, and we forbid the Stockpile Energy bug here not to get unfair advantage over the AIs. Same here I would say.
It needs a vote to be approved (my vote: no).
Buster's Uncle
10-03-10, 14:27
Would that invoke the extra move cheat in this case, then?
Buster's Uncle
10-03-10, 14:40
http://www.weplayciv.com/forums/attachment.php?attachmentid=4188&d=1268232018
Would that invoke the extra move cheat in this case, then?
No, it is not an abuse in this case. normally making a road takes 2 turns on that tile (rolling terrain), but when you do it one turn earlier (with moves exhausted) - it properly says 3 turns.
Unless I'm missing something.
But I think, it is good to keep it the way Vishniac proposes - let's give that order in 2114.
Ahem!
It's forbidden in MP, and we forbid the Stockpile Energy bug here not to get unfair advantage over the AIs. Same here I would say.
It needs a vote to be approved (my vote: no).
Yes, I will support that too. The order can be for 2114 then.
2113 report:
- Scout 1 sent S
- Scout 2 on the move N
- Scouts 3 sent NE, reached Unity wreckage but nothing.
- Scout 4 reached N
- Rover on the move N
- Research: Planetary Networks (2/5)
- Economy: 58 (+9)
- Energy allocation: 50/0/50
Bases (counter-clockwise):
- Morgan Industries: 3-5-9 / Colony Pod (4; 0 to ten) (9 turn to pop 3)
- Morgan Mines: 1-1-5 (2-0-4 possible) / Formers (12; 2 to ten) (2 to pop 3)
- Morgan Transport: 2-2-5 / Colony Pod (11; 1 to ten) (14 to pop 3)
- Morgan Interstellar: 1-4-3 possible) / Colony pod (6; 1 to ten) (13 to pop 2)
Personal note:
If someone wants to change something before turn-end, let me know!
Morgan Mines perhaps? (changing citizen tile from 1-0-2 to 2-1-1?[/QUOTE]
Yes, there is a change of workers in Morgan Mines. We actually requested to have both 1-0-2 and 2-1-1 tiles worked, as on the screenie. also, please change production to Recycling Tanks.
http://www.weplayciv.com/forums/attachment.php?attachmentid=4197&d=1268259559
2113 report:
...
- Scouts 3 sent NE, reached Unity wreckage but nothing.
...
Yes, this part did not contain the usual stuff. The graphics was showing that. When the module is still good to use, it has some spike in it.
2113 report:
- Morgan Mines: 1-1-6 (2-0-4 possible) / Rec Tanks (32; 2 to ten) (28 to pop 3)
Buster's Uncle
10-03-10, 23:14
'Spose the Unity wreckage is mostly underwater, or scattered down the bay?
2113 report:
- Morgan Mines: 1-1-6 (2-0-4 possible) / Rec Tanks (32; 2 to ten) (28 to pop 3)
Thank you! We still have Planetary Networks in 2 turns (and of course, +3 EC/turn for the company...)
Loading some other map with unity wreckage, one can see where the "bonus" features are - so you could predict what is under water. I think it's ok to do it. I did the map, so I know already.
And maybe someone already remembers how wreckage tiles are positioned.
well, on the other hand - I could tweak positioning of landmarks (what I do... in scenarios...) so I won't tell anything more.
Buster's Uncle
10-03-10, 23:40
...Raising land ruins terrain-bonus landmarks. Would it mess up Unity Wreckage?
'Spose the Unity wreckage is mostly underwater, or scattered down the bay?
Yes, underwater.
...Raising land ruins terrain-bonus landmarks. Would it mess up Unity Wreckage?
Yes. So it is possible to have partial wreckage also, or some "reshaped" wreckage. (No hint here, what I did in this scenario)
Buster's Uncle
10-03-10, 23:48
I don't understand.
I don't understand.
I don't either. Best will be to send an exploring foil. We have also much goodie pods to pop.
...We have also much goodie pods to pop.
Oh, yes. Captain Morgan Bay treasures. There is something like two radio beacons in the water. good topic to discuss on next Trevino Enterprises board meeting. We surely would love to put our hands on what's in there... :)
Buster's Uncle
11-03-10, 01:57
So raising the terrain at the Unity Wreckage would ruin it?
So raising the terrain at the Unity Wreckage would ruin it?
Possibly, but benefits are 1-time. There are 4 of them:
- command module - HQ Bases locations
- cargo bay - scout chopper
- cargo bay - Mining Laser
- secondary reactor - energy in quite amount.
after any of these is visited, they bring nothing more, apart from graphics on the screen.
what I was refering to, is that during scenario generation I could change these 4 points - some of them or none of them by (as you mentioned) raising/lowering terrain in scenario editor.
It is also possible to place more than one wreckage, and when you expect some of these 4 tiles to be there - they might be in some different location, just because I did so in scenario editor.
(and I'm hinting nothing here...)
It is also possible to place more than one wreckage, and when you expect some of these 4 tiles to be there - they might be in some different location, just because I did so in scenario editor.
(and I'm hinting nothing here...)
I'm in no mood for hinting but what I know: Scout 3 found 2 more wreckage tiles in water.
Ok, some things to consider:
1 - Next technology
Unfortunatelly, my research prediction is not very optimistic. This is the break of paths to Industrial Automation, starting with what we get after Planetary Networks:
D.Mobility (chosen)
Plym.Software
Soc.Psych
----------------
D.Flex.
Prog.Psych
Plym.Software
Soc.Psych
Indust.Eco (chosen)
App.Physics
----------------
D.Flex. (chosen)
Prog.Psych
App.Physics
----------------
Prog.Psych
Plym.Software
Soc.Psych
Indust.Automation!
==========================
Another approach:
D.Mobility
Plym.Software (chosen)
Soc.Psych
----------------
D.Mobility
Prog.Psych
Soc.Psych
Indust.Eco (chosen)
App.Physics
----------------
D.Mobility (chosen)
Prog.Psych
App.Physics
----------------
D.Flex.
Soc.Psych
Indust.Automation!
==========================
Another third from more possible approaches:
D.Mobility
Plym.Software
Soc.Psych (chosen)
----------------
D.Mobility
Prog.Psych
Plym.Software
Secrets of the Human Brain
Indust.Eco (chosen)
App.Physics
----------------
D.Mobility
Ethical Calc. (chosen)
Prog.Psych
Secrets of the Human Brain
App.Physics
----------------
D.Mobility
Plym.Software
Indust.Automation!
Gene Splicing
=============================
So in short, in order to get Industrial Automation we will need to get still 2 techs from outside of the B-line.
This can be speeded up if we trade technologies if (hopefully) we meet some other factions. So we would have some choice of direction. But next tech only 3 to choose from. I would be inclined to go Social Psych and ethical Calculus - to get Democratic society option. Unless Secret of Human Brain seem good to get - which would help when we start annoying planet with our Free Market. That is, if we go Free Market soon.
2 - Planetary Networks, probe teams
We will get Planetary Networks soon and that means - probe teams. I was thinking about opening an Intelligence Division (or other name for it).
Initially, it would maybe a place holder, since I have no idea when we could get some better probe teams, but planning to infiltrate other factions can start as soon as we get contacts. And of course - our spy defense network would not hurt.
Do you want to open a dedicated Research Thread?
It has some long-term strategic implications.
Buster's Uncle
11-03-10, 20:30
That has its merits, but also its disadvantages. We have participants who aren't following every thread...
Not that I want to appear as a lesson-giver but...they should.
It's not too much asking to read 2,3 threads every 2,3 days, or is it? :whistle:
And if they can't, why should we deny ourselves clearest threads then?
Buster's Uncle
11-03-10, 20:46
Welll- some of us have been saying keep it simple all along. Some simply aren't going to look anywhere but this thread, no matter what anyone thinks of that.
I think it's best for the game if we try to have as broad a participant base as possible, yes? I'm not being critical at all here; I'm just trying to act in the office of voice of caution. :yes:
Do you want to open a dedicated Research Thread?
It has some long-term strategic implications.
Yes, we can have a place for research. maybe someone new reading this thread would be interested in taking a role of Lead Scientist?
I think it's best for the game if we try to have as broad a participant base as possible, yes?
The question is: can we call "participant", someone who can't even read threads, let alone contribute?
Or are they just barely "spectators"?
Buster's Uncle
11-03-10, 22:48
I'm trying to hang in there myself, but this has gotten awful complex for my blood. You care whether I loose interest, don't you?
Of course I do.
I must admit that I didn't follow closely the economic system, letting governors use it as they see fit, but I'm fairly sure seeing it in action will resolve questions.
Otherwise, I see nothing particularly obscure: one city, one governor giving orders, and now we need people to come and give advice on general strategy.
Come on: it's only Year 2113: hold on!:cool:
Alinestra Covelia
11-03-10, 23:04
I think I probably fall under spectator status at this point. It's a good game but I lost track of the details a while ago.
Ok, here is one thing about democracy game. This is team play for larger number of players. It is supposed to have more content in it. Larger content makes it more interesting, because when someone likes to pay attention maybe to base management, other people may want to plan take over of another faction or maybe some probe team actions.
At the same time, it is not required for every player to closely watch everything and post on every single detail of the game. There are other team members to take care of other details. We take different roles.
The game will live with its own life. If you do not have time at some point to watch it closely for a week or a month, there will be others who continue. When you later want become more active in the game, you can do so. Read some posts - when threads are organized by topics, it is easier to do it - then you can participate more taking care of in-game stuff you like.
Democracy games allow to do things in these strategic games, that are often not possible in regular singleplayer or multiplayer with one human per faction. Simply one person cannot control so many details. In democracy games we can control more details, because team members do various things. And we can get more out of SMAC.
Take a look at ACDG1 to ACDG3 forums and the content they generated. People were posting and discussing a lot, but then number of players was somewhat larger than here.
Buster's Uncle
11-03-10, 23:57
Of course I do.
...
Come on: it's only Year 2113: hold on!:cool:
I'm going to. But notice the quote below. That's the person whose idea this DG was.
I think I probably fall under spectator status at this point. It's a good game but I lost track of the details a while ago.
So what would you propose?
We somehow limit the detail of the game, how to do it?
Buster's Uncle
12-03-10, 01:28
Hmm. I think the problem is that no one's explaining things clearly. Ali hasn't the time to sort it all out in her head and my attention's too divided too many ways lately. But we both go back pretty much to the beginning of SMAC and are the two of the least-dumb people here, right? If we're complaining, I imagine some less experienced types have quit even glancing in.
If someone who understood everything posted clear, carefully-worded explanations of the details going on in other threads, it might do a lot to fix things...
Alinestra Covelia
12-03-10, 02:52
That's the person whose idea this DG was.
I wouldn't read too much into this though. We started the DG game before I got a job. Now I have daytime work and some evening work as well, so my own unreliability is to blame, not any poor management by the DG mods.
(I almost typed unrelabiality which would have been completely nonsensical.)
Buster's Uncle
12-03-10, 02:54
This is me not asking. :nod:
Well, I think what the best describes the game at this stage is: a mix of roleplay and team playing SMAC.
Starting with some general description:
Roleplay - this where we pretend to be on Chiron as Morganities. We crashlanded and we want to recreate humanity future in "Morganic" way. This is what I did starting a company, Dolgorukov made some financial system for the faction. Vishniac is the XO ordering exploration and all other units, and we recently got Governors of 4 bases. In part this is unimportant (if I can say so) cause we could very well say: we just have 100 EC, you play turns and move units as you like and you prepare build orders for the bases. We really do not need Trevino Enterprises to run Morgan Mines, but roleplaying a company makes that a bit more interesting. Simple orders what to build in a base become like business plans, company strategy for future years, etc.
We also could have no financial stuff, but Dolgorukov already did it, and at least for me this is very interesting - just to take a look how much energy each base has. I agree, it may seem a bit complicated, but there is discussion thread about it and so far, Dolgorukov makes it quite simple. We assign EC to bases, but we also create system as we go. In this respect, we experiment what is possible to do, and still fun to do.
For roleplay - this makes feel more like Morganite member. On the game mechanics, we of course have no assigned EC to bases, apart from maybe F3 screen telling how much each base generated in a given turn. So although someone keeps track of how much bases have EC, we are still one faction with one "bank account" - which is total energy reserves that we see on F3 screen.
We have the XO (not just turnplayer) who keeps game advancing from turn to turn. He has to have much decision power - like during sudden events someone needs to make quick decision. Speaking of complexity, making numerous polls on, for example, what each former is supposed to do each turn would be nightmare. At the same time it would not be so fun to have a turnplayer playing everything as he likes and nod every turn: fine, ok, ... etc. So there is some compromise. This is what governors are for.
Governors is yet another experiment. some say, it is not good. But I know, this is valid observation from multiplayer games - much more competitive. In multiplayer if you allow yourself for inefficiency - you loose. Take a look into ACDG3 Spartans. They won, why? They were numerous enough to run so efficiently. they had like military chain of command there, I think Vishniac would know. In singleplayer we may have some inefficiency, I think we can survive if we do some not-so-smart things now and then.
So let us have bases assigned to some players and let them decide what they do in those bases. This is both to split game planning and roleplay. In some of my multiplayer games I could make a turn for like one or two hours, sometimes longer. Over here, this is team play. We may have many bases, but if I have to do only a fragment of its planing, I'm happy. I plan for Morgan Mines what to do. someone else does that for other bases. I do not spend time doing these other things.
All this roleplay generates also more stuff to discuss, or roleplay generates roleplay.
Ok, ... and I wanted it shorter post.
Dolgorukov
12-03-10, 03:10
I've added an explanation to the start of the thread in the very first post, explaining how the system works.
http://www.weplayciv.com/forums/showthread.php?t=2714
Dolgorukov
12-03-10, 05:21
http://www.weplayciv.com/forums/attachment.php?attachmentid=4222&stc=1&d=1268369772
Okay now its the moment for decision making. As the governor of Morgan Transport, I see myself competing for this base placement at (23, 55) with the owners of Morgan Interstellar.
It will take 11 turns for me to build a colony pod. Unless I can rush it with the Faction's Energy Treasury, I probably won't get there before my competitor.
So how are we going to do it? Other contenders for the use of the Treasury are Morgan Mines, and Morgan Industries
Morgan Mines may want to rush Recycling Tanks
Morgan Industries might want to rush a colony pod.
Morgan Transport is the only base with a positive balance according to our role-playing financial system, but even then doesn't have the necessary reserves on its own to rush that colony pod to completion. However this base governor is willing to go into debt if it means beating the competition to securing such a great base location!
http://www.weplayciv.com/forums/attachment.php?attachmentid=4211&stc=1&d=1268349842
How do we decide which base gets priority in rushing production with the Faction's Treasury? Do we take into account our make-belief financial system?
It would be in my interests as Governor of Morgan Transport to demand priority over the funds and to cite numbers that show past allocation of treasury reserves to other governors but little going my way.
Are we compromising the placement efficiency of bases in our empire if we ignore planning and allow competitive forces to shape base placement?
(Personally I enjoy this kind of competitive conflict, but I also know that some of us here lean more towards perfectionism and want to play a perfect game as well.)
Can we stop governors from committing mistakes even when they do so knowingly and against good advise? Or should we respect their orders even if it leads to disaster!?
I think we may be entering into a zone where there is going to be a conflict of interest between players who wanted a simple DG and those that wanted an extended, role-playing game. I assume that simple-DG players stress the priority of flawless technical play and would want to minimize the influence of role-playing on decision making.
Buster's Uncle
12-03-10, 06:17
Dunno. I like role-playing. But this ain't shaking out into the training game I'd hoped for.
Don't mind me. I'm just swamped over here.
Okay now its the moment for decision making. As the governor of Morgan Transport, I see myself competing for this base placement at (23, 55) with the owners of Morgan Interstellar.
Don't worry: no conflict here!
Morgan Interstellar
...
Longer term plan-after CP is produced, send our current SP from MInt as a guard with the CP to set up a base at (32, 56) (tentative location) while MInt produces a new base garrison.
2114-start
- Scout 2 encountered a worm in the sea of fungus. It shouldn't be any problem for him to burn it (and cash $$$)
- Rover found a pod. Stockpile Energy everywhere as usual as I pop it?
Don't worry: no conflict here!
I agree Vishniac. MInt plans to expand further afield to stake a claim to the 2 monolith site-and we will only charge a small fee to the other governors to enter the monolith tile sites for repairs and enhancements.
Governor
Morgan Mines (Trevino Enterprises)
2114
1) former - start road on the tile it currently is.
2) scout (The Corp.) - move SW, as planned
--------------------------------------
Regarding stockpile energy for pod popping - yes, it is ok, unless someone wants to pop a Network Node.
Morgan Mines has currently 9 minerals and could try with least loss. Other bases have already more than 10 accumulated minerals. That would be something for discussion. This would bring 71 minerals (142 EC for the corporation). Benefit would be also for the faction at the moment 2 lab points (having 3 labs, 50% is rounded to 2) However, we might go back to 2 labs from 3, and benefit would be only 1 lab (paid by 1 EC/turn). So I'm not sure, having Network Node is that needed this early.
Overall, getting from the pod 71 minerals looks pretty lucrative.
So I would use some advice.
Buster's Uncle
12-03-10, 13:51
http://www.weplayciv.com/forums/attachment.php?attachmentid=4237&d=1268401845
I notice we've climbed a little in the power charts.
2114 report:
- Scout 1 burned spore launcher for 10EC (20% damage), enhanced to hardened
- Scout 2 burned worm for 10EC (10% damage) enhanced to disciplined
- Scouts 3 sent N, enhanced to hardened
- Scout 4 on the move N
- Rover had no move left
- Research: Planetary Networks (1/5)
- Economy: 88 (+10)
- Energy allocation: 50/0/50
Bases (counter-clockwise):
- Morgan Industries: 3-5-9 / Colony Pod (3; 0 to ten) (8 turn to pop 3)
- Morgan Mines: 1-1-6 (2-0-4 possible) / Rec Tanks (31; 1 to ten) (27 to pop 3)
- Morgan Transport: 2-2-5 / Colony Pod (10; 0 to ten) (13 to pop 3)
- Morgan Interstellar: 1-4-3 / Colony pod (5; 0 to ten) (12 to pop 2)[/QUOTE]
Nothing to change in Morgan Mines.
It is good to see faction energy to grow so rapidly. I have to admit, I do not usually wander so much fungus in my games, and do not see this many mindworm planetpearls. I play Morganities rarely, my conviction is they are not that good for fighting mindworms, well, not in early game it seems.
Morgan Industries is already in debt but I intend to rush the ColPod next year.
Dolgorukov
14-03-10, 03:27
Governor
Morgan Transport
I want to rush the production of my colony pod as well in MY 2115
Buster's Uncle
14-03-10, 05:22
Short answer, please. Can we afford both the rushes?
Dolgorukov
15-03-10, 04:35
too bad there aren't any "used-colony-pod" dealerships out there...
Buster's Uncle
15-03-10, 05:11
Yep.
Yes - for rushing 2 colony pods in 2115, M. Industries and M. Transport.
----------
And the estimate of full hurrying:
Morgan Industries - 25 EC
Morgan Transport - 48 EC
Total 73 EC, and we already have 88 EC, predicted for 2115 is 98 EC.
I shall play the turn late tonight
Could the council vote on research path and whether it agrees on rushing the 2 pods, then present the decisions?
(My opinion would be:
- to rush Rec Tanks at M-Mines first to help them colonize Uranium Plains, then rush C-pod at M-Transport. M-Industries doesn't really need it.
- research: no definite idea but remember we have seapods waiting for us to get Doctrine Flexibility)
Morgan Industries doesn't ask for a full hurry. Just a partial one to get the new base one turn sooner.
I think colonization of Uranium Flats will not suffer that much, if Morgan Mines waits a bit longer for rushing recycling tanks. Making a road will take some time too. Both rec tanks and M. Transport would not be rushed to full in 2115.
Considering faction as a whole, hurrying the cheapest minerals may be the best way to spend EC. Morgan Industries would have 5 mins for 2 EC and 5 for 3 EC. Morgan Transport would have 2 minerals costing 4 EC. I think at this point best strategic investment would be into formers, after making colony pods. And maybe some additional scout patrols to protect these formers. We need improved tiles and also a road network.
With our present good rate of EC collecting, I would say, Morgan Mines will not have to wait long for 60 EC (actually even less), even when 2 cp are rushed next turn.
Morgan Industries doesn't ask for a full hurry. Just a partial one to get the new base one turn sooner.
Well, I would say - rush to full. You will get better price for a mineral, and that counts. Whatever you start later, it will be completed sooner, or even rushed again with better price. It is good investment.
I could add one thing. Now I'm in favor of rushing buildings in other bases, but later I will vote more for Morgan Mines. I have plans for it getting: recycling, former, colony pod. And maybe hurrying them all.
One thing though - these both 2 new cp will harvest remaining Cydonia Plateau monoliths, and this will be quite a boost for faction EC.
Morgan Interstellar
After solar collector is completed, swap production at MInt from Min bonus tile (24, 58) to (22, 58) and send Former to mine Min bonus tile (24, 58). The tile swap will insure that MInt will be at pop 2 prior to the CP being produced. Longer term plan-after CP is produced, send our current SP from MInt as a guard with the CP to set up a base at (32, 56) (tentative location) while MInt produces a new base garrison.
The above production swap should take place in turn 2116-MInt should grow to pop 2 in 2120 and the CP should be produced in either 2122 or 2123 assuming the 2nd pop works the Min bonus tile (24, 58). MInt is not requesting any rushes due to our poor financial standings.
2115 report:
- Scout 1 en route to SW
- Scout 2 en route N
- Scouts 3 sent N, discovered monolith and pod
- Scout 4 had no move left
- Rover popped pod NW: ALIEN ARTIFACT
- Research: Social Psych (7/7)
- Economy: 25 (+10)
- Energy allocation: 50/0/50
Bases (counter-clockwise):
- Morgan Industries: 3-5-9 / Colony Pod hurried for 25EC (0; 0 to ten) (7 turn to pop 3)
- Morgan Mines: 1-1-6 (2-0-4 possible) / Rec Tanks (31; 1 to ten) (26 to pop 3)
- Morgan Transport: 2-2-5 / Colony Pod hurried for 48EC (0; 0 to ten) (12 to pop 3)
- Morgan Interstellar: 1-4-3 / Colony pod (4; 0 to ten) (11 to pop 2)
Notes:
- research path taken:
D.Mobility
Plym.Software
Soc.Psych (chosen)
----------------
D.Mobility
Prog.Psych
Plym.Software
Secrets of the Human Brain
Indust.Eco (chosen)
App.Physics
----------------
D.Mobility
Ethical Calc. (chosen)
Prog.Psych
Secrets of the Human Brain
App.Physics
----------------
D.Mobility
Plym.Software
Indust.Automation!
Gene Splicing
- The alien artifact has 3 fungus tiles to cross. I suggest strategic forces escort him (Rover for 1 turn, then Scout 2 until safe)
Governor
Morgan Mines (Trevino Enterprises)
2115
In mission year 2115, the base requests to reassign tiles for workers only:
2-1-1
2-1-0
Screenie attached.
http://img405.imageshack.us/img405/3343/smacdg211501.jpg
2116
1) Move former North
2) Scout (The Corp.) move SW.
Both moves on screenie.
http://img12.imageshack.us/img12/1388/smacdg211502.jpg
2115 report:
- Research: Social Psych (7/8)
- Economy: 25 (+9)
- Energy allocation: 50/0/50
- Morgan Mines: 2-2-4 / Rec Tanks (15; 0 to ten) (14 to pop 3)
Dolgorukov
16-03-10, 21:49
http://www.weplayciv.com/forums/attachment.php?attachmentid=4222&d=1268369772
Please assign the Garrison of Morgan Transport on escort duty for the new colony pod. The new colony pod is to be moved to the position indicated in the screenshot. The escorting unit will be reassigned to the new base for support purposes.
Morgan Transport is to begin producing a new scout patrol in MY2116.
Dolgorukov
16-03-10, 22:20
Hey Vish, keep posting the "start of year saves", where no actions have been taken by XO (turnplayer) of that year. I use them for accounting purposes.
Hey Vish, keep posting the "start of year saves", where no actions have been taken by XO (turnplayer) of that year. I use them for accounting purposes.
Ok!
I didn't post the last one because there was the research option not decided; here it is with 2116-start.
Questions for Morgan Industries:
- confirmation to send colony pod to the new sensor?
- what to build next? (want to try insta-build of network node with pod?)
Buster's Uncle
17-03-10, 00:07
http://www.weplayciv.com/forums/attachment.php?attachmentid=4345&d=1268780787
Ok!
Questions for Morgan Industries:
- confirmation to send colony pod to the new sensor?
- what to build next? (want to try insta-build of network node with pod?)
The answers are:
yes, yes to both your questions.
Ahem, I forgot one question: what to do with the former now?
A road in 24,48 would be quite handy for defense purposes.
2116 report:
- Scout 1 en route to SW
- Scout 2 en route N
- Scouts 3 popped pod: earthquake (another Unity tile is now on land)
- Scout 4 en route SW
- Rover escorting artifact S
- Research: Social Psych (7/8)
- Economy: 33 (+9)
- Energy allocation: 50/0/50
Bases (counter-clockwise):
- Morgan Industries: 3-2-7 / Network Node (38; 3 to ten) (3 turn to pop 2)
- Morgan Mines: 2-2-4 / Rec Tanks (14; 0 to ten) (13 to pop 3)
- Morgan Transport: 2-0-5 / Scout Patrol (---; --- to ten) (6 to pop 2)
- Morgan Interstellar: 3-1-4 / Colony pod (9; 0 to ten) (4 to pop 2)
Governor
Morgan Mines (Trevino Enterprises)
2117
There are some option for this year.
1) Former - start building road on the tile it is now (flat)
2) There are 2 options for the scout, this might need some discusion, or XO decision.
A: scout enters tile of the former.
B: scout goes W,NW,NW in order to meet in 3 turns the Alien Artifact. The question would be - what are plans for the AA? The scout currently planned to provide protection to the former, could instead go route B to meet with AA, and allow both rover and the second scout to explore. The plan is valid, if the rover will continue to escort AA as shown in the screenie.
No change to base workers/production.
http://www.weplayciv.com/forums/attachment.php?attachmentid=4442&d=1268899046
I would trust the AA to make it back home safely without escort and instead stand guard on the former.
Alien artifacts are easily stolen. I would advise against leaving them without an escort.
Buster's Uncle
18-03-10, 22:28
It seems that sure as you don't escort them, they will meet a worm.
Dolgorukov
19-03-10, 00:47
you said it BU, alien artifact = worm magnet.
Buster's Uncle
19-03-10, 01:39
:nod: I'm pretty sure they are.
We won't let Murphy spoil our AA-celebration! :cool:
Here is 2117-start.
Buster's Uncle
19-03-10, 14:34
There is a way to keep Murphy away, sir.
http://www.weplayciv.com/forums/attachment.php?attachmentid=4475&d=1269005614
2117 report:
- Scout 1 now protects Former 2
- Scout 2 sent N
- Scouts 3 sent W
- Scout 4 sent N
- Rover escorting artifact S, burned worm for 10EC
- Scout 3B from M-Transport escorting colony pod burned worm for 10EC and enhanced to Disciplined
That should remind us that Chiron is dangerous and AA indeed draws worms.:scared:
- Research: Social Psych (6/8)
- Economy: 62 (+9)
- Energy allocation: 50/0/50
Bases (counter-clockwise):
- Morgan Industries: 3-2-7 / Network Node (37; 2 to ten) (2 turn to pop 2)
- Morgan Mines: 2-2-4 / Rec Tanks (13; 0 to ten) (12 to pop 3)
- Morgan Transport: 2-0-5 / Scout Patrol (---; --- to ten) (5 to pop 2)
- Morgan Interstellar: 3-1-4 / Colony pod (8; 0 to ten) (3 to pop 2)
Note:
- for security purposes, I propose Scout 3B (damaged 50%) returns home in M-transport next turn and protects the base. The pod would pass through 22,54 and would be protected by Scout 4. However, first ten minerals of future base would go to a defending scout. Governor Dolgo?
- Governor Mart: we have enough EC to instabuild Rec Tanks if decision is taken.
...
- Governor Mart: we have enough EC to instabuild Rec Tanks if decision is taken.
Yes, please. Full hurry with 52 EC, if possible :)
2117 report:
- Economy: 10 (+9)
- Morgan Mines: 2-2-4 / Rec Tanks (0; 0 to ten) (12 to pop 3)
Dolgorukov
20-03-10, 06:14
2117 report:
Note:
- for security purposes, I propose Scout 3B (damaged 50%) returns home in M-transport next turn and protects the base. The pod would pass through 22,54 and would be protected by Scout 4. However, first ten minerals of future base would go to a defending scout. Governor Dolgo?
Whoah! Those worms are really trying to kill us. Yes, I approve of your proposal comrade XO.
Governor
Morgan Mines (Trevino Enterprises)
2118
For this year, two main actions:
- Formers and the scout (from The Corporation) go NW, to the next tile towards Uranium Flats.
- Morgan Mines base production, please set to colony pod. The reason is that nutrient accumulation is sufficient for getting cp rather than formers first at this point (initially it was planned to build formers first). Formers can wait after the cp.
Buster's Uncle
22-03-10, 14:58
http://www.weplayciv.com/forums/attachment.php?attachmentid=4549&d=1269266280
2118 report:
- Scout 1 sent NW, protects Former 2
- Scout 2 killed worm for 10EC
- Scouts 3 sent S
- Scout 4 sent S, protects Former 3
- Rover escorting artifact S
- Scout 3B returned to M-Transport
- Research: Social Psych (5/8)
- Economy: 31 (+9)
- Energy allocation: 50/0/50
Bases (counter-clockwise):
- Morgan Industries: 3-2-7 / Network Node (36; 1 to ten) (1 turn to pop 2)
- Morgan Mines: 3-3-5 / Colony Pod (10; 3 to ten) (8 to pop 3)
- Morgan Transport: 2-0-5 / Scout Patrol (---; --- to ten) (4 to pop 2)
- Morgan Interstellar: 3-1-4 / Colony pod (7; 0 to ten) (2 to pop 2)
Notes:
- Governor Dolgorukov:should I put M-Transport on Stockpile Energy till the new base has been founded? It has already 2 minerals.
- Governor Bodissey: it's the last turn before M-Industries reach 10 minerals. Should it keep on with Network Node?
Governor
Morgan Mines (Trevino Enterprises)
2119
Former can start building road. This is the only order for this year.
=========================
There is a question for Morgan Interstellar governor. My estimate is that solar collector presently being built by the base former will be completed 2 years before the base will have sufficient population to work it. If Morgan Mines is allowed to work this tile for these 2 years (turns), we would pay to Morgan Interstellar 2 EC, which is roughly half of the benefit we would get. It can be one time payment.
Dolgorukov
23-03-10, 06:07
Governor of Morgan Transport
MY2118
Morgan Transport accepts your offer, you may move in your workers to the tile as soon as possible.
No changes to base production necessary at this time.
Proposal made to Trevino Enterprises regarding the construction of a solar collector
Governor of Morgan Transport
MY2118
...
Proposal made to Trevino Enterprises regarding the construction of a solar collector
This raised a question of a tile that is in BFC (big fat cross) (or base radius) of two bases. Maybe we could somehow agree as to which tiles belong to which base. A bit of cartography... Anyone interested?
Morgan Industries: switch to ColPod instead, please.
Dolgorukov
24-03-10, 00:23
This raised a question of a tile that is in BFC (big fat cross) (or base radius) of two bases. Maybe we could somehow agree as to which tiles belong to which base. A bit of cartography... Anyone interested?
sure feel free to work out arrangements with the neighboring governors, but don't expect any of these agreements to be legally binding seeing as we really have no laws addressing land ownership, or a legal system for that matter. Its more of a "treat your neighbors well and you may be treated well in return" kind of thing.
Vish, I need to ask you to create start-of-turn saves immediately after ending a previous turn. That means no base production management, drone management or any movement before this type of save is made.
in MY2118 (if I'm not mistaken), Morgan Transport generated an extra 2 EC after automatically switching to Stockpile Energy upon completing recycling tanks. The question is do we want to take measures to make sure that these things don't happen in the future (a possible solution would be to always make sure a military unit is at the end of a production queue) or let's just roll with it and accept it as part of the game? I say we just go along with it, but whatever the final decision, untempered start-of-turn saves would be greatly appreciated as they save me from having to figure out the source of the extra energy credits.
sure feel free to work out arrangements with the neighboring governors, but don't expect any of these agreements to be legally binding seeing as we really have no laws addressing land ownership, or a legal system for that matter. Its more of a "treat your neighbors well and you may be treated well in return" kind of thing.
...
In this case we do not need any special map. We are ok as it is now.
Buster's Uncle
24-03-10, 16:23
http://www.weplayciv.com/forums/attachment.php?attachmentid=4578&d=1269444179
http://www.weplayciv.com/forums/attachment.php?attachmentid=4579&d=1269444179
Ok, I shall post saves of Start1 (before anything) and Start2 (with production and moves achieved).
2119 report:
- Scout 1 protects Former 2
- Scout 2 rests and heals
- Scouts 3 sent S
- Scout 4 sent W, protects Colony Pod
- Rover escorting artifact S
- Research: Social Psych (3/6)
- Economy: 41 (+13)
- Energy allocation: 50/0/50
Bases (counter-clockwise):
- Morgan Construction: 2-3-4 / Scout Patrol (1; 0 to ten) (11 turns to pop 2)
- Morgan Industries: 3-5-9 / Colony Pod (4; 0 to ten) (10 turns to pop 3)
- Morgan Mines: 3-3-7 / Colony Pod (9; 2 to ten) (7 to pop 3)
- Morgan Transport: 2-0-5 / Scout Patrol (---; --- to ten) (3 to pop 2)
- Morgan Interstellar: 3-1-4 / Colony pod (6; 0 to ten) (1 to pop 2)
Notes:
- Governor Bodissey: Morgan Construction founded. Is Scout Patrol ok? Or anything else? (Strategic Command reminding you, and other Governors, that Planet has abundant native life.)
I'm not sure if we need 2 starting saves in all cases.
After save start1 a discussion can be for all units, production changes and worker changes when needed. Then pre-end can be directly made.
A save between start and pre-end would mostly be needed when something important happens during unit movement.
Later, when we have more units, bases, etc. we might just want to divide turn into smaller chunks.
Start1 won't show anything else than previous pre-end already did except new treasury (and new research choice when it happens).
Start2 will show the real starting positions for all units and which cities have achieved production and need orders.
Dolgorukov
26-03-10, 05:09
MY2120 - ~MY2126
Morgan Transport - Former
Build a road connection from Morgan Transport to Morgan Mines
http://www.weplayciv.com/forums/attachment.php?attachmentid=4618&d=1269573795
2120-start.
Impossible to dissociate start1 and 2: Production Complete opens a soon as the turn is ended.
But I can say it went from 52 to 54EC when I closed the base screen.
The MInt governor is still keeping up on the game. I'm just waiting for either the CP to finish or for the former to complete the mine for additional game input.
Buster's Uncle
26-03-10, 20:16
http://www.weplayciv.com/forums/attachment.php?attachmentid=4629&d=1269630947
Dolgorukov
26-03-10, 21:58
2120-start.
Impossible to dissociate start1 and 2: Production Complete opens a soon as the turn is ended.
But I can say it went from 52 to 54EC when I closed the base screen.
You could try disabling all those annoying governor pop-ups :)
Disabling the pop-ups would only make things worst. Like it is, I can give you the false-stockpile bonuses by base.
2120 report:
- Scout 1 protects Former 2
- Scout 2 sent N
- Scouts 3 sent SW, trod on second Unity tile but...nothing again!
- Scout 4 protects M-Solarfex
- Rover rests and heals
- Research: Social Psych (2/5)
- Economy: 54 (+15)
- Energy allocation: 50/0/50
Bases:
- Morgan Construction: 2-3-4 / Rec Tanks (13; 3 to ten) (10 turns to pop 2)
- Morgan Industries: 3-5-9 / Colony Pod (3; 0 to ten) (9 turns to pop 3)
- Morgan Mines: 3-3-7 / Colony Pod (8; 1 to ten) (6 to pop 3)
- Morgan Transport: 2-1-5 / Scout Patrol (8; 8 to ten) (2 to pop 2)
- Morgan Solarfex: 2-3-4 / Scout Patrol (1; 0 to ten) (11 to pop 2)
- Morgan Interstellar: 1-4-4 / Colony pod (2; 0 to ten) (29 to pop 3)
Notes:
- Morgan Solarfex founded. We received a drone/bureaucracy alert!
- Governor Bodissey: what to build in M-Construction (I put Rec Tanks by default)? And I need your instructions concerning drone riot next turn in M-Industries (turn to doctor? rush colony pod?)
- Governor Dolgorukov: still Scout Patrol in M-Transport or...Rec Tanks perhaps?
Morgan Industries Base is in riots, check F4 screen.
If we do not make a doctor there, we gonna have riots affecting growth/production.
Dolgorukov
27-03-10, 04:15
Governor
Morgan Transport
Yes switch production to Recycling Tanks
Governor Morgan Industries:
Yes please, do doctor the rioters.
Morgan Constructions
Keep making Rec Tanks.
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