View Full Version : MY 2131-2140
2131-start:
- former finished in Morgan Interstellar. orders? (forest+ sensor in 20,58? Farm in 22,58?) I put Trance Patrol and Colony Pod in the build queue as required.
- Colony Pod build in Morgan Mines. Orders? (going to 12,38 probably?) I put Rec Commons as a placeholder. It needs one badly.
- Morgan Industries former has finished the sensor and awaits orders
2131 report:
- Scout 1 awaiting orders (to know whether he must escort colony pod)
- Scout 2 sent N
- Scouts 3 sent N
- Scout 4 protects the former
- Rover sent N
- Bodi-chopper awaiting orders (does someone has some particular request? Exploring, escorting? Or waiting for next turn and then securing the new Bodissey base, thus permitting Scout 3 to come and the base to start immediately with Rec Tanks?)
- Mining Laser on its way to SW
- Research: Industrial Automation (4/7)
- Economy: 121 (+18)
- Energy allocation: 50/0/50
Bases:
- Morgan Construction: 1-3-6 / Rec Tanks (12; 2 to ten) (29 turns to pop 2)
- Morgan Industries: 3-4-10 / Former (2; 0 to ten) (7 turns to pop 3)
- Morgan Mines: 1-1-5 / Colony Pod (38; 8 to ten) (30 to pop 3)
- Morgan Metallurgy: 2-1-7 / Trance Patrol (4; 4 to ten) (5 to pop 2)
- Morgan Transport: 3-3-8 / Rec Commons (11; 1 to ten) (4 to pop 3)
- Morgan Solarfex: 2-4-6 / Rec Tanks (7; 0 to ten) (15 to pop 3)
- Morgan Interstellar: 1-4-3 / Trance Patrol (2; 2 to ten) (7 to pop 2)
- Morgan Energy Monopoly: 2-3-3 / Rec Tanks (9; 0 to ten) (10 to pop 2)
Notes:
- Scout Patrol in Morgan Energy Monopoly relocated.
- AA arrived in Morgan energy Monopoly.
- THE SPARTANS are on the other side of the sea of fungus. I had to start negociating (see dedicated thread!). I gave Doctrine Loyalty, Ethical Calculus, Secrets of the Human Brain and 25EC for Applied Physics, Nonlinear Mathematics, their world map, a Treaty and Miriam's commlink.
- Mart, you can start negociating with the Believers
Morgan Interstellar
MInt former to 20, 58 to build Forest + Sensor. When the TP gets done in two turns, have the TP guard the former until the CP is completed.
Ok!
Forest then sensor or sensor then forest?
The forest won't expand later as it has nowhere to.
Of course, Strategic Command would advise a sensor first but...
Morgan Manufacturing:
Move the Morgan Industries former to Morgan Construction in order to rehome it next year.
2132: Morgan Industries Col Pod will change its final destination to 34,50 in order to build a maritime base (pathway: 33,51 -> 34,50).
Partial rush of Rec Com in Morgan Construction for 4 EC.
Rushbuild of former in Morgan Industries for 13 EC.
Sensor 1st since the tile won't be worked for quite a few years.
Dolgorukov
24-04-10, 16:46
Full Report
(http://www.weplayciv.com/forums/showpost.php?p=112510&postcount=90)
http://www.weplayciv.com/forums/attachment.php?attachmentid=5414&stc=1&d=1272123943
Buster's Uncle
24-04-10, 17:36
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And a survey of the factions we can see...
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See attachments for larger views.
Ok, I'll be negotiating now.
Good news about contacts! Spartans have an interesting entry... empty base next to our armed scout patrol. Not very Spartanish. :huh:
Yeah, we could Pact with Zak next turn and get a base for free if it's always empty.
I'm not advocating that but one must be presented with every options available.
Governor Mart: destination for your colony pod?
I am talking with Miriam on pre-end file at the moment.
http://www.weplayciv.com/forums/showthread.php?p=113160#post113160
Please take a look over there. I'll post my orders for 2131 soon.
We also could open Spartan commlink once more.
Talks with Believers completed.
From other factions, two can still open commlink with us in 2131:
- Zakharov
- Santiago
What do you propose for main aim with University? I would see two topics:
- Hive commlink
- Technologies.
However, we need some decision which techs we will be able to trade, and which we do not.
Pact with Spartans. I would be for it. at least initially we have something to gain, so why not.
However, we need some decision which techs we will be able to trade, and which we do not.
Strategic techs should not be traded, like Doctrine flexibility and Nonlinear Mathematics.
Pact with Spartans. I would be for it. at least initially we have something to gain, so why not.
That would make Zak angry, and he's high on the technology tree... Dangerous!
Maybe we try to stop Univ Spartan conflict?
If the Univ-Spartan vendetta is balanced-let 'em slug it out and waste all of those minerals in destroyed units. If the Spartans are winning but the majority of their forces are fighting the Univ, a backstab of the Spartans is in order :nod:
University has larger power bar, but Spartans are indicated to lead with military.
I had a short chat with Zakharov. He wanted Centauri Ecology! But refused to trade Cyberethics...
I asked for a loan, and he later closed commlink, so no contact with Hive yet. Sorry, next time I will start with that.
since Santiago is solicitous, I think we may skip this turn talks to avoid loosing her good mood. She most certainly would ask to join her fight with Zakharov.
Governor
Morgan Mines (Trevino Enterprises)
2131
- The colony pod will travel 3 tiles along the road towards Morgan Metallurgy: N,N,NW to tile 18,42. I think it will do ok without escort, there are two units on fungus nearby.
I could make this move after talks, but I will leave unit movement to the XO.
2131-pre-end3:
- Scout 1 will escort Mart's colony pod.
- Chopper send to Morgan Construction.
- Morgan Construction: hurry for 4EC
- Morgan Industries: hurry for 13EC
- Energy: 104 (+18)
- Lady Deirdre initiated The Human Genome Project
2132-start:
Governor Bodissey:
- build orders for Morgan Industries?
- orders for Morgan Industries former?
- orders for Morgan Construction former after rehoming?
The powergraph indicates we are leaders in technology.
Buster's Uncle
27-04-10, 00:17
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Governor
Morgan Mines (Trevino Enterprises)
2132 +
- Worker in Morgan Metallurgy can be replaced to 1-2-2 tile (newly completed forest), as on screenie.
- Colony pod can continue along the road and attempt to enter tile 13,14; scout patrol from the base can follow the cp and enter the same tile. The intended base site is on tile 12,38 as shown on screenie.
Both actions will leave Morgan Metallurgy base empty, but for only one turn. Trance Patrol unit should be completed next turn. That is, if the next bureaucracy drone will not hit this base.
http://www.weplayciv.com/forums/attachment.php?attachmentid=5523&d=1272357910
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I'm trying also diplomacy on 2132 start save...
I started talks with Santiago. After I sold her Lal's commlink for 20 EC, she offered Pact. What do we do?
http://www.weplayciv.com/forums/showpost.php?p=113574&postcount=3
Do I wait for your diplomacy or do I play the turn now? (I'm already a little late)
You can wait for diplomacy - I have open comm link at the moment.
Any advice on Spartan offer?
I wouldn't take a Pact with the Spartans as yet.
I don't know.
Taking a pact with Santiago allows us to take also one with Deirdre as they are both against Zakharov.
But both will soon be angry against our future societal choices (Deirdre with Free Market, and Spartans with either Wealth or Knowledge).
Of course, we can always change alliances later.
I vote Broccoli on this one:broc:
Talks with Spartans completed. We refused Pact offer. However, Santiago is back to Solicitous mood. Which is good thing. I wonder how much this is because of that empty base on our mercy... :D
Deirdre, I haven't tried anything. She has no technology that would interest us. but, we might give her or sell her or exchange for something (?) Doctrine Loyalty, which she will have next turn. Chances are, she may get something we do not have and try to leap-frog some techs with her.
Zakharov and Miriam refused to talk this turn.
Lal - he bought Miriam comm link for 20 EC! And does not have Hive contact.
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turn 2132 pre end1 attached.
I moved that worker in Morgan Mines, as requested previously, but unit movement is not done.
2132 report:
- Scout 1 sent NE
- Scout 2 ...awaiting orders...
- Scouts 3 sent NE
- Scout 4 protects the former
- Rover on its way NE
- Bodi-chopper did a little back and forth exploring
- Mining Laser on its way to SW
- Research: Industrial Automation (3/7)
- Economy: 221 (+16)
- Energy allocation: 50/0/50
Bases:
- Morgan Construction: 1-2-6 / Rec Tanks (15; 0 to ten) (28 turns to pop 2)
- Morgan Industries: 3-4-11 / Former (4; 2 to ten) (6 turns to pop 3)
- Morgan Mines: 1-1-5 / Rec Commons (37; 7 to ten) (29 to pop 3)
- Morgan Metallurgy: 1-3-5 / Trance Patrol (1; 1 to ten) (7 to pop 2)
- Morgan Transport: 3-3-8 / Rec Commons (10; 0 to ten) (3 to pop 3)
- Morgan Solarfex: 2-4-6 / Rec Tanks (6; 0 to ten) (14 to pop 3)
- Morgan Interstellar: 1-4-3 / Trance Patrol (1; 1 to ten) (6 to pop 2)
- Morgan Energy Monopoly: 2-3-3 / Rec Tanks (8; 0 to ten) (9 to pop 2)
Notes:
Governor Bodissey:
- build orders for Morgan Industries?
- orders for Morgan Industries former?
- orders for Morgan Construction former after rehoming?
Morgan Industries will build another former.
Morgan Construction former goes to 30,48.
Morgan Industries former goes to Morgan Construction.
Morgan Construction rushes Rec Commons with 60 EC and the doctor goes back to work the monolith.
Morgan Construction rushes Rec Commons with 60 EC
Is it allowed by the Chief Accounting Officer, Governor Dolgorukov?
Last financial report was post#6 for MY2131 and Morgan Manufacturing reserves was 13EC. But you used 17EC for partial rushes.
I'm not yet familiar with the new system but it seems one can't rush without positive reserves.
Morgan Interstellar Build Queue Orders
Morgan Energy Monopoly-Insert the following items into the build queue
Trance Patrol
Colony Pod
Trance Former (model not designed as yet)
Morgan Interstellar-Insert the following item into the build queue after the CP
Trance Sea Former (model not designed as yet)
No reply.
Since we have a truckload of money: Morgan Construction rushed Rec Commons for 60EC. Money sleeping is money lost.
Governor Nbcman: are you well aware that putting something in the queue behind a facility prevents you from getting some nifty energy bonus?
- Energy: 161 (+16)
- Morgan Construction: 3-4-7
- Scout2 awaiting orders in case Governor Council should choose to loot that Spartan base. Otherwise, I'll make it go South...but it won't reach the border before Santiago calls to tell us to recall it.
Governor
Morgan Mines (Trevino Enterprises)
2133
In addition to previously described plan of road and future base:
http://www.weplayciv.com/forums/showpost.php?p=113565&postcount=20
- Morgan Metallurgy starts another Trance Patrol
2132-pre-end4:
- Scout 2 on its way South
2133-start:
- Colonel Santiago initiated the Command Nexus
- Gaian synthmetal foil destroyed by IoD
2133 report:
- Scout 1 burned worm for 10EC
- Scout 2 on its way S
- Scouts 3 sent N (It shall allow the new base to build first Rec Tanks without consideration for security)
- Scout 4 protects the former
- Rover on its way E
- Bodi-chopper awaiting
- Mining Laser put on Hold (seems he got freezed a few turns ago)
- Research: Industrial Automation (2/7)
- Economy: 188 (+15)
- Energy allocation: 50/0/50
Bases:
- Morgan Construction: 3-4-7 / ?? (??; 2 to ten) (9 turns to pop 3)
- Morgan Industries: 3-4-11 / Former (3; 1 to ten) (5 turns to pop 3)
- Morgan Mines: 1-1-5 / Rec Commons (36; 6 to ten) (28 to pop 3)
- Morgan Metallurgy: 1-2-5 / Trance Patrol (5; 5 to ten) (6 to pop 2)
- Morgan Transport: 3-3-8 / Rec Commons (9; 0 to ten) (2 to pop 3)
- Morgan Solarfex: 2-4-6 / Rec Tanks (5; 0 to ten) (13 to pop 3)
- Morgan Interstellar: 1-3-3 / Colony Pod (10; 3 to ten) (5 to pop 2)
- Morgan Energy Monopoly: 2-3-3 / Rec Tanks (7; 0 to ten) (8 to pop 2)
Notes:
- the Trance Patrol from Morgan Interstellar has the time to go enhanced at monolith before colony pod is ready, so I send it.
Governor Bodissey:
- orders for the 2 formers?
- build queue at Morgan Construction? (Trance Former put as placeholder)
Buster's Uncle
01-05-10, 18:19
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I'd like to see some motivation here!
I lack some info to go on.:huh:
I start diplomacy talks for 2133.
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Both Zakharov and Miriam refuse to talk in 2133. I'm not sure, we have anything to talk about with others for this year. I would try more diplomacy in 2134, unless there are some proposed topics for other factions.
We are abundant in energy, I would rather hurry those recycling tanks half-completed than keep energy to maybe purchase techs.
We might keep though around 80 EC for SE switching. So when are we going to Free Market/Democracy? Or maybe other combination? Should we start this turn yet with FM, then Democracy after one more base is establish on the east coast?
Vel's Guide is adamant that money that sleeps is money lost.
As a faction, we need Rec Tanks and Rec Commons as fast as possible to get big bases (big being pop 4 until we build hab Complexes. That's not that big).
Democracy can wait till the 2 pods have established bases, that would allow your westerner base to rush Rec Tanks fast, and we have Rec Tanks everywhere to damper the supply malus.
Free Market should wait: we already have drone rampage and it won't get better with new bases. Must wait till Human Genome Project if we decide for it.
Without any Bodissey replies, I'll use my executive privileges to order his formers tonight.
Yes, we already have many tiles with 2 energy, so FM would not give much.
building HGP is something I would be for. We will have crawlers soon, the only problem is, that Gaians have ETA for HGP in 13 turns.
2133-pre-end2
2134-start:
- 2 mindworms spotted near units. Will die this turn.
Orders for Morgan Manufacturing
ColPod founds Morgan Shipbuilding.
Morgan Shipbuilding starts Rec Tanks.
The "BodChopper" stands by to attack one of the mindworms spotted if necessary.
Governor
Morgan Mines (Trevino Enterprises)
2134
EDIT: Orders changed
- worker in M. Metallurgy returns to tile 2-0-4, as on screenie. (screenie removed)
- colony pod and scout patrol continue NW, as planned.
- former starts road on current tile, as planned.
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Orders are changed, since Democracy is going to be enacted soon, it is better for the worker to keep collecting minerals from forest and have less energy for short time.
Buster's Uncle
05-05-10, 17:12
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2134 report:
- Scout 1 sent to M-Metallurgy to heal
- Scout 2 burned worm for 10EC (damaged 60%)
- Scouts 3 protects M-Shipbuilding
- Scout 4 protects the former
- Rover burned worm for 10EC (damaged 30%)
- Bodi-chopper explores a little and lands at M-Shipbuilding
- Mining Laser sent SW
- Research: Industrial Automation (1/6)
- Economy: 223 (+17)
- Energy allocation: 50/0/50
Bases:
- Morgan Shipbuilding: 2-3-3 / Rec Tanks (10; 0 to ten) (11 turns to pop 2)
- Morgan Construction: 3-4-7 / Trance Former (6; 1 to ten) (8 turns to pop 3)
- Morgan Industries: 3-5-11 / Former (2; 0 to ten) (4 turns to pop 3)
- Morgan Mines: 1-1-5 / Rec Commons (35; 5 to ten) (27 to pop 3)
- Morgan Metallurgy: 2-0-7 / Trance Patrol (--; -- to ten) (3 to pop 2)
- Morgan Transport: 3-3-8 / Rec Commons (8; 0 to ten) (1 to pop 3)
- Morgan Solarfex: 2-4-6 / Rec Tanks (4; 0 to ten) (12 to pop 3)
- Morgan Interstellar: 1-3-3 / Colony Pod (9; 3 to ten) (4 to pop 2)
- Morgan Energy Monopoly: 2-3-3 / Rec Tanks (6; 0 to ten) (7 to pop 2)
Notes:
- Morgan transport needs 46EC to rush Rec Commons or get a drone next turn.
- It would take 26EC to rush Rec Tanks at Morgan Solarfex
- It would take 36EC to rush Rec Tanks at Morgan Energy Monopoly
Rushing these 3 facilities would take less than half our energy pool.
...
Rushing these 3 facilities would take less than half our energy pool.
We are getting rich...
I would definitely make all these 3 rush builds this turn. Let our Financial Leader Dolgorukov handle the paper work after he is back in the office. And I would waive any financial law obstacles in 2134, if there are any.
As for Morgan Metallurgy, I came to conclusion, that worker is better left in the forest, so I made orders change. (I can put worker back in forest when doing diplomacy)
And starting a chat with Deirdre...
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Pre-end2 attached.
Deirdre did not know Yang's commlink. She paid 20 EC for contact with Miriam.
Worker in Morgan Metallurgy changed back to forest.
What the Hell?!?!?
I was sure I had posted the end of the turn on friday morning...:eek:
Must be some glitch or I hitted the wrong button? Did someone see my post?:scared:
Ok, here it is again then!
2134-pre-end3
- Morgan transport spent 46EC to rush Rec Commons
- Morgan Solarfex spent 26EC to rush Rec Tanks
- Morgan Energy Monopoly spent 36EC to rush Rec Tanks
Economy 135 (+16)
Next choice of research will be between:
- Doctrine Initiative
- Intellectual Integrity
- Polymorphic Software
- High Energy Chemistry
- Neural Grafting
Your choice?
2135-start
- Lady Deirdre signed Treaty with Spartans.
- We got Industrial Automation and chose Neural Grafting
- We can choose Wealth
2135 report:
- Scout 1 healing
- Scout 2 healing
- Scouts 3 protects M-Shipbuilding
- Scout 4 protects the former
- Rover reached monolith and repaired
- Bodi-chopper explores a little and finds a Hive base nearby
- Mining Laser sent S
- Research: Neural Grafting (1/6)
- Economy: 161 (+20)
- Energy allocation: 50/0/50
Bases:
- Morgan Shipbuilding: 2-3-3 / Rec Tanks (9; 0 to ten) (10 turns to pop 2)
- Morgan Construction: 3-4-7 / Trance Former (5; 0 to ten) (7 turns to pop 3)
- Morgan Industries: 3-5-12 / Former (1; 0 to ten) (3 turns to pop 3)
- Morgan Mines: 1-1-6 / Rec Commons (34; 4 to ten) (26 to pop 3)
- Morgan Metallurgy: 1-2-5 / Trance Patrol (3; 3 to ten) (4 to pop 2)
- Morgan Transport: 3-4-9 / Children Creche (12; 2 to ten) (14 to pop 4)
- Morgan Solarfex: 3-5-8 / Rec Commons (8; 2 to ten) (8 to pop 3)
- Morgan Interstellar: 1-3-3 / Colony Pod (8; 2 to ten) (3 to pop 2)
- Morgan Energy Monopoly: 3-4-5 / Rec Tanks (2; 2 to ten) (5 to pop 2)
Notes:
- Put Children Creche as placeholder in M-Transport. But I think it should start a crawler for some SP
- Governor Mart: are you sure you want a Trance patrol in M-metallurgy? We have plenty of patrol forces in the vicinity.
I'd like to ask the XO and other governors whether my plans for the builds at Morgan Energy Monopoly (MEM) are appropriate. I plan to produce a CP at MEM after the completion of the Trance Patrol unit to establish a new base at (34, 62). Would it be better to wait on establishing this base until MEM produces a former and a crawler since that new base location is not that great and it will be a drag on our faction's maintenance costs? Opinions?
Buster's Uncle
13-05-10, 17:00
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I'd like to ask the XO and other governors whether my plans for the builds at Morgan Energy Monopoly (MEM) are appropriate. I plan to produce a CP at MEM after the completion of the Trance Patrol unit to establish a new base at (34, 62). Would it be better to wait on establishing this base until MEM produces a former and a crawler since that new base location is not that great and it will be a drag on our faction's maintenance costs? Opinions?
It seems that, for the moment, there are no other governors around. That means you and me are probably alone at the very moment that needs faction coordination: we got Industrial Automation and must choose between all those juicy secret projects NOW if we want to get some.
As is written somewhere on these forums, a good strategy is fast expansion to ten bases, then grab SPs. Our tenth base will be founded next turn. If none of Dolgo, Mart or Bodissey shows up to reply, I think I'll have to assume executive power over their bases and switch to full grow/terraform/crawler mode.
As for you, your bases have excellent positions. Now, I'd say new bases won't be a drag on maintenance on others (with Rec Commons being...common) but bigger bases make colony pods (and everything) faster.
If you want advices, I'd say:
- let M-Interstellar grow by changing the colony pod in the queue into a (trance) former
- M-Energy-Monopoly doesn't need more Trance Patrol: Strategic Forces have the laser infantry, the chopper and even a Scout (now in M-Shipbuilding) to protect you and the future base. That would change its queue into (trance) former - colony pod - something else.
- with an Alien Artifact, these 2 additional formers and a road connecting your bases, you'll thus be able to build your own secret project for the faction. :cool:
Tell me your decisions if you want to apply some changes!
OK then modify MEM build order to:
Trance Former - CP. After that build I would probably do a crawler but I'll wait until the CP gets done to decide based on current conditions.
And modify MInt build order to:
Trance former
When the MInt Tformer build is nearing completion, we can discuss (hopefully with other Governors) what Secret project should be started at MInt.
I'd like to ask the XO and other governors whether my plans for the builds at Morgan Energy Monopoly (MEM) are appropriate. I plan to produce a CP at MEM after the completion of the Trance Patrol unit to establish a new base at (34, 62). Would it be better to wait on establishing this base until MEM produces a former and a crawler since that new base location is not that great and it will be a drag on our faction's maintenance costs? Opinions?
Both choices (make cp now or delay building cp) have their pros and cons. So as I can say anything here, that would be Morgan Interstellar Governor's personal preference.
In long run, the region around 34,62 has good potential.
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How about going Wealth values yet in this turn 2135? Democracy could be in 2136, after the next base.
How about going Wealth values yet in this turn 2135? Democracy could be in 2136, after the next base.
We can. If NBCman doesn't object, I will.
I'm glad to see you again. Anything else on immediate matters?
Assuming that there is no energy cost difference to making values changes in two separate turns, I have no objections. I would normally make multiple 'values' changes when I played Civ IV.
Assuming that there is no energy cost difference to making values changes in two separate turns, I have no objections. I would normally make multiple 'values' changes when I played Civ IV.
There is a cost difference but it is for the best: two changes in two turns cost less than two in one turn.
2136-start
- Lady Deirdre declared vendetta to the Hive
- Colonel Santiago requested that we withdraw from her territory. Alas, there wasn't the otion to click and yoopla the unit is in our nearest base. I'll try to make that scout crawl back without disturbing a worm.
I quickly probed diplomacy, so the possibilities are numerous this time:
- Possible to get pact from Spartans. We still can do it, and with soon getting to Wealth, this would possibly make change to hostile relations with Santiago slower (I think)
- Deirdre can give us free comm link to Yang, but in probing I refused joining vendetta
- Yang:
--- can exchange High Energy Chemistry for our Gene Splicing
--- can end vendetta with Deirdre by our request
--- signed with us Treaty and then I got Pact!!!
I would get both pacts with Hive and Santiago. We can try to play friendly as long as we can, meanwhile, incomes from trade will enhance our power.
So this turn do we go Wealth or Democracy or both? Both is 135 EC, separate is 80 EC (40+40) so we loose 55 EC doing it. I would rather switch one setting at the time for 40EC.
I vote separately to save EC.
Buster's Uncle
14-05-10, 22:51
I agree.
Any opinion on the diplomacy, that I probed and described 3 posts up?
Buster's Uncle
14-05-10, 22:54
I say go for the pacts, peacemaking and trades. We need time to build.
I quickly probed diplomacy, so the possibilities are numerous this time:
- Possible to get pact from Spartans. We still can do it, and with soon getting to Wealth, this would possibly make change to hostile relations with Santiago slower (I think)
- Deirdre can give us free comm link to Yang, but in probing I refused joining vendetta
- Yang:
--- can exchange High Energy Chemistry for our Gene Splicing
--- can end vendetta with Deirdre by our request
--- signed with us Treaty and then I got Pact!!!
I would get both pacts with Hive and Santiago. We can try to play friendly as long as we can, meanwhile, incomes from trade will enhance our power.
I agree with trying to get pacts with both the Hive and the Spartans. I also assume we want the Hive and the Gaians to end their vendetta to maximize our trade income.
Ending vendetta between Gaians and Yang means more trade and more income for us. Also, if we are pacted a war between our mutual friends means worsening relations and worsening trade income.
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Talks with Deirdre and Yang completed... We have a pact with Yang. Just looking at the Hive info...
Completed talks with Santiago. No luck on pact, she is in vendetta with Believers. It looks to me, that if we can somehow end the spartan-Believers war, we might get the pact with Santiago.
Do we want this? If so, I would keep our scout near Commander's Keep on hold, and later try the pact again. If we have it, the scout could heal in Spartan base.
It looks, that we completed diplomacy for 2136.
Miriam refuses to talk, I think Zakharov too, Lal wants either nonlinear Math or Industrial Automation. I am not sure we should trade any of these two techs.
Anyway, in the pre-end attached the Hive can be vied. Interesting faction, mostly on defensive strategy, check F7.
---
I haven't been following the Demogame, but one of you guys might want to do something about this:
Final warning!
I'm giving 3 hours before cutoff for new submission. Paper is in final editting (which, as usual has killed my computer attempting to spell check).
2136 report:
- Scout 1 sent N
- Scout 2 sent S
- Scouts 3 protects M-Shipbuilding
- Scout 4 protects the former
- Rover sent S
- Bodi-chopper stand by
- Mining Laser on its way S
- Research: Neural Grafting (14/16)
- Economy: 141 (+28)
- Energy allocation: 50/0/50
Bases:
- Morgan Shipbuilding: 2-3-4 / Rec Tanks (7; 0 to ten) (9 turns to pop 2)
- Morgan Construction: 3-4-8 / Trance Former (3; 0 to ten) (6 turns to pop 3)
- Morgan Industries: 3-4-13 / Crawler (7; 2 to ten) (2 turns to pop 3)
- Morgan Mines: 1-2-8 / Rec Commons (15; 1 to ten) (25 to pop 3)
- Morgan Metallurgy: 1-3-5 / Trance Patrol (1; 1 to ten) (3 to pop 2)
- Morgan Biochemical: 2-1-8 / Rec Tanks (26; 0 to ten) (11 to pop 2)
- Morgan Transport: 2-5-12 / Crawler (4; 1 to ten) (18 to pop 4)
- Morgan Solarfex: 1-3-5 / Rec Commons (9; 0 to ten) (18 to pop 3)
- Morgan Interstellar: 1-3-4 / Trance Former (6; 0 to ten) (2 to pop 2)
- Morgan Energy Monopoly: 3-4-6 / Trance Former (5; 1 to ten) (4 to pop 2)
Notes:
- M-Solarfex will need rushing Rec Commons next turn. I would have done it now but it seems it didn't apply that first line of minerals is complete. 108 EC are much and M-Mines will need rushing as well.
- Morgan Biochemical founded
- Value changed to WEALTH for 40EC.
- Governor Mart: are you SURE you want a Trance patrol in M-metallurgy? I still can't find a rationale for this. Last turn to change if wanted.[/QUOTE]
...
- M-Solarfex will need rushing Rec Commons next turn. I would have done it now but it seems it didn't apply that first line of minerals is complete. 108 EC are much and M-Mines will need rushing as well.
Our mineral row is now 9 mins, and initial 10 mins for the rules still apply, it's not modified.
- Governor Mart: are you SURE you want a Trance patrol in M-metallurgy? I still can't find a rationale for this. Last turn to change if wanted.
- Yes, please, switch M. Metallurgy to Recycling tanks.
2136 report:
- Morgan Metallurgy: 1-3-6 / Rec Tanks (10; 1 to ten) (3 to pop 2)
- Chopper transfered to Morgan Energy Monopoly for SW exploration
- Colonel Santiago called again but with option to withdraw forces. Scout 2 is now in Morgan Biochemical.
- Announcement that we have all commlinks and can call the first Planetary Governor election.
2137-start
- Request to use 48EC to rush Rec Commons at Morgan Solarfex
- Request to use 34EC to rush Rec Tanks at Morgan Shipbuilding
2137 report:
- Scout 1 sent N
- Scout 2 rests and heals
- Scouts 3 protects M-Shipbuilding
- Scout 4 protects former
- Rover protects former
- Bodi-chopper explored and landed in the field
- Mining Laser on its way N
- Research: Neural Grafting (12/15)
- Economy: 88 (+30)
- Energy allocation: 50/0/50
Bases:
- Morgan Shipbuilding: 2-3-4 / Rec Tanks (0; 0 to ten) (8 turns to pop 2)
- Morgan Construction: 3-4-9 / Trance Former (2; 0 to ten) (5 turns to pop 3)
- Morgan Industries: 3-4-13 / Crawler (6; 1 to ten) (1 turns to pop 3)
- Morgan Mines: 1-2-8 / Rec Commons (14; 0 to ten) (24 to pop 3)
- Morgan Metallurgy: 1-3-5 / Rec Tanks (9; 0 to ten) (2 to pop 2)
- Morgan Biochemical: 2-1-8 / Rec Tanks (25; 0 to ten) (10 to pop 2)
- Morgan Transport: 2-5-13 / Crawler (3; 0 to ten) (17 to pop 4)
- Morgan Solarfex: 3-5-9 / Rec Commons (0; 0 to ten) (7 to pop 3)
- Morgan Interstellar: 1-0-3 / Trance Former (--; 0 to ten) (1 to pop 2)
- Morgan Energy Monopoly: 3-4-6 / Trance Former (4; 0 to ten) (3 to pop 2)
Notes:
- 48EC used to rush Rec Commons at Morgan Solarfex
- 34EC used to rush Rec Tanks at Morgan Shipbuilding
- In 2 turns, M-Metallurgy will get another drone. Should it change its build from Rec Tanks to Rec Commons this turn (no mineral lost) and rush it next one?
- M-Interstellar will get a drone next turn. I had to make a doctor
- Seems all our money will go into rushing Rec Commons in various bases these next turns. Democracy will wait (gives us only +3EC and -1turn research anyway)
ANNOUNCEMENT: I shall be away during one week. Feel free to replace me in the meantime (or just wait if nobody will)!
Buster's Uncle
20-05-10, 23:12
We're #1 in tech now...
http://www.weplayciv.com/forums/picture.php?albumid=44&pictureid=681
http://www.weplayciv.com/forums/picture.php?albumid=44&pictureid=682
Mart, is everything okay? We've been missing you...
I'm around, but looking for job in another city. I have access to internet, but a bit busy with all the other stuff.
Everything is good, I'm reading the threads... :)
Buster's Uncle
21-05-10, 14:53
Okydoke. The rest of us need to step up in the interum, then. Mart, good luck with that job hunt; with your talent and energy, someone's going to snap you right up. :b:
2138-start
- Brother Lal started the Weather Paradigm
- We refused a proposition of pact from Provost Zakharov
- Governor NBCman: should I change production at Morgan Interstellar to Rec Commons (you only loose 1 mineral) and rush for 50EC?
- Governor Mart: should I rush Rec Commons at Morgan Mines for 50EC?
- Governor Mart: orders for the former near M-Biochemical? (forest?)
We are currently at : Economy 125 (+32).
XO
Yes, change production at MInt to Rec Commons and rush. Then start production of a Trance Former at MInt.
Buster's Uncle
27-05-10, 17:35
http://www.weplayciv.com/forums/picture.php?albumid=44&pictureid=694
http://www.weplayciv.com/forums/picture.php?albumid=44&pictureid=693
http://www.weplayciv.com/forums/picture.php?albumid=44&pictureid=695 http://www.weplayciv.com/forums/picture.php?albumid=44&pictureid=696
A foil and colony pod to try to gain a foothold on Miriam's empty continent up north might pay off big later if it made it...
2138-start
...
- Governor Mart: should I rush Rec Commons at Morgan Mines for 50EC?
Yes, please rush these Rec commons. The doctor at the same time can be put to work, as facilities are completed before drone riots check.
- Governor Mart: orders for the former near M-Biochemical? (forest?)
...
Yes, forest is good, in its current location.
Kataphraktoi
28-05-10, 19:50
Im gonna try to find a smax copy before i attempt any detailed contribution...
A foil and colony pod to try to gain a foothold on Miriam's empty continent up north might pay off big later if it made it...
Good idea except for isnt corruption dependent on HQ distance? Those bases would provide almost no energy regardless of what tiles they worked. Getting +effic in those bases(demo,creche, etc) would cost too much. No forbidden palace in smac :( In summary, energy(=trading) is to important for morgan to build bases that cant get much energy.
Is sister miriam secretly a human attempting OCC or something? :D
Buster's Uncle
28-05-10, 19:54
It certainly wouldn't pay off soon...
Kataphraktoi
28-05-10, 21:00
I forgot to mention the cost of the CP+transport. We would probably end up paying 2 min for 10ish turns(guessing from the minimap) unless there is a borehole cluster near miriam, that land wouldnt be particularly more valuable than ours. If we can nab the WP we can start making boreholes, and minerals spent on transport+cp could perhaps be better invested in making formers. The formers would cost mineral upkeep too but they make forests which are worked by crawlers which allows more minerals for more formers which make boreholes...
Of course, im just guesstimating numbers based on experience here. If you could figure how this pays off decently, i would be supportive of colonization :cool: I cant really claim to know for a fact it wouldnt pay off. The biggest factor is, how rich is miriam lands. Craters, borehole clusters, etc.
Maybe we should see if we can trade for a map of Miriam's lands? We are probably looking at an old map of her territory. I would expect that she has established additional bases.
EDIT: Note that this is a suggestion. MInt Governor is not in favor of expanding to Miriam's continent. Besides, we have no naval units to even get there!
Buster's Uncle
28-05-10, 22:04
I guess I'm just thinking like a builder - but I'd go for it anyway.
Kataphraktoi
28-05-10, 22:26
I dont blame ya-i like playing New World in civ4 and colonizing the other continent hugely.
Buster's Uncle
28-05-10, 23:02
Exactly. The cost-benefit is beyond me, but expanding is all that.
2138 report:
- Scout 1 on its way NW
- Scout 2 rests and heals
- Scouts 3 protects M-Shipbuilding
- Scout 4 protects former
- Rover protects former
- Bodi-chopper reached Morgan Interstellar
- Mining Laser on its way N
- Research: Neural Grafting (11/14)
- Economy: 25 (+31)
- Energy allocation: 50/0/50
Bases:
- Morgan Shipbuilding: 3-4-5 / Rec Tanks (9; 2 to ten) (5 turns to pop 2)
- Morgan Construction: 3-4-9 / Trance Former (1; 0 to ten) (4 turns to pop 3)
- Morgan Industries: 3-6-17 / Crawler (3; 0 to ten) (14 turns to pop 4)
- Morgan Mines: 3-3-9 / Rec Commons (0; 0 to ten) (9 to pop 3)
- Morgan Metallurgy: 0-1-4 / Rec Tanks (24; 0 to ten) (1 to pop 2)
- Morgan Biochemical: 2-1-8 / Rec Tanks (24; 0 to ten) (9 to pop 2)
- Morgan Transport: 2-5-12 / Crawler (2; 0 to ten) (16 to pop 4)
- Morgan Solarfex: 3-5-9 / Crawler (5; 1 to ten) (6 to pop 3)
- Morgan Interstellar: 2-1-6 / Rec Commons (0; 0 to ten) (16 to pop 3)
- Morgan Energy Monopoly: 3-4-5 / Trance Former (3; 0 to ten) (2 to pop 2)
Notes:
- 50EC used to rush Rec Commons at Morgan Mines
- 50EC used to rush Rec Commons at Morgan Interstellar
- worker changed to doctor to prevent future drone in Morgan Metallurgy
Dolgorukov
30-05-10, 07:43
Morgan Transport Ltd.
Terraforming Plan UPDATE (http://www.weplayciv.com/forums/showpost.php?p=124370&postcount=7)
Governor of Morgan SolarFex is relocating worker factories to the vacant mineral site just south of the base
http://www.weplayciv.com/forums/attachment.php?attachmentid=6080&stc=1&d=1275201701
2138 report:
- Research: Neural Grafting (11/14)
- Economy: 25 (+30)
- Morgan Solarfex: 1-6-7 / Crawler (4; 1 to ten) (14 to pop 3)
I took a look at diplomacy possibilities and Lal would trade technologies. He can give us Progenitor Psych for Ind. Auto. I am not sure, this is acceptable.
I will have more time later today, late in the evening to do diplomacy, so if we can wait with advancement to 2139, we would have some diplo yet in 2138.
As for technology trade, I'm thinking about a list of our technologies and some directions what we can trade, for what prices (conditionally) and what techs we do not trade. The list might be updated, as we progress and value of techs changes.
So, Mart: diplomacy in 2138 or should I advance to 2139-start?
Maybe let's advance to 2139, it looks I do not have longer piece of time to do all the diplomacy. I'll try in 2139.
2139-start
- Chairman yang has also started the Weather Paradigm.
Need orders:
- construction in Morgan Mines? (crawler for WP?)
- construction in Morgan interstellar?
XO
Yes, change production at MInt to Rec Commons and rush. <Complete> Then start production of a Trance Former at MInt. <Next build>
.
Governor
Morgan Mines (Trevino Enterprises)
2139
- Morgan Mines, yes, a crawler in build queue.
- Morgan Metallurgy will keep one doctor, but please place the worker on 2-0-5 tile. This way there is less inefficiency loss. It will be also zero nutrient increase, but recycling center should help hopefully soon.
- Morgan Biochemical, since it will leave the tile with energy bonus, please place the worker on rolling tile giving 1-1-2.
Kataphraktoi
02-06-10, 04:17
Did you know the gaians are willing to trade Fallow Time for Morgan Interstellar? With 2 boreholes on energy bonuses!!
Ah, feels good to actually be able to load the sav. Its claustrophobic relying on screenies!
Did you know the gaians are willing to trade Fallow Time for Morgan Interstellar? With 2 boreholes on energy bonuses!!
...
Classical case of why trading base for a base with AI is prohibited in most mp games.
I wonder, if that results can be reached with unofficial patch. I don't remember if that was fixed already.
2139 report:
- Scout 1 reached NW
- Scout 2 sent NW
- Scouts 3 protects M-Shipbuilding
- Scout 4 protects former
- Rover protects former
- Bodi-chopper rests and heals
- Mining Laser on its way N
- Research: Neural Grafting (10/14)
- Economy: 56 (+28)
- Energy allocation: 50/0/50
Bases:
- Morgan Shipbuilding: 3-4-5 / Rec Tanks (8; 1 to ten) (4 turns to pop 2)
- Morgan Construction: 3-3-9 / Crawler (9; 3 to ten) (3 turns to pop 3)
- Morgan Industries: 3-6-17 / Crawler (2; 0 to ten) (13 turns to pop 4)
- Morgan Mines: 3-3-10 / Crawler (8; 3 to ten) (8 to pop 3)
- Morgan Metallurgy: 0-1-5 / Rec Tanks (23; 0 to ten) (-- to pop 2)
- Morgan Biochemical: 2-1-8 / Rec Tanks (23; 0 to ten) (8 to pop 2)
- Morgan Transport: 2-5-12 / Crawler (1; 0 to ten) (15 to pop 4)
- Morgan Solarfex: 1-6-7 / Crawler (3; 0 to ten) (13 to pop 3)
- Morgan Interstellar: 2-2-7 / Trance Former (13; 5 to ten) (15 to pop 3)
- Morgan Energy Monopoly: 1-2-3 / Trance Former (4; 0 to ten) (1 to pop 2)
Notes:
- had to change worker to doctor at Morgan Energy Monopoly (drone expected next turn)
Any recommendations for the diplomacy?
I thought about trading with Lal. We could possibly get a technology. Progenitor Psych, if Lal still wants to trade it, would lead to Adaptive Economics and Planetary Energy Grid.
Buster's Uncle
03-06-10, 19:52
I always favor tech trading.
No recommendation for diplomacy.
Just don't give Doctrine Flexibility to someone who doesn't have it already!
Lal could give Intellectual Integrity for our Nonlinear Math. any thoughts?
Buster's Uncle
03-06-10, 21:03
Go for it.
Kataphraktoi
03-06-10, 21:10
Lal could give Intellectual Integrity for our Nonlinear Math. any thoughts?
Good deal. Probably dont need to worry much about lal sending his mighty armies
Well, he did not trust us enough.
how about attempt to sign pact?
Buster's Uncle
03-06-10, 21:18
Pacts are profit, aren't they?
Yes, we would have larger profits from trade.
I already completed talks with Lal. Report is in the Embassy thread. We have a new tech only. No pact.
We have contact with all other factions. We are in position to call for the first planetary council, am I right?
Votes:
Deirdre - 31
Yang - 31
Zak - 45
Morgan - 19
Santiago - 28
Miriam - 24
Lal -68
We are a minor planetary faction, it seems.
Minor is an understatement. My vote is that we would not call for the Planetary Council-but I tend to avoid it unless I am one of the higher vote players.
I agree: no need to make someone else governor and give them more money.
2140-start
- The Peacekeepers are nearing completion of the Virtual World
- The Peacekeepers started the Merchant Exchange
- I have designed a new Synth Trance Crawler at 72 minerals against 27 for normal crawler. It costs 90EC to upgrade to this one (info for mart's SP planification)
I also designed plasma steel trance crawler but we lack prototyping before we can use it.
- I switched tiles between M-Mines and M-Transport for more efficiency
Needing orders:
- Governor Dolgorukov: build queue in Morgan Transport? (otherwise it will be another crawler for SP)
- What to do with M-Transport crawler? (harvest 1 mineral in 19,49?)
Governor Mart: I let you, please, plan the making of SPs. How many crawlers, when to rush, when to upgrade, when to cash, when to build,...
Dolgorukov
04-06-10, 20:55
Morgan Transport
-move workers from forest into solar collector tile just 2 tiles SE of Morgan Transport
Supply Crawler
-harvest minerals at forest just SE of Morgan Transport
Dolgorukov
05-06-10, 06:17
- I switched tiles between M-Mines and M-Transport for more efficiency
M. Transport Ltd views this as unauthorized manhandling of private assets. CEO demands that tile (20,50) be returned to Morgan Transport!
Unauthorized relocation of workers
http://www.weplayciv.com/forums/attachment.php?attachmentid=6156&stc=1&d=1275714927
Dolgorukov
05-06-10, 06:48
2140 Financial Report (http://www.weplayciv.com/forums/showpost.php?p=125923&postcount=94)
Dolgorukov
05-06-10, 17:14
Please group my terraformers along with their escorting military unit at mineral tile (24, 58), just South of Morgan Solarfex and begin working on a mine ASAP.
http://www.weplayciv.com/forums/attachment.php?attachmentid=6161&stc=1&d=1275754449
Dolgorukov
05-06-10, 17:45
Okay guys, we can double our faction's income if we transition to Democracy+FreeMarket over the next two years, assuming:
ECON 40%
LABS 40%
PSYCH 20%
Improved population growth, but some of the smaller bases will feel the pain of having to pay support for one more unit.
I vote yes
Buster's Uncle
05-06-10, 17:50
http://www.weplayciv.com/forums/picture.php?albumid=44&pictureid=702
http://www.weplayciv.com/forums/picture.php?albumid=44&pictureid=701
Kataphraktoi
05-06-10, 18:00
Definitely go FM in any case
We can go Demo+FM. 20% psych is good adjustment, not too large.
Our relations will change, Gaians will become angry soon. We will have pact probably for short time from that point.
I would start from switching to Demo first - less drone problems.
So, how do I do it?
2140: Democracy + 40/20/40
2141: Free Market
Is it fine?
2140: Democracy + 50/0/50
2141: Free Market + 40/20/40
Should work. 20% psych would be for the loss of police in FM
Buster's Uncle
05-06-10, 20:48
:b:
2140 report:
- Scout 1 sent NW
- Scout 2 on its way NW
- Scouts 3 protects M-Shipbuilding
- Scout 4 moved with former
- Rover protects former
- Bodi-chopper did some exploration
- Mining Laser sent NW
- Research: Neural Grafting (8/13)
- Economy: 44 (+32)
- Energy allocation: 50/0/50
Bases:
- Morgan Shipbuilding: 3-4-5 / Rec Commons (7; 0 to ten) (2 turns to pop 2)
- Morgan Construction: 3-2-9 / Crawler (12; 3 to ten) (1 turns to pop 3)
- Morgan Industries: 3-5-17 / Crawler (1; 0 to ten) (9 turns to pop 4)
- Morgan Mines: 3-1-11 / Crawler (21; 4 to ten) (5 to pop 3)
- Morgan Metallurgy: 0-0-10 / Rec Tanks (--; 0 to ten) (-- to pop 2)
- Morgan Biochemical: 1-1-5 / Rec Tanks (21; 0 to ten) (10 to pop 2)
- Morgan Transport: 3-5-14 / Crawler (6; 2 to ten) (7 to pop 4)
- Morgan Solarfex: 1-5-7 / Crawler (2; 0 to ten) (6 to pop 3)
- Morgan Interstellar: 2-1-8 / Trance Former (24; 7 to ten) (11 to pop 3)
- Morgan Energy Monopoly: 1-3-5 / Trance Former (2; 0 to ten) (24 to pop 2)
Notes:
- Switched to Democratic for 40EC
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