Author Topic: Alpha Centauri 2 Forum Community Succession Game  (Read 44879 times)

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Offline Kirov

Re: Alpha Centauri 2 Forum Community Succession Game
« Reply #120 on: June 10, 2015, 09:45:58 AM »
1) I was thinking about getting some critical mass with that mind worm, but sure we can apply it to our war effort, up to you guys to decide. Good point with that Perimeter. Another good place to roam for our boy is that fungus patch South where PK comes through.

2) Usually I hesitate to use monoliths as they disappear at seemingly 1/32 when investigated.

3) 111,13 is definitely a bottleneck to hold. 2 x 1-2-1 to put there, at least 2-2-1 at GoP and maybe some reserve (2-1-1) and we're gold, the rest can go against H.

4) I forgot to mention - I am strongly against cashing the AA at the Node. Not only it's more useful for Projects but also cashing can get us like Doc:Loyalty, a bane to our research programme. And I'd like to keep that AA in our sleeve to cash for prototypes if we are under direct pressure, too.

5) While I agree with RecCommons, I tend to wait with pop-booming until I get tree farms. Before that, I find mineral infrastructure worth more than farms. But that's me, we can do it another way.

Offline binTravkin

Re: Alpha Centauri 2 Forum Community Succession Game
« Reply #121 on: June 10, 2015, 09:54:19 AM »
Quote
5) While I agree with RecCommons, I tend to wait with pop-booming until I get tree farms. Before that, I find mineral infrastructure worth more than farms. But that's me, we can do it another way.
Expansion options at the moment:
1. Conquest
2. Vertical, using popboom
3. Horizontal, using terrain raising

2. requires rec comms.
1. seems to need them too (we already have 2 bases @ 3, with 1 citizen essentially wasted, will have more soon).

So, unless we go 3., we should build rec comms.
Each costs 1 energy to upkeep, but provides 2-4 extra minerals and 1-2 extra energy depending on population.
If we have a base that is itself a bottleneck for enemy, we might want a creche there for it's defensive morale bonuses.

And about popbooming - my general feeling is that it is so powerful that it should always be done as soon as it is possible.
For now it is impossible as we don't have enough good food sources.
Planting kelp would fix this, especially if we also get Gene Splicing, which is highly probable due to our build priority.
Another option vs kelp is WP + condensers. We don't need that many of them either to boom efficiently (1-2 per base until first hablimit).
Tree Farms are actually quite expensive.
And once you get going, you have enough minerals to also build holo theatres should you require to, as well as investing that 2-4 psych you need to control that last one citizen of first hablimit, which is not "covered" by police, reccomms and holotheatre.
« Last Edit: June 10, 2015, 10:13:42 AM by binTravkin »

Offline binTravkin

Re: Alpha Centauri 2 Forum Community Succession Game
« Reply #122 on: June 10, 2015, 10:21:11 AM »
My proposal how to do popbooming, if we decide to do so:
1. rec comms (we likely need them anyway, so this can be combined with conquest with booming coming after it)
-- build WP and at least one condenser per city OR D:Flex some sea formers + kelp (or a mix of both)
2. creches
3. switch to planned, boom
4. while booming, build holotheatres
5. invest enough psych to prevent drone riots (should be like 10-20%)
6. build hab domes
7. build tree farms
8. revise strategy according to circumstances (e.g. switch away from planned, 100% labs again or whatever makes sense)

With pop 7+ cities building holo, habdomes and tree farms will be very fast as they will have large amount of minerals.

This is also something we need to discuss between ourselves, because strategies like these can not be executed over 5 turns.

* - "--" denotes some indefinite amount of time between now (where we already need rec comms in several of our cities) and then (where we have IA) :)

Offline Mart

Re: Alpha Centauri 2 Forum Community Succession Game
« Reply #123 on: June 10, 2015, 10:28:09 AM »
I think also, that AA is good to be kept for later use and hopefully for more valuable turn-out.

If all our bases are population 3 or so, and terrain is good/infrastructure too (recycling) allocating psych would be a good option. Like 20/30 or even 40%. It is a matter of that 2 psych points from 2 energy, that would allow a doctor to work in field and yield e.g. full forest or better instead of just changing 2 nutrients into 2 psych.

Offline Geo

Re: Alpha Centauri 2 Forum Community Succession Game
« Reply #124 on: June 10, 2015, 10:40:13 AM »
And all that can be avoided by a mere Secret Project. :P

Offline Mart

Re: Alpha Centauri 2 Forum Community Succession Game
« Reply #125 on: June 10, 2015, 10:45:02 AM »
Yes, and the best is to instabuild SPs.
My impression is, that the fastest way to get to Industrial Automation with blind research is to select "Build" priority only. IA is build, after all. And we still need one more build tech, which is Ind. Economics.

Offline binTravkin

Re: Alpha Centauri 2 Forum Community Succession Game
« Reply #126 on: June 10, 2015, 10:56:12 AM »
Quote
And all that can be avoided by a mere Secret Project.
Not really.
Consider these:
1. HGP offsets 1 drone, reccomms offset 2
2. HGP costs 200 minerals, with a x4 modifier for rushing, rec comms cost 40 with a x2 modifier, we now need 4-5 rec comms (I have to inspect all bases to see exactly how much), so current cost is less.
3. Rec comms can be built in <10 turns, HGP in 30+ turns.

Quote
My impression is, that the fastest way to get to Industrial Automation with blind research is to select "Build" priority only. IA is build, after all. And we still need one more build tech, which is Ind. Economics.
Yes, after you get information networks, you have to remove Discover.
I forgot to do this during my turns.

Offline Kirov

Re: Alpha Centauri 2 Forum Community Succession Game
« Reply #127 on: June 10, 2015, 01:12:14 PM »
Guys, we still don't have Planetary Networks, do you want to set 'Build' only before or after PN?

@ Geo, if the AI doesn't come back in a few turns, we'll get some space to breathe and I'm fine with you allocating one base to a Project. I don't think it's a terrible idea, I'm just not that convinced about its cost-effectiveness. And I know you like the HGP, but the WP is something we could really use right now.

I'll write more about popbooming later.

Offline binTravkin

Re: Alpha Centauri 2 Forum Community Succession Game
« Reply #128 on: June 10, 2015, 01:20:02 PM »
I think Build eventually "needs" PN, because there aren't many "build" options and one of them needs it (IA).
On the other hand - explore+discover+build can go into SoHB and other unneded branches as well.
If we want Doc:Mob, then better just go to explore only, if we want impact, then probably conquer only, etc.
Having several adds to uncertainty unless we know it doesn't.

If we do start HGP, then it's best to only spend the AA on it when doing so would finish it next turn.
It's also best if the base doing it also has reccomms. Building it with 2 effective citizens will take ages.
That having said, I'm still against building any SP until we either have IA or are hard pressed to compete with AI.

Offline Geo

Re: Alpha Centauri 2 Forum Community Succession Game
« Reply #129 on: June 10, 2015, 03:10:04 PM »
@ Geo,...

I'm not next in line to play. ;)

Offline Bodissey

Re: Alpha Centauri 2 Forum Community Succession Game
« Reply #130 on: June 10, 2015, 03:44:53 PM »
I'm on it. But I first need to digest all your comments... ;lynchmob

Once I have made up my mind about them and assessed the situation the turn should run smoothly... :wall:

Offline binTravkin

Re: Alpha Centauri 2 Forum Community Succession Game
« Reply #131 on: June 10, 2015, 03:50:51 PM »
Nah, that's just some chit chat you know.  :D

Offline Vishniac

Re: Alpha Centauri 2 Forum Community Succession Game
« Reply #132 on: June 10, 2015, 05:26:12 PM »
My approach is, without discussion it's just clicking things around, and in a very ineffective manner to boot. We could use a plan and if it's not followed, it's because somebody else's got an alternative plan. But I don't see what you had in mind here and how you would follow this situation.
I knew it! I knew I was playing [poop]...  :-[
all in all, the entire Hive presence was eliminated and PK contained at little cost (2 x 1-2-1). We need to place our units at good tiles, they really fall for that. I brought back the forest and sensor next to TV so we can hold there.
But it seems it wasn't that bad; you handled the situation like a chief.  :P
Overall, we're in a MUCH better situation than when I left. :ok:
Finally I think I did OK!  :D

Bodissey, don't digest too much, follow your instincts!
« Last Edit: June 10, 2015, 05:43:24 PM by BUncle »
"Weapons of mass destruction are just that: weapons, tools to achieve a goal of dominance. And who’s going to call their use 'atrocity' when the school books will have been rewritten?”
Spartan Major Julian Dorn

Offline Bodissey

Re: Alpha Centauri 2 Forum Community Succession Game
« Reply #133 on: June 10, 2015, 05:26:58 PM »
Meanwhile, back on Chiron.

2166
• Mind worm finds and captures a spore launcher @(118,0). Scout patrol @(114,0) moves toward it in order to escort him back to the battlefields south.
• 2 military units (2-1-1) and (2-2-1) along with two formers are in place @(111,13). Medals of the Order of the Great Pines are being held ready.

End turn
• PK has attacked with the damaged rover. Unit destroyed. PK probe team made a move northeast. In for a nasty surprise.
• Forest expands near Children of Earth.
• 4 PK (2-1-2) just appeared in stack @(114,14) heading North. 2 green, 1 commando damaged 40% and 1 hardened.
• Hive ColPod spotted @(117,7).

2167
• Thorny Vineyard produced another (2-1-1). Started RecTanks.
• Very green (2-1-1) @(111,13) took good care of the PK probe team in the fungus @(112,14) and is now green.
• Moved disciplined (2-2-1) 20% damaged from (111,13) to (112,12) [forest & sensor array]. Added (2-1-1) very green from Garden of Paradise.
• (2-1-1) from (113,7) made an eastward move @(115,7) toward the Hive ColPod @(117,7) and destroyed it. Now disciplined.

End Turn
• The forest and sensor array didn't really work. Our two units were destroyed. The PK suffered only one loss  replaced by another rover coming from south.
• One commando PK rover 40% damaged made it through the fungus @(114,10).

2168
• (2-1-1) commando in Thorny Vineyard attacked and destroyed the damaged PK rover @( once a (2-1-1) from (111,13) cut the PK retreat line by moving temporarily @(112,12). The (2-1-1) is now veteran.
• Started a forest in (104,8).

End Turn
• The 3 PK rovers didn't move from (114,12) [2 green, 1 hardened 50%].
• The Pines builds (2-1-1). Starting RecCom.
• Blackroot Palace builds (2-1-1). Starting RecCom.
• Lucky Autumn builds RecTanks. Starting (2-1-1).

2169
• Spore Launcher ready to strike next turn.
• Doctored Resplendent Oak [turning pop 3].

End Turn
• Garden of Paradise builds (1-2-1). Starting RecCom.
• Resplendent Oaks buidls RecTanks. Starting RecCom.
• Another PK rover green spotted @(114,14).

2170
• Partially rushed NetNode @Gaia's Landing. +1 min next turn.
• Artillery strike from spore launcher
• Put a synth sentinel very green on hold in the forest @(112,12). Hopefully it will stand against some of the PK rover assaults.
• Advanced a synth sentinel in the rocky @(115,11).

End Turn
'Crave this crazy gaian witch...' NetNode produced in Gaia's Landing. RecCom started.
• Chiron Preserve builds Synth Garrison. RecCom started.
• Children of Earth builds RecTanks. (2-1-1) started.

EC 56.
Tech breakthrough next turn.

Suggestions
• Produce some artillery units to soften the PK rovers.
• Make artillery strike from (115,9) with the spore launcher (height bonus).


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Re: Alpha Centauri 2 Forum Community Succession Game
« Reply #134 on: June 10, 2015, 06:09:21 PM »
I had to edit Vish's post.  Sorry 'bout that.

Gentlemen, I hate to be all boring, but I ask you to be conscious of when our inadequate swear filter fails and police your own phrasing.  I'm trying to run a place I would be proud for my mother to browse - she's flexible, but a lady, and I think that's a very reasonable standard for public behavior.  We attract (cool) young people of conservative personal standards sometimes, and I want those women and young people in the mix.  To reverse something Spock once said, it is easier for us, as barbarians, to cool it with our language in public than for civilized people to put up with our [poop].  We need the largest number of (cool) people we can get to be a robust community.

In addition, a lot of those same good people especially wince at overt blasphemy, which Kirov recently used a term I'd put into our lame swear filter if even touching it wasn't a nightmare - so I have to go find that post, now.  The terms Hell and Damn and Ass aren't in the filter, but I ask everyone to use them sparingly, if at all, because Mom, and they make me wince every time I see them.  I find actual moderator action distasteful, preferring to manage by persuasion, and I thank you all in advance for being cool about this.

This ain't CFC, and if you don't mind your [intercourse gerund] posts having bracketed comedy translations, have a party with that - but, should you cuss, please be sure to glance at your post after posting to make sure the translation happened.  ;)

---

I'm really enjoying following this game, and I'm very pleased with you all.  Keep up the good work - and discuss what you're doing as much as you can bear, if only to entertain me and the lurkers.  :D ;b;

 

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