June 17, 2003, 04:37
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#1
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2114 Discussion
2113
http://apolyton.net/forums/showthrea...threadid=89093
Sorry I forgot to take pictures for the end of that turn, but nothing much happened anyway. Southern Scout failed to move south again, the Former that had finished the Forest started building a road due north from Mir Lab, the foil went north, and all other scouts continued their assigned actions. Ind. Economics is one year away as of the end of 2114.
Now then.....2 things to discuss this turn. Firstly, what are we going to do this turn, and secondly, what RP things are we going to do? We've been far too quiet thisfar.
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June 17, 2003, 08:40
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#2
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King
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Nothing much to do unless tech choices or base placement is coming up, and that's still a few turns away, isn't it?
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"The number of political murders was a little under one million (800,000 - 900,000)." - chegitz guevara on the history of the USSR.
"I think the real figures probably are about a million or less." - David Irving on the number of Holocaust victims.
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June 17, 2003, 10:38
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#3
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Next tech choice is at 2115. Should be Plan Nets if we can stay on the beeline.
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June 18, 2003, 02:43
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#4
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And, naturally, we should be staying on it...
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June 18, 2003, 03:47
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#5
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Well, I can't see any reason why the game would force us to pick another tech, but we never know.
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June 18, 2003, 09:46
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#6
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Re: 2114 Discussion
Quote:
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Originally posted by Archaic
Southern Scout failed to move south again
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Hmm - it's funny how the randomness of fungus movement works.
When I first played the turn when it was podted, the scout moved south onto that monolith. Then I read your post, and played the turn 20 times, and 11 of them the scout moved, and nine stayed put.
Of the 9 that stayed put, 7 times he moved during the next turn, and twice he stayed put till the turn after that
Weird. I guess its all in the game odds somewhere
G.
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June 18, 2003, 09:46
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#7
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Re: 2114 Discussion
Double post deleted - this post is relevant to moomin's comments below:
I usually do every turn that's posted for every faction, just to ensure that there are no clandestine in-game messages beofre meeting, that the movement made correspond to the thread discussion (eg an abrupt change of plan that uncovered a goody that was hitherto hidden might be a giveaway of someone else on the team playing ahead and sending an e-mail)
When I do comment, as I did above, it's usually on game mechanics or battle odds, etc, and I never divulge what I found, or what contact might have been made, etc.
G.
Last edited by Googlie; June 18, 2003 at 10:07.
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June 18, 2003, 09:57
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#8
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King
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Hmm - I guess it doesn't count if Googlie plays ahead
Anyway, yes, we should certainly stay on the beeline if possible. What are the other options? Anything worthwile to take off-beeline?
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"The number of political murders was a little under one million (800,000 - 900,000)." - chegitz guevara on the history of the USSR.
"I think the real figures probably are about a million or less." - David Irving on the number of Holocaust victims.
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June 18, 2003, 20:04
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#9
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2114 Summary
We got Ind. Econ, and started researching Plan. Nets.
We switched to Free Market for 40EC's.
We rushed the Rec. Commons in Uni Base for 8EC's, to prevent riots. (Facility construction will occur before anything else in next turn's upkeep phase, preventing the riots)
We turned the citizens in the about to grow Mir Lab and Zoloto Gold to Doctor's, to prevent riots next turn.
We moved the foil a bit more and discovered that we're probably on an "island" connected to the mainland by the southern tip.
We moved the scout southwards, and found we were right about the Ruins.
If anyone's worried about the SE screen looking like it wouldn't have been worth going FM, that'll all change next turn when those two bases are able to harvest tiles again. Should go right up to around 9EC's, 7 turns.
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June 18, 2003, 20:06
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#10
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Oh yes, and sorry about the graphics showing us as the pirates. I just reinstalled the game yesterday, and forgot to set the factions up properly.
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June 18, 2003, 23:12
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#11
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I don't think the Uni Base rec commons will complete - with the redfaced drone all minerals are lost - you needed to completely rush (to zero turns) for it to be effective next turn
(at least if the base riots it won't defect, as its your HQ - any other base would have had a 75% probability of defecting to the drones !!!)
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June 18, 2003, 23:54
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#12
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In my experience with the sikander builder game I borrowed some time ago (Which I've been constantly restarting from the beginning recently to help improve my early game terraforming), so long as there's enough minerals to complete it (Which we have there with the rush) it will complete regardless, because building is always happens first in the upkeep phase before new population growth and drone calculations. Only if the base is already in riots or if the facility wouldn't complete that turn will minerals be lost via that.
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June 19, 2003, 00:59
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#13
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Hmmm - maybe I've been needlessly spending ec's to 'complete rush' those many years
Perhaps I had an early bad experience where I had a similar regular and drone worker, rush built to the 1 turn level, and grew a pop that next turn - I've always associated a red drone with no minerals contribution ('course come to think of it, it's only when drones are rioting that they only feed themselves and don't produce minerals, and the completion of the rec commons forestalled the riot)
G GLIE
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June 19, 2003, 02:53
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#14
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Has anyone ever actually seen a base defect to the Drones upon rioting? I've tried to set up situations where this would occur many times, and I've never seen it...
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June 19, 2003, 03:08
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#15
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Only a base I left in riots for more than 1 turn on purpose, so I could probe rape the Drones. Indeed, it never happens on the first turn of riots in the first place, so I'm not sure what GooglieGod was worrying about.
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June 19, 2003, 09:28
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#16
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Quote:
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Originally posted by Archaic
Only a base I left in riots for more than 1 turn on purpose, so I could probe rape the Drones.
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It happened in this very game, when I was test playing before introduction.
Angels lost a base to the Drones (I was playing all five factions sequentially, with the AI playing the AI), and I immediately rushed a scout in my "new base" but next turn the Angel probes came calling and I was infiltrated, then the turn after the base got retaken.
I'd like to think that the Firaxis guys had snuck that tactic in as a piece of code, 'cos that would have been cool, but I think it was just a byproduct of the 2 factions (Drones and Angels) with their respective strengths
The Angels thereupon shot up the strength charts, so I think that prolly gave them their requisite 3 infiltrations for their techshare activation (which is what got me to thinking it might have been a planned tactic - which I'd accept if a human were playing, but not the AI)
G.
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