Author Topic: [ISPG] Interactive SinglePlayer Game  (Read 25423 times)

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Offline Akritedes

Re: [ISPG] Interactive SinglePlayer Game
« Reply #135 on: February 09, 2016, 09:41:50 PM »
I'm always in favor of denying pods to other factions. I won't speculate on the relative odds of continuing east or shifting north, but choosing to go north will pretty solidly lock out any hopes of expanding eastwards at this point. Going east may not, however, preclude north/north-western expansion.

Offline Mart

Re: [ISPG] Interactive SinglePlayer Game
« Reply #136 on: February 09, 2016, 10:14:57 PM »
I think Colonials are getting Doctrine Flexibility, based on their techs and green bar on F2 screen.
We can trade for it, and then send a colony pod towards east on transport foil.

Offline Mart

Re: [ISPG] Interactive SinglePlayer Game
« Reply #137 on: February 15, 2016, 05:40:46 PM »
Longer turn time. It was a bit more busy week.
Endturn
Colonials continue pop "our" pods. This time an energy bonus. Still good for us.

2127



- Colony pod travels to the north. We will have soon the next one in MM. We could then decide where this new one should go.
- Scout returns to east and this time intention is to pop pods, as Colonials could reach them soon.
- New former from AC goes to make forest on the nutrient bonus.
- Mining laser will make some exploration, though it cannot compete with Colonial scout rover. At least, they possibly help when mindworms appear.
- Anything else?

Awaiting for new tech in Colonial faction. We can trade one from these 2 techs to them:
- Industrial Base
- Social Psych.
Which one to give them in case we trade for theirs new one?

Offline Akritedes

Re: [ISPG] Interactive SinglePlayer Game
« Reply #138 on: February 16, 2016, 12:12:04 AM »
It looks like there's a good base site in the east in the coastal tile just north of the ocean minerals. That might be a good place for the next colony pod, although it will need a pop of at least two to start showing major benefits (the first pop needing to harvest nutrients).

The planned site for the northern base looks decent, but I think you should be able to place it so that it has access to the new energy resource and both nutrient sites, which could make it a fast growing economy center. Siting it where the Mining Laser currently is should make that work.

Regarding tech, I'd favor Social Psych, no reason to help them improve their industry even further at this point. They're already militaristic and producing rapidly enough to be a worry.

Offline Mart

Re: [ISPG] Interactive SinglePlayer Game
« Reply #139 on: February 16, 2016, 12:33:26 AM »
...
Regarding tech, I'd favor Social Psych, no reason to help them improve their industry even further at this point. They're already militaristic and producing rapidly enough to be a worry.
Yes, I would trade Social Psych too. I was thinking about Merchant Exchange in our capital, so giving away Industrial Base decreases our chances. Weather Paradigm might be the SP to get first.
And they seem to produce colony pods like crazy. Faster than us. We may have problem soon, as Colonials run out of room for expansion.

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Re: [ISPG] Interactive SinglePlayer Game
« Reply #140 on: February 16, 2016, 12:54:32 AM »
I think it's probably a mistake to settle north before east and west along the border, with a crowding neighbor there who expands so fast.  I should have said something sooner.

Offline Mart

Re: [ISPG] Interactive SinglePlayer Game
« Reply #141 on: February 16, 2016, 12:58:39 AM »
I have just checked, Colonials have 1 cp operational, that one, which returned south. It is scheduled to go to 9,59, 3 tiles west from Lexington Academy. And they manufacture one more cp in Mission Priority, which is more on the east side.

In such case, how about we try to grab that piece of land west from AC, where those 2 unity pods are? And we direct our future cp from MM there? I estimate, that 9,59 can be reached like in 7-8 turns by that Colonial cp. We will probably need a turn or 2 more from now for that spot, but we can then block colonials further from getting this territory for themselves.
We should have lasers soon, so should be ok in case of conflict. We have defense 2 from the very beginning.

Offline Mart

Re: [ISPG] Interactive SinglePlayer Game
« Reply #142 on: February 16, 2016, 01:00:41 AM »
I think it's probably a mistake to settle north before east and west along the border, with a crowding neighbor there who expands so fast.  I should have said something sooner.
I just posted about west direction.
And east, let us see, if Colonials trade Doctrine Flexibility, and actually get it in 2 turns. I hope so. We could colonize east from the sea. This fungus there is prohibiting.

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Re: [ISPG] Interactive SinglePlayer Game
« Reply #143 on: February 16, 2016, 01:06:27 AM »
I bet you the scout finds a clear tile or two to the east...

Offline Mart

Re: [ISPG] Interactive SinglePlayer Game
« Reply #144 on: February 16, 2016, 01:13:11 AM »
Ok, let's do it. That's 2 votes now, so our colony pod returns east and follows the scout.
Copter will help as soon as it regains health points.
Or actually, scout can wait for the cp, it is much safer. Mindworms can appear any time.

And as I think about it, Colonials can get Progenitor Psych...

Offline Mart

Re: [ISPG] Interactive SinglePlayer Game
« Reply #145 on: February 18, 2016, 12:11:51 AM »
A lot of events, and I made a quick decision.

Endturn 2127
Colony pod when entering the third tile encountered a spore launcher. On turn end it bombarded our cp to 70% damage (30% health)
Synth unit was rushed towards trouble area. AH is guarded by copter.
CP in MM was hurried.
Mining Laser continue north.

2128



- New colony pod from MM can colonize next spot to the west. Former can help to go through fungus faster.
- MM can start a rover (skirmisher)
- Laser scouting to the west.
- Synth unit clearing problem of spore launcher, if 2/3 attack is sufficient...
- Former joins our eastern expedition, good for going through fungus, also will start right away around new base
- We run 20% psych now, needed for AH. Also crawler gets energy to allow for such cheap psych allocation.

Offline Mart

Re: [ISPG] Interactive SinglePlayer Game
« Reply #146 on: February 19, 2016, 04:08:45 PM »
It's getting more complicated, but more interesting.
A thought:
AC could switch to a scout patrol, which would be helpful for that new base.
We loose by allocating psych, but we should get 10 EC back from that spore launcher.

Offline Akritedes

Re: [ISPG] Interactive SinglePlayer Game
« Reply #147 on: February 19, 2016, 08:52:29 PM »
I would be generally inclined to delay getting a larger military (and thus filling up free garrison) unless there are ungarrisoned bases or there is a pressing need for more military. The spore launcher aside, there aren't any pressing military concerns and getting the Recycling Tanks is more useful in the long run.

That said, if Psych is becoming a problem it may be worth setting the next available production runs to Recreation buildings.

Offline Mart

Re: [ISPG] Interactive SinglePlayer Game
« Reply #148 on: February 19, 2016, 10:23:40 PM »
I would be generally inclined to delay getting a larger military (and thus filling up free garrison) unless there are ungarrisoned bases or there is a pressing need for more military. The spore launcher aside, there aren't any pressing military concerns and getting the Recycling Tanks is more useful in the long run.
It is about the colony pod going west having escort and being guarded from the very beginning. But we could risk that travel time and one turn. Rarely bases just established are destroyed.
Yes, getting Recycling tanks faster is very useful.
Quote
That said, if Psych is becoming a problem it may be worth setting the next available production runs to Recreation buildings.
AH has currently only copter, which will most likely leave in 2129 for eastern escort mission. And the copter quells no drones.
But the base is size 2, we have a margin of safety.

Offline Mart

Re: [ISPG] Interactive SinglePlayer Game
« Reply #149 on: February 20, 2016, 01:57:31 PM »
Synth chances with 2/3 move are like 7:7, too low.
Colony pod going west is not successful with entering fungus.
Spore launcher bombarded our units. cp down to 10%, synth to 70%, former to 60%.

Good thing, Colonials got Doctrine: Flexibility.
Bad news is, they research red? Is it Applied Physics? And they get it like in 10 turns, while ours is in 13 turns.
Good news is, we could trade it!

2129



Proposals:
- Synth has chance of success 21:20. Low! We risk that unit, maybe it is not that valuable, but still.
- Copter can attack, probably with better chances. And it can land and recover in Normandy Base. This is where Pacts show their benefits. Otherwise any damage of 70% or more to the copter would destroy it since AH is too far to land there.
- Mining Laser can scout together with Colonials west
- Try to trade social Psych for Doctrine Flexibility

Some coments:
Colonials having 1 cp, build 2 more. One ready in 2 turns, another in 7.
« Last Edit: February 20, 2016, 10:21:26 PM by Mart »

 

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