Vishniac

MY 2121-2130

177 posts in this topic

2121-start

 

Stockpile-energy bonuses:

- Morgan interstellar: +3EC

- Morgan Solarfex: +1EC

 

BAD NEWS:

- Former 4 destroyed by worm

- another worm spotted going into 24,60

 

I would advise waiting for these worms to come close to bases before killing them. Otherwise, they would strike first: we'll loose money and could loose the Scout.

wpc-smac-dg-2121-start.zip

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Governor

Morgan Mines (Trevino Enterprises)

2121

 

- Former near Uranium Flats, move to the west, tile 16,42. Intended tile of the next base. Scout (The Corporation) can stay at present location to escort alien artifact, I presume. former no longer needs this thorough escort. However, it can soon be useful for escorting colony pod.

 

- Morgan Mines base, please reassign to the tile 2-1-0, as shown on the second screenie. The tile with solar collector needs to be freed for population from Morgan Transport - it should be able to use this tile next turn.

 

smacdg212101a.jpg

 

smacdg212102a.jpg

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...

 

BAD NEWS:

- Former 4 destroyed by worm

- another worm spotted going into 24,60

 

...

It is sad to hear, that Morgan Interstellar lost its former crew and equipment.

 

The 24,60 mindworm is not visible at the moment, but most likely it will attack the base next year.

 

The 25,57 mindworm could move to Cydonia Plateau. Mindworms are believed to be attracted to monoliths. However, it could also approach a base or simply move into random direction. Without sensor, we most likely will not be able to track it if it stays in fungus.

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:censor:

 

[sigh] Hopefully the worm will approach either Morgan Solarflex or MInt such that the worm can be executed prior to the completion of the CP at MInt.

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Colony pod stands ready in Morgan Interstellar already.

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Then the MInt CP should move to (22, 58) along with the current SP at MInt-target for new base is (31, 57). MInt should change production from CP to a second SP to replace the guard at MInt. Note: If the worms kill the MInt SP which is guarding the MInt CP, further :censor: will be in order.

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Colony pod stands ready in Morgan Interstellar already.

And I propose that it stays there until the beasts are executed.

What next in Morgan Interstellar: former, I presume? (or synth-former?)

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Then the MInt CP should move to (22, 58) along with the current SP

That would leave M.Int empty and size 1. I'm not sure, but chances are, mindworms will ignore scout patrol with cp and directly destroy the base. I would use caution at this time. One or two lost turns don't matter that much as loosing MInt base.

at MInt-target for new base is (31, 57). ...

Excellent base location!

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Proposal 1:

 

Emergency Relief for Morgan Interstellar Ltd.

 

Due to unfortunate loss of a former with its crew, it is proposed that Morgan Industries Corporation dispatches a relief aid to Morgan Interstellar base. Proposed amount is 40 EC. It would be added to current base balance, effectively decreasing its debt.

 

Proposal 2:

 

Faction Policy on protection of expensive terraforming equipment.

 

In this difficult planetary conditions and threat of mindworm attacks, it would be proposed that former teams are protected by scout patrols, other trained for that purpose units, and/or additionally they are protected by units actively scouting neighbouring fungal fields for mindworms presence.

 

This would drain factional resources, but losses of expensive investments would be much prevented.

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That would leave M.Int empty and size 1. I'm not sure, but chances are, mindworms will ignore scout patrol with cp and directly destroy the base. I would use caution at this time. One or two lost turns don't matter that much as loosing MInt base.

 

Ok-Change orders for CP and SP to hold position until either the mindworms are confirmed to be exterminated or until the second SP is produced to protect MInt. I guess that I take the worms too lightly since they are not too much of a problem for SPs at lower difficulty levels.

 

Excellent base location!

 

I was hoping so-I've never placed a base on Unity wreckage before so I wasn't sure.

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2121 report (not finished):

 

- Scout 1 holds, protects AA

- Scout 2 burned fungal tower for 10EC (damaged 80%), enhanced to Hardened.

- Scouts 3 sent W: Unity tile gave us THE UNITY CHOPPER!

- Scout 4 ...waiting...

- Rover sent N

- Chopper ...waiting...

 

- Research: Social Psych (1/6)

- Economy: 77 (+12)

- Energy allocation: 50/0/50

 

Bases:

- Morgan Construction: 2-2-4 / Rec Tanks (17; 2 to ten) (9 turns to pop 2)

- Morgan Industries: 1-3-7 / Colony Pod (4; 0 to ten) (24 turns to pop 3)

 

- Morgan Mines: 3-3-5 / Colony Pod (7; 0 to ten) (5 to pop 3)

 

- Morgan Transport: 2-1-5 / Rec Tanks (37; 7 to ten) (1 to pop 2)

- Morgan Solarfex: 2-3-4 / Scout Patrol (3; 3 to ten) (10 to pop 2)

 

- Morgan Interstellar: 1-4-3 / Scout Patrol (3; 3 to ten) (18 to pop 2)

 

 

Notes:

- Governor Dolgorukov: change of production in Morgan Solarfex (Rec Tanks, Former, Synth-former)?

- Orders for the Chopper? I propose to return to M-Interstellar or M-Solarfex and to take opportunity to spot the missing worm. Thus, next turn (or even this one if M-Solarfex) an airstrike could clear some way. (Strange question but...: if a chopper lands on a monolith at the end of a turn, does it get an enhancement?)

 

Also:

Faction Policy on protection of expensive terraforming equipment.

 

In this difficult planetary conditions and threat of mindworm attacks, it would be proposed that former teams are protected by scout patrols, other trained for that purpose units, and/or additionally they are protected by units actively scouting neighbouring fungal fields for mindworms presence.

 

This would drain factional resources, but losses of expensive investments would be much prevented.

As Morganites, we have -1 Support but +1 Economy. Thus I'd suggest to spare minerals and use ECs, that is play with our forces and not our weaknesses: build sensors near bases and upgrade formers to synth. Sensors will also help base-scouts to attack pre-emptively.

wpc-smac-dg-2121-pre-end.zip

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Synth? Synth armor is no help against worms...

Aha: error!

 

It's no help for combat units but those without weapon (formers, colony pods and transports) have a malus % when fighting worms (I think it's -50%), and that malus disappears when they're armored. Add to this +25% from sensor and they can resist to small worms until we get Trance and upgrade them once again (then 3-res and upgrade again:cool:).

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...(Strange question but...: if a chopper lands on a monolith at the end of a turn, does it get an enhancement?)

 

...

As I checked in scenario editor in some random game - no, chopper does not get upgrade.

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former with trans ability?

transformer?

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no, what you're suggesting is more like fat with the trans ability

 

ahem...

 

FYI - the chopper belongs to Bodissey's Morgan Industries Ltd.

The question comes down to whether Bodissey is willing to risk losing his new toy in an attempt to blast those former-cidal worms off Planet's face? There may be a 10 EC reward in it for you!

 

 

And now my response to XO Vishniac!

Build Formers in SolarFlex,the usual variety.

 

If you do kill those worms with the chopper, can you keep that independent Scout unit on Guard duty while sending off the SolarFlex'-owned Scout to a nearby Monolith for a morale upgrade and then rotate them back to guard duty.

 

In the future, feel free to manage base production on my behalf when the queue is left empty, I will intervene if I think that a base should be producing something else. However keep in mind that any active, explicit instructions given by me will trump the XOs decisions when it comes to my Bases.

 

 

To Mart in regards to his 40 EC donation to Morgan Interstellar Ltd in the form of a relief effort.

 

I'm not so sure that CEO Morgan can be convinced to operate Morgan Corp as a charity. He will almost always want something in return. There's a reason why we call him a filthy moneygrubber.

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Although it will make it harder for my Governorship, I agree with what Dolgorukov says. Morgan Corp would not 'donate' to any of the Governors without the expectation of additional income later. And as of now, MInt is far in debt - but MInt, Ltd shall persevere and hope for dramatic improvements in our balance sheet after our second base is founded.

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I just had a crazy idea, someone should start up an insurance company and offer to insure formers against surprise mindworm deaths by charging an insurance premium every mission-year. Maybe there would be demand for this sort of thing.

 

In the event that a former gets it bad from a mind-worm, the company would pay the owner something like 40 EC (by borrowing money from Morgan Corp if need be) Hmm I wonder what the insurance premium would be. What would you say is the lifespan of a former on a planet like this?

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This insurance scheme is a fine idea. If Morgan Industries, Ltd were to offer such coverage, it would ask for 0.75 EC a year.

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Buncle: did you notice that your screen capture doesn't show monoliths? :huh:

 

the chopper belongs to Bodissey's Morgan Industries Ltd.

The question comes down to whether Bodissey is willing to risk losing his new toy in an attempt to blast those former-cidal worms off Planet's face? There may be a 10 EC reward in it for you!

Governor Bodissey: are you ready to let Strategic Command use the Chopper as they see fit or do you have projects of your own for it?

I can assure you that it won't attack worms if we don't have positive combat odds.

 

That puts forth the question about reward for governors supporting strategic units. In my view, that should be one of three things taken into count, the other two being of course ECs and labs.

Speaking of it, how do all this end by giving shareholders, well, shares of the voting %? After all, that's the goal: big bases + big money = big votes for strategic decisions. I see you all talking about debts and money but it doesn't translate into a fixed power mechanism.

And don't forget to allocate some little % to fixed specialist positions (Chief scientist, social/drone-queller, military commanders, ...)

 

If you do kill those worms with the chopper, can you keep that independent Scout unit on Guard duty while sending off the SolarFlex'-owned Scout to a nearby Monolith for a morale upgrade and then rotate them back to guard duty.

 

In the future, feel free to manage base production on my behalf when the queue is left empty, I will intervene if I think that a base should be producing something else. However keep in mind that any active, explicit instructions given by me will trump the XOs decisions when it comes to my Bases.

Scout 4 has nothing urging to do, it can guard M-Solarfex a few turns.

And it's clear the Military is superceded by civilian authorities.

 

That doesn't stop me for giving strategic advices. After all, you never hear a commander in the field asking for less troops and less material.:cool:

And that famous quote too:

"The only time you should start worrying about a soldier is when they stop *****in'. (complaining) ":D

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I had not noticed. Strange.

 

Shall I start cutting it into more than one screenie now?

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Nothing urging.

Perhaps just concentrate on the areas where real exploration will be occuring.

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I'll see how that breaks down into screenies next time...

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The military arm should have the use of this chopper during the emergency we face now. I would suggest we use it afterwards as a exploration tool.

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