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Vishniac

MY 2161-2170

73 posts in this topic

So I cash the crawlers, rush the last minerals for the Xenoempathy Dome (something like 100+ EC) and then change to Wealth?

...

Please note, that Xenoempathy needs only 270 minerals. So you could cash only "trance supply" unit alone (not sure how many regular crawlers). Then after switching to Wealth you get 0 turns to complete.

 

The same goes with hurrying facilities. rush to 10% minerals less.

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2166-pre-end

 

- Scout 2 protects formers

- Scouts 3 garrisons Morgan Shipbuilding

- Scout 4 protects former

- Rover protects former

- Bodi-chopper ready

- Mining Laser repaired at monolith

- Probe Foil ready to infiltrate the Hive

 

- Research: Adaptive Economics (11/11)

- Economy: 184 (+82)

- Energy allocation: 40/20/40

 

Bases:

- Morgan Shipbuilding: 1-17-13 / Aerospace Complex (5; 1 to ten) (18 turns to pop 4)

- Morgan Construction: 1-11-24 / Xenoempathy Dome (3; 0 to ten) (22 turns to pop 5)

- Morgan Industries: 2-14-33 / Colony Pod (2; 0 to ten) (8 turns to pop 5)

 

- Morgan Mines: 1-6-23 / Tree Farm (12; 0 to ten) (34 to pop 5)

- Morgan Metallurgy: 0-7-23 / Tree Farm (11; 0 to ten) (--- to pop 4)

- Morgan Biochemical: 1-10-23 / Tree Farm (8; 0 to ten) (26 to pop 4)

 

- Morgan Transport: 3-11-26 / Foil Probe (3; 0 to ten) (1 to pop 5)

- Morgan Solarfex: 4-12-27 / Colony Pod (2; 1 to ten) (1 to pop 5)

 

- Morgan Interstellar: 2-10-19 / Tree Farm (7; 0 to ten) (8 to pop 4)

- Morgan Energy Monopoly: 2-13-16 / Children Creche (3; 0 to ten) (12 to pop 4)

- Morgan Bank: 1-2-9 / Rec Tanks (16; 1 to ten) (17 to pop 2)

 

Rushes proposed:

- Tree Farm in Morgan Metallurgy for 144EC (base will go from 0 to 3 nutrients)

- changing to Wealth for 40EC

 

Notes:

- I put almost all crawlers back to minerals.

wpc-smac-dg-2166-pre-end.zip

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Rushes proposed:

- Tree Farm in Morgan Metallurgy for 144EC (base will go from 0 to 3 nutrients)

Since we go Wealth, for M Metallurgy it is enough to rush 12 minerals less. full minerals before Wealth is 150 EC (-2*12) = 126.

Please hurry Tree Farm for 126, then after the change we get exactly 108 minerals accumulated and 0 turns to complete and no minerals lost.

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2166-end

 

- Research: Adaptive Economics (12/12)

- Economy: 18 (+85)

- Energy allocation: 40/20/40

 

Rushes executed:

- Tree Farm in Morgan Metallurgy for 126EC

- changing to Wealth for 40EC

 

2167-start

 

- Mission accomplished: the Xenoempathy Dome is ours!

- Gaians redirect efforts towards the Planetary Datalinks

- directives needed for terraforming the zone Morgan Biochemical/Metallurgy

wpc-smac-dg-2167-start.zip

wpc-smac-dg-2166-end.zip

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2167-pre-end

 

- Scout 2 protects formers

- Scouts 3 garrisons Morgan Shipbuilding

- Scout 4 protects former

- Rover

- Bodi-chopper

- Mining Laser

- Probe Foil moved against our will

 

- Research: Adaptive Economics (11/12)

- Economy: 124 (+93)

- Energy allocation: 40/20/40

 

Bases:

- Morgan Shipbuilding: 1-17-13 / Aerospace Complex (3; 0 to ten) (17 turns to pop 4)

- Morgan Construction: 1-15-22 / Tree Farm (7; 0 to ten) (21 turns to pop 5)

- Morgan Industries: 2-14-34 / Colony Pod (1; 0 to ten) (12 turns to pop 5)

 

- Morgan Mines: 1-6-25 / Tree Farm (9; 0 to ten) (33 to pop 5)

- Morgan Metallurgy: 3-7-26 / Crawler (3; 1 to ten) (12 to pop 4)

- Morgan Biochemical: 1-10-26 / Tree Farm (6; 0 to ten) (25 to pop 4)

 

- Morgan Transport: 3-11-26 / Foil Probe (2; 0 to ten) (5 to pop 5)

- Morgan Solarfex: 4-12-27 / Colony Pod (1; 0 to ten) (4 to pop 5)

 

- Morgan Interstellar: 2-10-19 / Tree Farm (5; 0 to ten) (7 to pop 4)

- Morgan Energy Monopoly: 2-13-15 / Children Creche (2; 0 to ten) (11 to pop 4)

- Morgan Bank: 1-2-10 / Rec Tanks (13; 0 to ten) (16 to pop 2)

 

Rushes proposed:

- Rec Tanks in Morgan Bank for 50EC

- Children Creche in Morgan energy Monopoly for 12EC (partial) (?)

- Foil Probe team in Morgan Transport for 10EC (partial)

 

Notes:

- The Hive called us (obstinate): Democracy is a threat to Yang and he renounced our Pact. HELL, they put back 5 units to our bases, not only the foil probe but also crawlers and formers on OUR territory!!:mad:

wpc-smac-dg-2167-pre-end.zip

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The foil probe is somewhere on South Sea now. It will be good several turns before it can reach Hive territory.

 

How about it goes to probe Gaians?

For Hive, maybe we could get a transport foil in M Shipbuilding, and simultaneously build a probe team inland (e.g. M construction). It would later disembark near Fecundity Tower.

-----------

A Solar Collector on 13,41 - next tile improvement on uranium flats.

We can also put more forests there.

 

In general, I would leave decisions for the XO or any person taking care of infrastructure. I can write a remark sometimes, but nothing pressing from Trevino enterprises. We are merged recently into one company.

 

It is good to see, that our yearly income is over 90 EC. We approach 100 limit. (well, it was before Yang renounced Pact, I was looking at start save)

Edited by Mart

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Morgan Industries will waste 3 minerals, it lacks 1 and has +14. Only 10 can overflow.

 

Morgan Metallurgy can get 2-2-3 instead of 2-2-2.

Edited by Mart

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2167-end

 

Rushes executed:

- Rec Tanks in Morgan Bank for 50EC

- Children Creche in Morgan energy Monopoly for 12EC (partial) (?)

- Foil Probe team in Morgan Transport for 10EC (partial)

 

 

Worker adjustments executed too.

- Research: Adaptive Economics (11/12)

- Economy: 52 (+89)

 

2168-start

 

-some worm scum destroyed a former! :mad:

- another one destroyed a crawler! :mad:

- The Gaian built the Planetary Datalinks

- Nobody changes efforts to another SP. Impressive since there were 4(?) other bases on this project!

- Lady Deirdre starts the Planetary Transit System

- I have started the Neural Amplifier but it's a placeholder for the Planetary Energy Grid

wpc-smac-dg-2167-end.zip

wpc-smac-dg-2168-start.zip

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2168-pre-end

 

- Scout 2 protects formers

- Scouts 3 garrisons Morgan Shipbuilding

- Scout 4 protects former

- Rover burns worm for 20E

- Bodi-chopper burns worm for 20EC (damaged 50%)

- Mining Laser protects former

- Probe Foil East moved towards goody pod

- Probe Foil West moved towards Peacekeepr base

 

- Research: Adaptive Economics (11/13)

- Economy: 183 (+81)

- Energy allocation: 40/20/40

 

Bases:

- Morgan Shipbuilding: 1-15-13 / Aerospace Complex (2; 0 to ten) (16 turns to pop 4)

- Morgan Construction: 1-15-22 / Tree Farm (6; 0 to ten) (20 turns to pop 5)

- Morgan Industries: 2-14-24 / Neural Amplifier (19; 0 to ten) (7 turns to pop 5)

 

- Morgan Mines: 1-6-27 / Tree Farm (8; 0 to ten) (32 to pop 5)

- Morgan Metallurgy: 3-7-27 / Crawler (2; 0 to ten) (11 to pop 4)

- Morgan Biochemical: 1-10-27 / Tree Farm (5; 0 to ten) (24 to pop 4)

 

- Morgan Transport: 3-11-26 / Fungicidal Trance Former (4; 1 to ten) (4 to pop 5)

- Morgan Solarfex: 3-10-21 / Crawler (2; 1 to ten) (2 to pop 5)

 

- Morgan Interstellar: 2-10-19 / Tree Farm (4; 0 to ten) (6 to pop 4)

- Morgan Energy Monopoly: 2-13-16 / Tree Farm (9; 1 to ten) (6 to pop 4)

- Morgan Bank: 2-3-10 / Children Creche (15; 3 to ten) (8 to pop 2)

 

Rushes proposed:

- Tree Farm in Morgan Mines for 94EC

- Tree Farm in Morgan Interstellar for 70EC

wpc-smac-dg-2168-pre-end.zip

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2168-end

 

- Research: Adaptive Economics (11/13)

- Economy: 19 (+81)

- Energy allocation: 40/20/40

 

Rushes executed:

- Tree Farm in Morgan Mines for 94EC

- Tree Farm in Morgan Interstellar for 70EC

 

2169-start

 

- Lady Deirdre (ambivalent). She asks for Neural Grafting. I refuse. She then renounce our Pact.

- forest expands near Morgan Metallurgy

 

Do you agree on this turn use of probe foils?

- infiltration of Peacekeepers (West)

- popping goody pod then moving towards Gaians (East)

wpc-smac-dg-2168-end.zip

wpc-smac-dg-2169-start.zip

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Popping pods can be dangerous and foil probes are not cheap equipment. I would rather use foil guns or transports. iirc, Maniac mentioned once, that on sea causing islands of the deep to emerge is easy and we do run free market...

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Ok, I'll let the probe do infiltration only, a job that is becoming increasingly urgent.

 

I'll put Trance-empath-foils in Morgan Energy Monopoly and somewhere on the west coast later to pop those pods and do isle-hunting.

And next thing after crawler in Morgan Solarfex will be Neural Amplifier for good. It wouldn't have saved our units last turn but will give a good defence boost to military and future sea-formers (which I intend to give synthmetal armor).

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2169-pre-end

 

- Scout 2 protects formers

- Scouts 3 garrisons Morgan Shipbuilding

- Scout 4 garrisons Morgan Metagenics

- Rover burns worm protects colony pod

- Bodi-chopper heals

- Mining Laser protects former

- Probe Foil East moved towards Gaians

- Probe Foil West back to Morgan Metallurgy

 

- Research: Adaptive Economics (10/13)

- Economy: 104 (+79)

- Energy allocation: 40/20/40

 

Bases:

- Morgan Shipbuilding: 1-15-13 / Aerospace Complex (1; 0 to ten) (15 turns to pop 4)

- Morgan Construction: 1-15-21 / Tree Farm (5; 0 to ten) (19 turns to pop 5)

- Morgan Industries: 5-14-21 / Neural Amplifier (18; 0 to ten) (3 turns to pop 5)

 

- Morgan Mines: 3-6-25 / Crawler (4; 1 to ten) (8 to pop 5)

- Morgan Metallurgy: 3-7-25 / Crawler (1; 0 to ten) (10 to pop 4)

- Morgan Biochemical: 1-10-25 / Tree Farm (4; 0 to ten) (23 to pop 4)

 

- Morgan Transport: 3-11-25 / Fungicidal Trance Former (3; 0 to ten) (3 to pop 5)

- Morgan Solarfex: 3-11-20 / Crawler (1; 0 to ten) (1 to pop 4)

- Morgan Metagenics: 1-3-8 / Rec Tanks (12; 4 to ten) (17 to pop 2)

 

- Morgan Interstellar: 4-10-18 / Crawler (2; 0 to ten) (3 to pop 4)

- Morgan Energy Monopoly: 2-13-16 / Tree Farm (8; 0 to ten) (5 to pop 4)

- Morgan Bank: 2-3-10 / Children Creche (14; 2 to ten) (7 to pop 2)

 

Rushes proposed:

- Crawler in Morgan Metallurgy for 13EC

- Tree Farm in Morgan Biochemical for 72EC

 

Notes:

- Peacekeepers infiltrated! Probe promoted to Hardened. UN Aid Station could be mind-probed for 100EC. Lal in vendetta with Zakharov and in major militarization effort.

- Morgan Metagenics founded

wpc-smac-dg-2169-pre-end.zip

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- Peacekeepers infiltrated! Probe promoted to Hardened. UN Aid Station could be mind-probed for 100EC. Lal in vendetta with Zakharov and in major militarization effort.

[/Quote]

 

I guess word got out that Zak was using human guinea pigs

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Having Xenoempathy Dome it would be easy to infiltrate Spartans having just land probe team on rover chassis.

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A speeder probe will be built in Morgan Biochemical after a creche. Inefficiency really hurts these days.

 

2169-end

 

- Economy: 19 (+79)

 

Rushes executed:

- Crawler in Morgan Metallurgy for 13EC

- Tree Farm in Morgan Biochemical for 72EC

 

2170-start

 

- How does it work for popping pods? Does it consume all remaining movement points or not? Because there is one just besides Morgan Metallurgy and our foil probe; it could pop it and safely return to base. Or not? Or we can wait next turn and have the copter provide air support if needed.

wpc-smac-dg-2169-end.zip

wpc-smac-dg-2170-start.zip

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Deirdre would exchange Adaptive Doctrine for our Neural Grafting.

 

I'm not sure, if we want this at the moment. She may get Neural Amplifier.

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...

 

- How does it work for popping pods? Does it consume all remaining movement points or not?

I think it consumes one move point or maybe sometimes more. It may depend from the outcome. But it is not like each time it consumes all remaining move points.

Because there is one just besides Morgan Metallurgy and our foil probe; it could pop it and safely return to base. ...

 

We can do that. Foil probe will start with all of his 4 move points.

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2170-pre-end

 

- Scout 2 protects formers

- Scouts 3 garrisons Morgan Shipbuilding

- Scout 4 garrisons Morgan Metagenics

- Rover protects colony pod

- Bodi-chopper heals

- Mining Laser protects former

- Probe Foil East moved towards Gaians

- Probe Foil West popped 2 pods

 

- Research: Adaptive Economics (9/13)

- Economy: 114 (+82)

- Energy allocation: 40/20/40

 

Bases:

- Morgan Shipbuilding: 1-15-13 / Falcon (3; 1 to ten) (14 turns to pop 4)

- Morgan Construction: 1-15-21 / Tree Farm (4; 0 to ten) (18 turns to pop 5)

- Morgan Industries: 5-14-21 / Neural Amplifier (17; 0 to ten) (2 turns to pop 5)

 

- Morgan Mines: 2-9-24 / Crawler (2; 0 to ten) (10 to pop 5)

- Morgan Metallurgy: 3-11-25 / Isle-hunter (3; 1 to ten) (9 to pop 4)

- Morgan Biochemical: 2-10-25 / Children Creche (4; 0 to ten) (8 to pop 4)

 

- Morgan Transport: 3-11-25 / Fungicidal Trance Former (2; 0 to ten) (2 to pop 5)

- Morgan Solarfex: 4-13-25 / Neural Amplifier (21; 1 to ten) (8 to pop 5)

- Morgan Metagenics: 1-3-8 / Rec Tanks (11; 3 to ten) (16 to pop 2)

 

- Morgan Interstellar: 4-10-18 / Crawler (1; 0 to ten) (2 to pop 4)

- Morgan Energy Monopoly: 2-13-16 / Tree Farm (7; 0 to ten) (4 to pop 4)

- Morgan Bank: 2-3-10 / Children Creche (13; 1 to ten) (6 to pop 2)

 

Rushes proposed:

- Crawler in Morgan Interstellar for 16EC

- Children Creche in Morgan Biochemical for 70EC

 

Notes:

- 2 sea pods popped: one gave kelp farms, the other was just a sounding sonar.

wpc-smac-dg-2170-pre-end.zip

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Now that I think of it, that Isle Hunter unit will cause, when on sea, drones, because we run Free Market. Some solution is to establish a military base, that would have only specialists, like doctors initially (before we get pop 5 in it). It would be supported by crawlers both for minerals and nutrients. This eliminates problems of drones in FM. Maybe we could make such a base before Isle Hunter? So first colony pod, I thought it might go somewhere NW from Morgan Biochemical to that peninsula on our territory, that we did not discover yet. It would be a military port, with aerocomplex too later.

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Now that I think of it, that Isle Hunter unit will cause, when on sea, drones, because we run Free Market. Some solution is to establish a military base, that would have only specialists, like doctors initially (before we get pop 5 in it). It would be supported by crawlers both for minerals and nutrients. This eliminates problems of drones in FM. Maybe we could make such a base before Isle Hunter? So first colony pod, I thought it might go somewhere NW from Morgan Biochemical to that peninsula on our territory, that we did not discover yet. It would be a military port, with aerocomplex too later.

Aaargh, pacifism, aaaargh!! :mad:

 

All that seems a little complex and long-term.

For the moment, the western probe foil has achieved its primary mission; should we use it to further pop while supporting it with the chopper? Ahem, not so fine an idea, it would have to land on Peacekeeper territory after killing an Isle.

Or just build another probe foil? It's only one turn more and we could make sure not to pop a pod without starting the turn next to it, thus enabling a fast escape.

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Another probe foil is a good idea.

 

And we could meanwhile make that military base. We may be forced to take military action and want to stay in FM.

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Ok, the first probe (hardened) will stay as the resident one.

2170-end

 

- Research: Adaptive Economics (9/13)

- Economy: 28 (+82)

 

Rushes executed:

- Crawler in Morgan Interstellar for 16EC

- Children Creche in Morgan Biochemical for 70EC

wpc-smac-dg-2170-end.zip

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