September 1, 2002, 08:07
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#1
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King
Local Time: 01:17
Local Date: November 1, 2010
Join Date: Mar 1999
Location: Toasty!
Posts: 2,230
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Worker placings for our first base
Here's our start site.
Assuming we start right here, we have a patch of good terrain-- a mineral resource close by, lots of moist/rolling land.
Which square should we first work?
(I've noted my two suggestions. 1 is the mineral resource square; it's 0/3/0 with no mine, 0/7/0 with. 2 is a rolling moist square 1000 m above sea level; it's 1/1/0 now.)
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September 1, 2002, 08:09
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#2
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Local Time: 09:17
Local Date: November 1, 2010
Join Date: Jul 1999
Location: Gent, Belgium
Posts: 10,712
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How many tuns would it take the base to grow in your two scenarios?
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Contraria sunt Complementa. -- Niels Bohr
Mods: SMAniaC (SMAC) & Planetfall (Civ4)
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September 1, 2002, 08:13
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#3
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King
Local Time: 01:17
Local Date: November 1, 2010
Join Date: Mar 1999
Location: Toasty!
Posts: 2,230
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The base square is 2/1/2, so:
Scenario 1:
2 nutrients, 4 minerals, 2 energy. No growth.
Scout patrols done in 3 turns, formers in 5, CPs in 8.
Scenario 2:
3 nutrients, 2 minerals, 2 energy. 21 turns to grow. Scout patrols in 5, formers in 10, CPs in 15.
Edit: fixed growth projections
Edit: fixed base energy production
Last edited by Vlad Antlerkov; September 1, 2002 at 08:31.
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September 1, 2002, 08:25
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#4
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Local Time: 09:17
Local Date: November 1, 2010
Join Date: Jul 1999
Location: Gent, Belgium
Posts: 10,712
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I did my own research:
scenario1: the rocky tile:
nutrient surplus: 0 -> growth stagnant
mineral surplus: 4
energy surplus: 2
scenario2: the rollin and moist tile:
nutrient: surplus: 1 -> growth in 21 turns
mineral surplus: 2
energy surplus: 2
Because we need to grow, I would suggest applying scenario 2, despite the drop in mineral production it would result in.
__________________
Contraria sunt Complementa. -- Niels Bohr
Mods: SMAniaC (SMAC) & Planetfall (Civ4)
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September 1, 2002, 08:30
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#5
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King
Local Time: 01:17
Local Date: November 1, 2010
Join Date: Mar 1999
Location: Toasty!
Posts: 2,230
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D'oh, forgot to include the fact that workers need food, and I got the base energy production wrong...
/me hits himself in the head. Many times. With a hammer.
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September 1, 2002, 08:32
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#6
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Local Time: 09:17
Local Date: November 1, 2010
Join Date: Jul 1999
Location: Gent, Belgium
Posts: 10,712
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Man that must hurt.
__________________
Contraria sunt Complementa. -- Niels Bohr
Mods: SMAniaC (SMAC) & Planetfall (Civ4)
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September 1, 2002, 08:42
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#7
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Emperor
Local Time: 17:17
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If we had formers to start, I'd suggest I simply to build that former quicker then get it onto a 1/1/0 and farm it. We don't however, so a 1/1/0 square it'll have to be. Hopefully our second base (PLEASE build it 2-3 squares west on the diagonal whoever is in charge of this) will be in a slightly better position.
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Veni Vidi Castravi Illegitimos
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September 1, 2002, 09:21
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#8
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Local Time: 09:17
Local Date: November 1, 2010
Join Date: Jul 1999
Location: Gent, Belgium
Posts: 10,712
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Why west? I won't explore in the western direction as it's forbidden to play ahead. But as far as I know there is a Unity Wreckage there in the SMAX Planet map with arid and flat tiles. I don't know what was there in SMAC, but I doubt it would be rainy tiles. Go east! Towards the sea!
Edit: Besides, west is fungus. It will take us precious turns to cross that patch.
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Contraria sunt Complementa. -- Niels Bohr
Mods: SMAniaC (SMAC) & Planetfall (Civ4)
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September 1, 2002, 09:39
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#9
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Deity
Local Time: 19:17
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Join Date: Nov 2001
Location: That's DR WhereItsAt...
Posts: 10,157
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Whoa! Hey, what the.... Son of a.... When and how and who started? Where is the save? WTF?
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September 1, 2002, 09:40
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#10
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Emperor
Local Time: 17:17
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Location: Washed up SMAC/X University Specialist
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Oh, my apologies. I wasn't aware of the exact starting location.
In that case then, 2 squares east is perfect. That's the square which should connect the freshwater sea and the ocean if a base is built there, correct?
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Veni Vidi Castravi Illegitimos
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September 1, 2002, 10:10
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#11
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King
Local Time: 01:17
Local Date: November 1, 2010
Join Date: Mar 1999
Location: Toasty!
Posts: 2,230
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MWIA: Darkness' Edge started. We haven't founded a base yet, though.
Save is here:
http://apolyton.net/forums/showthrea...threadid=60650
IMHO, I reckon we're north of the freshwater sea.
We're playing SMAC, so no unity wreckage. Not sure about the raininess of where the unity wreckage would be in SMAC, though.
Archaic: Correct. And we'd still get access to the mineral resource (and a few more in that area, IIRC).
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September 1, 2002, 10:23
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#12
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Emperor
Local Time: 04:17
Local Date: November 1, 2010
Join Date: Feb 2001
Posts: 4,783
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i think we're south of the sea. if memory serves me correctly, another faction should be started north of it around pholus ridge.
Pand, vlad, MWIA: i'm going to do my best to get to industrial automation as soon as i can, but i need all 3 of you to make sure we get that rocky tile mined, roaded, and crawled ASAP
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September 1, 2002, 10:39
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#13
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King
Local Time: 01:17
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Join Date: Mar 1999
Location: Toasty!
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TKG: There are only two points where land between the FW Sea and the ocean is one tile wide, and both are NE of the FW Sea. We can see one of them to the east.
In other words, we're that faction.
And I'll ask for crawlers when we can build them. Just wait.
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September 1, 2002, 10:46
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#14
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Emperor
Local Time: 04:17
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hmm. now i see what you mean. i was thinking we were south of it, and those 2 sea tiles were both ocean. if the sea is directly south, then there's rainy tiles to the north
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September 1, 2002, 12:28
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#15
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Prince
Local Time: 03:17
Local Date: November 1, 2010
Join Date: Aug 2002
Location: Williamsburg, Virginia
Posts: 648
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Hmm, since Pandemoniak hasn't started a base placement thread I'll post my 2 cents here...
Do we want to move around to start our first base? On the one hand, we lose several turns of production by doing that. On the other hand, our production at this base site will not be very good, so finding a new site might be in our best interest.
There are two possibilities, in my mind, should we decide to move: Two squares east (if I have my bearings right) is the first of the isthmus squares where we could build a canal base connecting the ocean with the freshwater sea. And, going by TKG's statements, there are rainy squares to the north.
Future expansion sites to consider are the river northwest of the sea, for crucial energy for research (Centauri Ecology anyone?), and the canal squares. The river, though, is far enough away that I don't think it would be cost-effective to try and place our first base there.
In my mind, finding a base with rainy/rolling squares to allow sustained growth is more important than starting right away, as we would only be harvesting a single mineral on top of what we get from the base square anyway. With that in mind, I'd endorse TKG's idea of the rainy squares to the north -- if people decide that using previous knowledge of the map to decide our base location is legitimate.
If we start right here, much as I hate to lose the two minerals, I'd have to agree with the sentiments so far -- stagnant growth is just too harsh to allow. Recycling tanks should be an early priority, in that case -- but not so early as to impinge on Former production, once we have developed CentEco.
Thoughts?
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Adam T. Gieseler
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September 1, 2002, 13:33
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#16
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Local Time: 09:17
Local Date: November 1, 2010
Join Date: Jul 1999
Location: Gent, Belgium
Posts: 10,712
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I would start right there. I believe those rainy tiles TKG refers to are those of the Pholus Ridge, miles away.
Disclaimer: I have almost never played on the Huge Map of Planet, most of the time on the normal sized one.
Normally I'm against building rec tanks, but this starting location is rather special, with its rocky mineral resource etcetera. So perhaps we should build one, but only if it can be finished before we reach Centauri Ecology. Otherwise we're wasting precious turns that could be used to terraform & farm a tile.
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Contraria sunt Complementa. -- Niels Bohr
Mods: SMAniaC (SMAC) & Planetfall (Civ4)
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September 1, 2002, 13:55
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#17
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Emperor
Local Time: 04:17
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Posts: 4,783
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Quote:
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Originally posted by Maniac
I would start right there. I believe those rainy tiles TKG refers to are those of the Pholus Ridge, miles away.
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heh, well, i drew a crude map...
there are rainy tiles far south of the ridge. but which "here?" are we at?
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September 1, 2002, 15:38
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#18
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King
Local Time: 07:17
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Join Date: Nov 2001
Location: soon to be a major religion
Posts: 2,845
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place the base right there, square II for the worker and the secong base due east as a suez/panama canal. that what i think but poll on the baseplacements would be in order here!
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Bunnies!
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God, Allah, boedha, siva, the stars, tealeaves and the palm of you hand. If you are so desperately looking for something to believe in GO FIND A MIRROR
'Space05us is just a stupid nice guy' - Space05us
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September 1, 2002, 15:46
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#19
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Chieftain
Local Time: 07:17
Local Date: November 1, 2010
Join Date: Jun 2002
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I´d prefer going one step south to have much Freshwater Sea in Range and an early Base.
How about fixing the screenshot with numbers or letters on the edge squares.
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I know Siegfried's Sohn.
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September 1, 2002, 15:49
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#20
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Emperor
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one step south is fungus
i agree that we do need at least ONE base on the sea so we can make a sea base or 2 in the sea its self.
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September 1, 2002, 15:49
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#21
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King
Local Time: 07:17
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liking the input of the new guy! ( keep posting we need more active members ) but south would mean fungus! south-east is better but DTC start a poll about it or something
__________________
Bunnies!
Welcome to the DBTSverse!
God, Allah, boedha, siva, the stars, tealeaves and the palm of you hand. If you are so desperately looking for something to believe in GO FIND A MIRROR
'Space05us is just a stupid nice guy' - Space05us
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September 1, 2002, 15:56
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#22
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Chieftain
Local Time: 07:17
Local Date: November 1, 2010
Join Date: Jun 2002
Posts: 45
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yeah ok, it looked a bit light on the screenshot.
ok, now I´m for southeast, too !
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I know Siegfried's Sohn.
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September 1, 2002, 15:57
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#23
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Emperor
Local Time: 04:17
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i vote to put the pod 1 tile south-east. it looks like it has more potential borehole tiles. move the extra pod northwest. if we have time for a 1 or 2 day poll, that'd be great pande.
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September 1, 2002, 15:59
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#24
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Local Time: 09:17
Local Date: November 1, 2010
Join Date: Jul 1999
Location: Gent, Belgium
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Or why don't we send one pod two tiles east to the presumed canal, and the other north to pop a pod and found a base somewhere in that direction. I wouldn't send the pod northwest because it might not be able to cross the fungus. Every year is vital now.
__________________
Contraria sunt Complementa. -- Niels Bohr
Mods: SMAniaC (SMAC) & Planetfall (Civ4)
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September 1, 2002, 16:01
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#25
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King
Local Time: 07:17
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Join Date: Nov 2001
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or just poll second pod but put the first one where the most people want we need to get this game started and IF everone (espially DE) i can start a thread for every director to post there orders and where everone can read what happend...?
__________________
Bunnies!
Welcome to the DBTSverse!
God, Allah, boedha, siva, the stars, tealeaves and the palm of you hand. If you are so desperately looking for something to believe in GO FIND A MIRROR
'Space05us is just a stupid nice guy' - Space05us
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September 1, 2002, 16:02
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#26
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King
Local Time: 07:17
Local Date: November 1, 2010
Join Date: Nov 2001
Location: soon to be a major religion
Posts: 2,845
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agree wit Maniac about the year thing
__________________
Bunnies!
Welcome to the DBTSverse!
God, Allah, boedha, siva, the stars, tealeaves and the palm of you hand. If you are so desperately looking for something to believe in GO FIND A MIRROR
'Space05us is just a stupid nice guy' - Space05us
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September 2, 2002, 03:03
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#27
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Warlord
Local Time: 23:17
Local Date: October 31, 2010
Join Date: Sep 2001
Posts: 160
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I say the first order of business is to send our Scout one tile north and see what's there.
Assuming it's nothing special, I say we found our first base where we are, working that 1-1-0 square, farming/solaring that to 2-1-2, using that to jump to size 2, then using the (eventually) mined/roaded minerals for no growth at size 2, but 9 production to quickly finish off any Colony Pod being built. It'll be an excellent SP base, not even needing a Recreation Commons since it'll reach 10 production at size 2 with a Recycling Tanks, enough to finish an early SP in 20 years, a remarkable time.
The other base I suggest we send out two or so squares to the east...if there's nothing special (no river, nothing), I'd be rather disappointed (since, in my limited Huge Map of Planet experience, there seems to be quite a few Nutrient resources in the Freshwater Sea), but if that's the case I think we should work a 1-1-0 square. We'll finish our Scout or whatever in 5 years, then get to 10 minerals in about 5 years, at which point hopefully we'll have Ecology and can hurry a Former to turn our land into a 2-1-1 at least. If we found the base only two tiles away, we can hopefully time our two bases to share the (eventually) mined Mineral bonus - while one is at size 2 finishing off the Colony Pod easily thanks to the 7 minerals, the other is at size 1 growing back on the 2-1-? square. That way we never waste those 7 minerals, more FoPs on one square than just about anything early on, even a Monolith .
Some of this should go in T&C, oh well.
Z
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September 2, 2002, 03:32
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#28
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King
Local Time: 09:17
Local Date: November 1, 2010
Join Date: Dec 2000
Location: Bubblewrap
Posts: 2,032
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10 minerals with pop 2?
Aren't there mineral caps at the start of the game, keeping you from getting full production at a base?
Oh, and i'm going for the pod north of us with the scout
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<Kassiopeia> you don't keep the virgins in your lair at a sodomising distance from your beasts or male prisoners. If you devirginised them yourself, though, that's another story. If they devirginised each other, then, I hope you had that webcam running.
Play Bumps! No, wait, play Slings!
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September 2, 2002, 03:35
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#29
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Warlord
Local Time: 23:17
Local Date: October 31, 2010
Join Date: Sep 2001
Posts: 160
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Quote:
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Originally posted by Lemmy
Aren't there mineral caps at the start of the game, keeping you from getting full production at a base?
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Yes, but it's negated with a Mineral bonus ...hehehe...11 (or is it 12 for a Rocky Road/Mine?) Former-years away from a 0-7-0 square...the first Farms are more important, I think, though. We do need to get to size 2 before we can use that tile, or we'd be stuck at size 1 and unable to build any Pods....
Z
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