Vishniac

MY 2121-2130

177 posts in this topic

2121 report:

 

- Scout 4 protects Morgan Solarfex

- Bodi-Chopper burned worm for 20EC, lands in Morgan Solarfex (damaged 50%)

- the resident scout at Morgan Solarfex sent NE on his way to the nearest monolith

 

- Economy: 97 (+12)

 

Bases:

- Morgan Solarfex: 2-3-4 / Former (6; 3 to ten) (10 to pop 2)

 

Notes:

- 20EC for a worm! Now that the first 20 years have passed, it means we'll meet stronger and stronger native lifeforms.

wpc-smac-dg-2121-pre-end2.zip

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I just checked, and formers with synth armor costs 4 rows. Upgrade of regular former to 0-2-1 is 50 EC. Not a cheap thing.

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There is some balance between number of units and their quality. Beefed-up former is 4 mineral rows. Simple former with scout patrol is 3 rows, but then consumes 1 mineral more per turn.

 

Formers also do not need protection all the time. When they work away from fungus, detaching escorting scout patrol will enable it to do something else.

 

It is like question, what do you prefer:

- one unit both offense and defense, e.g. 6-3-1, or

- two units: 6-1-1 and 1-3-1

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Oh, it's not about what I prefer: Governors do what they want.

 

I like to argue for the sake of discussion: reading the merits of what I'd do, and meeting the goal of explaining our moves to lurkers.

So here it is:

 

Minerals:

- As Morgan, we have -1 Support, so already -1 mineral with 1 scout in the base and 1 former. If you want 1 scout more to escort each former/colony pod, it's -2 minerals/turn. Bad!

- As Morgan, we can't use Planned and its production bonus to alleviate this minerals problem. Bad!

- We can use Wealth to get production bonus but having morale malus with abundant life (and probably -5 Planet with Free Market) would be even more BAD!

So our production is already low compared with other factions. And that at a moment when we need the most to build all kind of infrastructure, formers, colony pods and soon crawlers to reach the critical mass.

 

Scouts:

- we won't have enough scouts to protect everything, or we'll drain production to a halt. Ex: scout+pod from M-Interstellar will take like 9 turns to reach their goal, that means -18 minerals; add a future former... Same for each city.

- scouts can only attack a spotted nearby worm. If they must move towards, they'll get attacked and I don't trust these scouts to hold very long, not even considering if perihelion event happens. They can be sacrified to save the former but the worm, even damaged, will still be here next turn.

- There aren't many places "away from fungus" on this map, I am afraid.

So more scouts will only drain our production while being relatively uneffective: a standing army preventing the future building of a more modern force (of rovers).

 

Formers:

- a former destroyed loses the turns to build it, the turns to reach its tile, the turns already spent to terraform, and thus demands same number of turn again: that can amount to ten turns. No 'turn advantage' here.

- 50EC to upgrade a former aren't that much. We were at 15EC/turn before the drone at M-Industries, we'll be at 20EC/turn in a few years.

So it seems there would be definite advantage to have the best former available: costs more at first but lasts much longer. Of course, it's only true if a synth-former can effectively survive a worm attack (probably need a sensor to do it).

 

Thus, my personal choices would be quality or quantity:

- either to build lots of expendables basic formers, quickly build networks of roads and sensors, plant forest to reduce the threat and protect them the best we can with the minimal forces we have now.

- or to build synth-formers and put them ASAP on sensors, hoping to have a few units but which will withstand attacks and save us many turns (and at long last resources)

 

So, reasoning rational or irrational? :cool:

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These are all valid points. It is not the only road though we can go. We have alternatives.

 

I agree, mineral upkeep cost is not to be neglected, but it can also be seen as yet another cost. alternative would be looking for increased mineral production. This includes faster population growth and workers collecting or mining minerals.

 

Personally I would see more forestation, they do bring 2 minerals per worker. And they are relatively fast to make - 4 turns. That's true, only 1 nutrient, but a forest can already maintain 2 formers that can make quickly a farm, in 2 turns. And at this point, I would see rather 2 formers per base, they will bring benefits and pay for themselves. A base with recycling and 2 forests gives already 6 minerals per turn, so with 1 free unit and 3 more for total 4, there would be still +3 minerals per turn. And this is only a base size 2. We could already plan for going bases size 3 and 4. Just some thoughts.

 

Base Governors will do anyway what they consider best.

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Base Governors will do anyway what they consider best.
And that's why they are here: so we see different ways.

 

As for me, my job is to look upon my units and the faction as a whole.

For now, the recommendation from Strategic Command will only be: "One base, one sensor!"

Remember: it's for your own protection! :cool:

 

2122-start

 

- Brother Lal initiated the Virtual World

- Research: we got Social Psych and chose Industrial Economics according to plan

- Mindworm didn't show near M-Interstellar

 

3 formers ready:

- Dolgorukov's got its orders (road to M-Mines in 19,49)

- Mart's? A sensor before founding a base, I presume?

- Bodissey's?

wpc-smac-dg-2122-start.zip

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Governor

Morgan Mines (Trevino Enterprises)

2122

 

- Former, yes, please start a sensor on the current tile (16,42)

 

- I would like also to request hurrying colony pod for full 44 EC. Note, that now any nutrients gathered between 20 and 30 are in fact wasted in Morgan Mines, so I would rather pay a bit more EC and collect nutrients that bring population.

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Proposal:

 

Some use of the copter might be a patrol in this turn, though no attack would be possible and copter would be repaired one turn later in the future.

 

Benefit would be checking, if and where there is any mindworm still near Morgan Interstellar. Flight is shown on the screenie. Also, it would provide possible protection in the base for 2 turns and current patrol with cp might already leave.

------

One more thing:

- for such flight, the option of air units automatically returning to base with low fuel should be off. Note, this is exactly 8 tiles.

 

smacdgpatrol2122a.jpg

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I would propose letting the copter repair in MSolarfex. MInt can wait the 2 or 3 turns for another SP to be produced before moving the CP. If there is a worm out there a damaged unity copter would not provide sufficient protection to MInt. After the SP at MInt is produced, MInt should start production of a Former.

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2122 report (not finished):

 

- Scout 1 holds

- Scout 2 rests and heals.

- Scouts 3 sent S: Unity tile gave us a Unity Mining Laser (2-1-1) disciplined and independent!

- Scout 4 protects Morgan Solarfex

- Rover burned worm for 10EC (damaged 50%).

- Chopper rests and heals

- Mining Laser sent NW

 

- Research: Industrial Economics (6/7)

- Economy: 120 (+13)

- Energy allocation: 50/0/50

 

Bases:

- Morgan Construction: 2-2-4 / Rec Tanks (16; 1 to ten) (8 turns to pop 2)

- Morgan Industries: 1-3-7 / Colony Pod (3; 0 to ten) (23 turns to pop 3)

 

- Morgan Mines: 3-3-5 / Colony Pod (6; 0 to ten) (4 to pop 3)

 

- Morgan Transport: 2-2-6 / Rec Tanks (18; 3 to ten) (15 to pop 3)

- Morgan Solarfex: 2-3-4 / Former (5; 2 to ten) (9 to pop 2)

 

- Morgan Interstellar: 1-4-3 / Scout Patrol (2; 2 to ten) (17 to pop 2)

 

 

Notes:

- Governor Bodissey: orders for the former?

- the Alien Artifact is safe in Morgan Mines

- If nobody objects, I shall rush the colony pod at Morgan Mines for 44EC

wpc-smac-dg-2122-pre-end.zip

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attachment.php?attachmentid=4793&d=1270093680

MY2122unfin_Spreadsheet = 2122interMFCorpCombined_Labs_v106.zip

 

We could set up a competitive process for the Faction's Energy Reserves. I would advise carrying out all production-rush actions at the very end before the turn is "turned" That way we can build up a list of requests and then sort them in the order that rewards the highest bidder.

 

Let's assume that there are only 120 EC in the Faction's Reserves. Lets see how we could distribute them among the governors that are demanding rush-funding?

 

For example, if I really wanted to get 100 EC this turn to rush something, I could offer to pay 110 EC in grid balances for it to the corporation. The corporation would see it as an instantaneous growth of 10% of its investment in my "insta-build-project"

 

So even though I contribute 110 EC to the Corp's balance, and subtract 110 EC from my virtual holdings, the Corp only wires 100 EC for my production-queue rush.

 

Here's an example of requests that can be generated during a turn.

 

No code has to be inserted here.

 

The Corporation would then sort the applications from highest to lowest "Ratio", resulting in NBCman getting his project rushed first at a real cost of 10EC, leaving the corp at 110 EC in expendable reserves.

Then its Dolgo's turn, he takes 100 EC of the 100 EC he wanted, the remaining 10 EC in the Faction's reserves is all that can be wired to Mart, Sorry Mart, you should have bid higher. (What I mean by bid higher is that you should have offered the Corp a better return on its investment)

 

Sorted applications

No code has to be inserted here.

 

A sidenote: It seems that this mechanism leads to temporary price inflation of energy, especially when demand outstrips supply.

MY2122unfinished_GridBalances.JPG

Edited by Dolgorukov

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Any chance to lower the borrowing interest from 3% to let's say 1.5% or 1.2% ? With the competitive system of granting EC, the actual percent will be much larger.

 

The drawback is that in case of open declaration those first would be in disadvantage. We might end up getting ebay-sniper-like system :)

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Morgan Industries former should try to reach tile 26,50 and build a road next turn. The goal is to reach 28,56 eventually and build a base along with the usual sensor array.

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2122 report:

 

- Economy: 76 (+13)

 

- Morgan Mines: 3-3-5 / Colony Pod (0; 0 to ten) (4 to pop 3)

 

Note:

- Morgan Mines rushed colony pod for 44EC

 

Personal note to Bodissey:

31,57 is the goal of M-Interstellar colony pod. You may want to plan 27,55 instead of 28,56 for a base location, leaving a distance of 3 tiles and not 2 between them (or not).

wpc-smac-dg-2122-pre-end2.zip

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There are other good 2 tiles:

32,52 - monolith

33,53 - nutrient bonus

A base on dunes, even though very barren terrain would not be so bad there. later forests and condenser on nutrient would make an excellent base also.

------

never mind, late post... :)

Edited by Mart

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A base on dunes, even though very barren terrain would not be so bad there. later forests and condenser on nutrient would make an excellent base also

 

Not only that but that desertic North-east is far from fungus.

But that will perhaps be the goal of the nearly-built pod in M-Industries since Bodissey said he wants roads and sensor ready before the base and that will take about 10-12 turns.

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2123-start

 

Contact established with Gaians!!!

 

I led these early negociations:

- Deirdre offered a Pact against Zakharov. I declined (if you ask why, just look at the powergraph!:D)

- She wanted Planetary Networks. I offered to exchange against Ethical Calculus but she declined.

- I offered Treaty against goodwill and friendship but she declined.

 

So we are now at truce with Gaians.

They have landed an empath rover (1e-1-2, green) on our territory but it is blocked in the land loop by Scout 3.

 

Otherwise:

- Morgan Mines built pod. (Next: former or Rec Commons?)

- mindworm moved near M-Interstellar, probably into 25,59.

wpc-smac-dg-2123-start.zip

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hey BU, in the future, could you please paste the mission year into those screenshots?

 

And if possible, when you guys mention coordinates, could everyone also include directions relative to a landmark.

 

For example, if I want to locate the mineral site just north east of Morgan Industries, I could say that its (3NE+NW) of Morgan Industries. In other words "3NE" tells me to move 3 tiles north-east, and the then the "NW" tells me to move 1 tile north-west, assuming I start out at Morgan Industries.

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Sure. Why? It's always the year of the latest save posted.

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Any chance to lower the borrowing interest from 3% to let's say 1.5% or 1.2% ? With the competitive system of granting EC, the actual percent will be much larger.

 

The drawback is that in case of open declaration those first would be in disadvantage. We might end up getting ebay-sniper-like system :)

 

yes, we have to rework the system.

those who post their loan requests first can update them as well, as long as all the updates are done before the stage where the XO starts rushing production.

 

Issue1: Right now there is nothing to stop governors from acquiring new loans while digging themselves deeper into debt, this has to be addressed.

 

Issue2: Bodissey's M.Industries Ltd. has a positive balance right now, so we have to make sure that he can have access to these funds without needing to bid for it.

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Sure. Why? It's always the year of the latest save posted.

 

Adds integrity to your work and makes it easier for me to keep track of what's going on ;)

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