Alpha Centauri 2

Sid Meier's Alpha Centauri & Alien Crossfire => Command Nexus => Topic started by: Mart on October 25, 2015, 12:16:22 PM

Title: [ISPG] Interactive SinglePlayer Game
Post by: Mart on October 25, 2015, 12:16:22 PM
Opening Interactive Single Player Game, or ISPG for short. This game is actually close to a demogame.

Faction we play: Apollo Industries

other AI factions:
2. Morganites
3. University
4. Technocrats
5. Authority
6. Peacekeepers
7. Pilgrims

Current turnplayer:
Mart

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbNEdnMVhvRlZmWDA)

first 4 victory conditions (no cooperative)
Flexible start
Blind research
Map not visible

Map is 80x70
average apart from abundant native life and dense cloud cover.


Starting location:
(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbTkw2YUIyRGlHd2c)

In particular, the whole map with terrain shape feature, so we can roughly think about where the continents are (open the spoiler tag):
(click to show/hide)

RULES:
- You can download turn and view it, however:
- You cannot "fastforward" the game, by playing it, actual playing is for turnplayer only.
- Game pace is roughly 3 turns a week, however in the first 20 turns we can play faster. Games require more time later, so game pace may be even less than 3 turn a week later, midgame and late game.
- If you plan on opening a thread pertaining to this game, please add in its title in the beginning [ISPG] tag, for easier identification by readers.
- We play with Yitzi patch 3.4
- You can have set in your "alphax.txt" drone rule to "0" and copter speed bonus by reactor "2"


This is technically multiplayer, and you need password, which is:
<SPACE>
key from the keyboard.
You cannot enable scenario editor in this game (as in mp it is disabled).

---=== * * * ===---

If you are reading this, you are participating in the game. The level of your participation can be from reading Apollo Information Network (posts [ISPG] on this forum), posting occasional comment about how to play to actively post about many aspects of the game or later be a turnplayer.

Factions are selected in this way, so we have 2 industrial factions
Apollo and Morganites
two research factions:
University and Technocrats
and two mission commanding:
PK and Authority
It is all spiced with fanatical:
Pilgrims

Factions are from Sigma's pack, which can be downloaded here:
Link (http://alphacentauri2.info/index.php?action=downloads;sa=view;down=264)

More about our faction:

LEADER: Henry Roark
BACKGROUND: Union of American Commonwealths, Unity Construction Overseer
AGENDA: Free Industrial Society
TECH: Industrial Base

+1 INDUSTRY:   Well motivated work force
-1 EFFICIENCY:  Internal economic competition
Free Supply Crawler at Planetfall
Extra Drone per 4 Citizens: No social safety net
85% Hurry Costs: Fully staffed factories
May not choose Green Economics
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on October 25, 2015, 12:27:05 PM
This post would be first, how one could participate, by giving game comments, etc.

We start on southern hemisphere. But what is more important, we seem to be on eastern slopes of some mountain range, so due to westren winds, this is dry region.
We have only some moist tiles to the east, and this is where I would propose to establish our hq base:
- river, coast, moist tile.

Where to go with the second colony pod?
I think west-north is good direction.

From the map shape features (open spoiler tag to see) we most likely have Unity Wreckage there.
In like 10 turns we possible may know landing/crash sites of remaining factions.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on October 26, 2015, 12:56:35 PM
Henry Roark is a very interesting person. I haven't read Sigma's description, but I have impression he is something between Morgan and Domai.
Some roleplay in this game can be included.

So we seem to play "soft"? version of Drones? A socialistic workers faction? Or mybe not quite, Roark is only oriented on people, while valuing good business?
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on October 26, 2015, 01:34:55 PM
Having two colony pod 'groups,' a team of dedicated scouts and recovered from Unity special droid unit, Roark decided to split his landing group. Observers reported, that to the east there is a river estuary.
"This will be great location for our first base. The river will allow us to place simple turbines and produce energy."
Believing, that Unity crash site is somewhere close in North-West direction, Roark orders the second group with scouts to go there. Finding a region with better nutrients may be actually more important. Behind that mountain range? To the west?

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbc21IS0FBcVNReFE)

Reminder, password is a single key:
<SPACE>
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on October 26, 2015, 01:56:07 PM
"Olympus Heights? This is going to be the name of our main base?"
"Do you think, that this name is not adequate, Architect?"
"I would prefer some other name."

-----
What other name could be used? Some ideas:
Apollo Central
Apollo HQ

Any other proposals?
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on October 27, 2015, 10:31:59 PM
Apollo Headquarters established.
This is historic day of Mission Year 2102.

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbc0paRGV2YVJ2RVE)

The first factories are being built immediately

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbS2IydDQ3WjVqRFE)

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbdTdHVVFibXBGcUk)

And we have few things to decide:
The second colony pod continues to the north-west. It looks like its path is determined by fungal fields.
Research is set on 3 directions: EXPLORE, DISCOVER, BUILD.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on November 02, 2015, 09:52:04 PM
The crawler remains in the HQ base, providing some protection against dangers of this new world.
This equipment, meant to collect and provide resources to first colonists is essentially a simple semi-automatic mining set, with additional trucks for transportation of resources to the base.

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbZzlNOTd0c1BaY00)

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbZkMxem5DOGo5cGs)

First factories start to operate. Something every Apollo citizen finds comforting, as it secures the future.

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbdENMSzdPYkVkYzg)

The other colonists group travels west.
It looks like, the peak to the west is not a volcano, as some were thinking.

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbWnYzLXhuTG01TVU)
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on November 02, 2015, 10:01:06 PM
Things to decide:
We do not have very abundant terrain here, but crawling nutrients seems to me the way to go.
We need population growth, the sooner the better.
Title: Concert Tonight!
Post by: Mart on November 04, 2015, 11:22:28 PM
Special concert to celebrate establishment of our first base will be held tonight in Apollo Headquarters.
The colonists searching for the second base site to the west will be able to watch it by net-link.

Apollo Headquarters Concert (http://www.youtube.com/watch?v=sEB7nhBX0MM#)
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on November 09, 2015, 01:01:56 AM
2104

Hurried synthmetal garrison unit with 11 EC is completed.
Supply crawler popped the pod South from the base - monolith.

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbdXNVQk9ZSnFPXzQ)

The remaining 1/3 move point goes to reach river tile, where it can crawl a resource not blocking the monolith.

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbVER4ZU14LTBNWEU)

Questions:
- Do we establish the second base where the colony pod is presently?
- Do we build scout unit in Apollo HQ?

A short comment:
Research goals are set 3: Explore, Discover, Build, however, the bar is green. Is it Cent. Ecology or Doc. Mobility? Or maybe Progenitor Psychology? ... Will it help us with uncovering mystery of this monolith? colonists are so eager to work around it.

We have a tech every 6 turns, next one in 5 turns. Accumulated: 5, cost 18. Each turn we collect: 3.
We also have +3 EC/turn. Planet likes us!

* pasword for the save is single character:
<SPACE>
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on November 09, 2015, 09:30:59 PM
Any idea, how to name that mountain near colony pod?
It must be beautiful over there: rocky around and a stream taking its beginning. It looks like apart from mining operations we will have some great area for workers holiday retreat place.
Only there is no road connecting the mountain peak and Apollo HQ.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Buster's Uncle on November 09, 2015, 11:56:39 PM
I see a river originating on the peak.

Fountainhead.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on November 10, 2015, 12:03:40 AM
Ok! Will be marked next session.

I give more than 50% chance, our tech is Centauri Ecology. That's my feeling about this game in Blind Research. I wonder, how likely this will be wrong...
Any other guesses?
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on November 14, 2015, 08:09:52 PM
Something to be guessed, as an observation from game mechanics.
When I attempted to name the peak "Fountainhead," it turned out, that it is not close enough to our borders. Strange thing, but most likely, there is another faction in that vicinity very close to us.

2105


(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbMzNLSmI5QTdLZDQ)

Mechanic's Marvel base established.

What are the choices for actions this turn.
* pasword for the save is single character:
<SPACE>
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on November 15, 2015, 09:38:09 PM
The First Scout Unit
Independent military team, under personal command of Architect Henry Roark.
Lt. John Fet is the field commanding officer.
After successfully escorting colonization team to Mechanic's Marvel, its next task appears to be a reconnaissance to suspected U.N.S. Unity Spaceship crash site.
Many colonists already forget, that this "elite" unit was created back on Earth, and in its majority decided to follow Architect Roark after Mission Command failed.

 (http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbdHN1LVFCUmdqQzQ)
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Buster's Uncle on November 19, 2015, 02:42:31 AM
I want you to know that I'm following and enjoying this thread - I'm just not in a talkative mood, lately.

;popcorn Keep up the good work. ;popcorn
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on November 19, 2015, 05:40:24 PM
:) We have kinda slow start, I hope the game will get momentum by increased activity of more posters.
So present rate seems appropriate for this, maybe more people will jump in and in earlier game stage.
However, this allows for the story to better develop, since we have more time to think of ideas and plots.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on November 22, 2015, 07:46:06 PM
Lt. John Fet led his scouting team for over 10 days along some hills ridge in North-West direction from Mechanic's Marvel. And now one of the hills was significantly taller than all the others.
"Over there, an excellent place to take a look over the horizon" said one of his men.
"Yes! definitely," he replied. "We gonna climb there right now."

After three hours they reached the peak. All over from East direction to North and then to the West in front of them on the horizon line there was nothing but well known to them pinkish color of this native fungi plants. And from the shape of it, they concluded it was not a narrow stretch.
"We need to report it and get new instructions."

- - - = = = * * * = = = - - -

So the scout unit leaves MM alone.
Risky!
But nothing happened.

2106

MM completes a new scout unit.
1 turn till next tech.

Questions:
1) Try crossing the xenofungus?
2) Go east around it?
3) Return to MM to defend it? Free unit, let it serve the longest. It is 1 mineral/turn, after all.
4) Do nothing/make campfire.
5)  :danc: Reprimand Fet for lack of luck. He was supposed to have easy walk towards the spaceship wreckage!(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbWVRkYWFmUXBMMjg)
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on November 24, 2015, 12:38:18 PM
This thread is also intended for discussions about strategies.
Questions can be answered and also one can elaborate why s/he thinks, this is the best or optimal way to proceed.

E.g.
1) crawling nutrients, any thoughts on this?
2) use of independent units. Are they best to use as defenders? or maybe during FREE MARKET they are great "outside borders" explorers.
3) scouting techniques in general. How to do it, with pods ON, as we have it here, etc.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on November 27, 2015, 06:05:46 PM
Lt. Fet is ordered to attempt crossing xenofungus field. Unfortunately, his attempt fails.
His unit though is able to spot UNS Unity wreckage behind it. So it is confirmed, the wreckage is there.

Newly formed scout unit departs from MM base, it will go around fungal fields.

2107

Centauri Ecology is discovered. The objectives were not changed. The next tech is "discover" one.
We run 60% Labs, 40% economy, shall we leave it that way?

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbclRXRUFHX3lQX1U)

Questions:
(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbZHYyMXZ4RDd3NU0)
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on December 05, 2015, 02:29:06 PM
Taking a risk. Lt. Fet is directed to Fountainhed to scout south and southwest slopes of the mountain.
- There is one rainy tile, though rocky... not much benefit at this moment.
- The river on moist rolling terrain ensures 1-1-1 gain from working it.

Scouting east from Apollo HQ. There is no land bridge, so we have no possibility to explore this direction.
Switched to formers in both bases.

2108


(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbcHQxeUF4VUl4LU0)

What to do with scouts?
- Any proposals?
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Avalon90 on December 06, 2015, 10:30:41 AM
Where can I download this and what are the system requirements?  ::)
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on December 06, 2015, 12:17:01 PM
Having the game installed, and patched with latest official, which is  in the download section too, but early added, fixing win 2000 and XP:
http://alphacentauri2.info/index.php?action=downloads;sa=view;down=13 (http://alphacentauri2.info/index.php?action=downloads;sa=view;down=13)
This is actually patch, that brings SMAC to v. 5.0, and fixes some other stuff in expansion.

So having game with expansion Alien Crossfire, download the patch from Resources>Downloads> ... Patches > Yitzi 3.4
the link to download page:
http://alphacentauri2.info/index.php?action=downloads;sa=view;down=291 (http://alphacentauri2.info/index.php?action=downloads;sa=view;down=291)

This is windows executable, so under Linux should work with wine, I am not sure about MacBook.

The patch should overwrite game files, so you can also choose your patching strategy:
- just overwrite files
- backup files or whole game folder for possible "roll-back" to original state.

Game saves are attached in the posts in this thread.
Read the rules in the first post, important is to only view the turns, not playing them, which turnplayer does. This is in order not to spoil the fun for yourself and others. Diplomacy checks would be ok, we had that in ACDG3, but moving units around is not good idea. Especially more e.g. when they explore territory, while faction decides to move the unit in other direction.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Rymdolov on December 08, 2015, 08:36:23 AM
This seems like a lot of fun! I'm following your progress, but not participating otherwise.

I might give some bad advice later to foil your evil, libertarian schemes.  :D
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on December 08, 2015, 09:01:33 PM
Unfortunately, we play singleplayer, so you cannot join some opposing faction. :)
You can steer, however, faction diplomacy when voting on such subjects occurs, into foreign policy of your choosing.
Ultimately, you could become faction administrator (turnplayer) and foil Henry Roark's dream with greatest efficiency... :D

Except for unchangeable starting faction characteristics, we can also direct it into politics of our choosing. However, Green economics is not possible. No pretending Gaians.
Apollo Industries is something between Drones and Morgan, maybe Hive too? , so we can try something in this mood.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on December 11, 2015, 01:41:15 AM
Lt. Fet recalled to security duty in MM base
Continuing towards UNS Unity Wreckage. The engine is already visible from the distance. It surely contains abundant energy banks.

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbUDJraHBEcDlXN1U)

Something from the east bombards our scout going to UNS Unity. Spore launcher, appeared for a second at the turn end.

2109

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbSEtMQThsRGlxb0E)

Proposed orders to units are shown.
What else? Any proposals?

- We continue producing formers and soon will have 2 such units.
- Since we will have 2 population in AH in 2 turns, I think about moving the crawler to another location.
The 1-1-1 river tile is second best we have next to monolith.

Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Akritedes on December 12, 2015, 08:47:43 AM
Might be premature, but now would be a very good time to decide whether to adopt a co-existence strategy with Planet or to clear the area and terraform it. Unless there's a desire to take the Green path, one of the first goals for the building Formers should be to clear out all the Xenofungus in the area, maybe even  before building improvements.

...then again, I always built very Former heavy, so I could do both.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on December 12, 2015, 04:22:38 PM
Apollo Industries cannot choose Green Economics in SE. It would be very difficult to attempt "green" direction.
We know, even in role-play we could assume to know, that flora from Earth (forests) can overgrow native fungus. Maybe this is direction to go?
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on December 13, 2015, 05:43:16 PM
Terraforming tasks. A list of tasks for consideration:

- clear out all the Xenofungus in the area,
- build road AH-MM
- improve tiles for workers
-- farms, + solar collectors?
-- forests
- forestation for removal of xenofungus (more tiles and possibly even outside bases radii)

- - - * * * - - -
This much for the start.
As for me, I would begin from connecting bases with roads. Usually a useful thing for defensive purposes. And overall flexibility in units movement.

Any other ideas for terraforming tasks?

...then again, I always built very Former heavy, so I could do both.

I think, we could aim for 4 formers per base in the early game. What do you think about it?
The support may be a problem, but as we gain population, and especially after researching crawlers, it would be much easier.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Akritedes on December 13, 2015, 06:30:41 PM
I never built quite that Former heavy, because of support, but 2-3 per base with most auto-improving or clearing local fungus with one or two planting strategic forests to consume larger fungus deposits is certainly viable. Might need to balance it with defensive units to deal with Mindworms or escort the Formers, though.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on December 13, 2015, 06:35:26 PM
Ok, so let's start with 2-3 per base. And after that we will see how many more we would need.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on December 14, 2015, 08:48:41 PM
We are richer by 150 EC!

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbUEFsM2lYeEt6T1k)

The crawler is relocated, it gets nutrients the same, what allows us to increase population of AH base to 2 in 2 turns.
At the endturn, it was possible to see the spore launcher moving towards Unity wreckage.

I think we can attempt to generate 2 turns per week. This will be faster than till now, and also let us develop startegy, role-play etc. without hurrying.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on December 14, 2015, 09:16:37 PM
2110

We have 169 EC in the banks.

Proposals:
- we continue towards remaining Unity Wreckage tiles, that contain equipment.
- scout near AH moves south, it was not successful in 2109
- do we switch to minerals for crawler? It could depend on when we make a colony pod in AH. There is an efficient way of using nutrients when pumping colony pods.
- We can hurry formers for 13 in AH and 16 in MM. Do we do both? one of them? or none?

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbenVTMGsyNXJGMFU)
 

There is a poll... (http://alphacentauri2.info/index.php?topic=17250.0)
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Akritedes on December 15, 2015, 01:07:33 AM
I would favor hurrying Formers, if only so they can get started on terraforming and adding solar collectors EVERYWHERE to build energy stocks back up. Whether that's one or both is more dependent on how much of an EC reserve you feel is wise.

Might also be a good idea to hunt down the Spore Launcher before it becomes an issue, but it deals pretty minor damage.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on December 15, 2015, 02:19:01 AM
I would favor hurrying Formers, if only so they can get started on terraforming and adding solar collectors EVERYWHERE to build energy stocks back up. Whether that's one or both is more dependent on how much of an EC reserve you feel is wise.
There was an observation, that the more energy you have in the banks, the more unity pods yield in the case energy reserves are found.
Yet, I agree, the sooner formers start to work, the sooner we have increased benefits of improved tiles for workers.
Quote
Might also be a good idea to hunt down the Spore Launcher before it becomes an issue, but it deals pretty minor damage.
I thought about it too. However, it would be good to have Unity Wreckage scouted as soon as possible. It may be, that there is another faction somewhere there. We still have 3 tiles with benefits, all worth it to get to them first.
Unity mining laser could train its attack strength on that launcher.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Akritedes on December 15, 2015, 02:32:13 AM
Quote
I thought about it too. However, it would be good to have Unity Wreckage scouted as soon as possible. It may be, that there is another faction somewhere there. We still have 3 tiles with benefits, all worth it to get to them first.
Unity mining laser could train its attack strength on that launcher.
Fair point, so long as you're sure the Spore Launcher won't kill the scouts before they can finish.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on December 15, 2015, 02:48:58 AM
Yes, the approach can be tricky. Before turn 2120 native life is relatively weak. Still, even with good odds, attacker (player) can loose battle. I had cases, when unity copter was lost in such attacks. So I would not recommend it. Unity Mining laser is precious unit, especially before having Applied Physics. I remember a game in which that unit prevented loosing a starting base (one of two starting on transcend difficulty). Problem with infantry is, that it is exposed to bombardment before it attacks.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on December 17, 2015, 11:01:06 PM
Contact with another faction!
So it is somewhere to the south.
Colonial Authority

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbdVc1aTl6NFlkdXc)

Marshal Basque demnds 50 EC contribution. Strength of Colonial Authority is feeble, but I have to make a decision. And having vendetta right now is not a good option. Asking, if 20 EC would solve the problem.
Yes.
Great! So we next exchange technologies. By giving to Colonials Centauri Ecology we receive Doctrine Mobility.

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbeVNxMjZZeXB4Njg)

Basque asks for Industrial Base for her maps, but I refuse.
She closes the commlink.

Still, she can treacherously attack us right away... We should not be so trusty to officials.
So I am going to move the crawler out of her range, the rover, that was making contact could destroy it.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Akritedes on December 17, 2015, 11:17:17 PM
Sounds like you may want to postpone Formers and pick-up a few extra combat units to scout the area and run defensive patrols. Maybe prototype a pair of speeders to keep tabs on Authority and build a few Sensors?

'Course, that would slow down income and growth.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on December 17, 2015, 11:35:34 PM
Actually I played already.
Formers hurried.
Spore launcher went north.
Colonial scout rover south.

Some discussion on stance against Colonials:
We now paid 20 EC for truce. Also after the tech exchange our mutual trust increased.
And while they are feeble, we are like near the top of strength score.
I think we can assume some turns of peace in our relations.
Also for plus:
- We now have mining laser and a copter.
- While they do not have Industrial Base, we already posses one synth defensive unit.
We probably outnumber Marshal Basque militarily.

2111

We get Biogentics.
(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbNTViUFdudjYxcDA)

And the map.
(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbb1hPZkpHclphbE0)

Decisions to be made:
- The scout could choose three directions to the south. 1 and 2 enter Colonial territory. Do we want to do it? It will worsen relations. Possibly we gonna have less chance for tech exchanges then.
- Formers are completed. Proposed road connecteing both bases.
- Copter while flying to the MM base could scout Western territory. But it will get some damage, so it could also fly straight to MM.
- Spore launcher went north, should Mining Laser pursue it?

Our research continues on DISCOVERY route, the bar is white.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Akritedes on December 18, 2015, 01:04:00 AM
I'd recommend at least one improvement before starting on a road, although you could split the difference and have one Former building roads while the other improves the Capital. For the scout chopper, making a short swing out to clear more fog and then heading straight to the Outpost could work, it would give you a better idea of whether anyone else is near the Unity Wreckage.

I wouldn't bother antagonizing the Colonial's, no reason to mess with them when you could just exchange for their maps a little down the road. I personally would hunt down and kill off the Spore Launcher but I'm pretty aggressive about hunting down Planet Life. Your mileage may vary.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on December 18, 2015, 02:46:46 AM
I'd recommend at least one improvement before starting on a road, although you could split the difference and have one Former building roads while the other improves the Capital.
Yes, that's good idea. Maybe that river tile near AH could get forest first.
Quote
...
I wouldn't bother antagonizing the Colonial's, no reason to mess with them when you could just exchange for their maps a little down the road.
It's also possibly getting some of the unity pods on their territory, those, Colonials were not able to pop out yet.
I know, it is not "polite," but this is AI... :D
Or maybe upgrade on a monolith in their territory, not ours, so when this 1/16 chance happens, it is their monolith vanishing. Stuff like that.
But overall, as you say, it may be not worth damaging the relations.
Quote
I personally would hunt down and kill off the Spore Launcher but I'm pretty aggressive about hunting down Planet Life. Your mileage may vary.
My thoughts too, to get the threat out of our way, spore launcher damages are costly, often many former-turns, also planetpearls energy is nice.
The alternative would be to go with Mining Laser unit towards Colonial border, for possible conflict in some future, but we both vote the other option.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on December 19, 2015, 01:01:44 PM
Next building items would be needed. Having mobility we could make some rover units.
Scout rover? In one base maybe. MM?
AH can make another former.

We could make rover former too. Do we need it? It is good for making roads, except one case: rocky tiles, where it looses all move points anyway. Better solution is land-transport, more costly though, since there is one additional unit. Good thing is, it is usable for other purposes too, this additional move point is not permanently attached to a former.

---
Or maybe AH should begin colony pod, I think we could squeeze in a former before.

And... we can also start Recycling Centers! And maybe we should. Their hurrying is flat price 2 EC/mineral. Pretty cheap.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on December 19, 2015, 05:47:25 PM
The poll on guessing which faction HQ (except Colonials) is closest to AH is here:
http://alphacentauri2.info/index.php?topic=17269.0 (http://alphacentauri2.info/index.php?topic=17269.0)

MM base is actually without production output, as Mining Laser and Unity Copter units were assigned to be supported from MM.
More bases are needed. AH can pump colony pods, though Recycling Tanks would be very useful.
Time to find location for the third base and plan its establishment.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Akritedes on December 19, 2015, 08:16:52 PM
Building up a functioning and sturdy economy should be a priority, so if there's a base that's stalled out on production that should be addressed somehow. Probably before expanding further, although having more bases to spread units between could certainly help.

Might also be worth trying to rush a supply crawler for Mechanic's Marvel, and have it convoying in enough nutrients to spark rapid growth or bringing in more production.

As to new units, it might be worth replacing some of the scout infantry with rovers, but only if that can be sustained without crippling base production and growth.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on December 20, 2015, 05:09:08 PM
Yes, growth is needed anyway, so more bases will allow for more units.
Crawler will go to MM then to be relocated. In AH it is useful, especially for colony pods pumping, but it can serve MM for some time.
The scouts will soon be needed to guard new bases, meanwhile they can scout surroundings for new base sites.
We seem to be limited to exploration in NW direction only, since wide south border is with Colonials. Their HQ base seems to be very close, something you would not expect in MP game, but here it makes it more interesting.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on December 20, 2015, 11:47:11 PM
Marshal Basque ignores our contact attempts.

2112

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbaUJlb1BSOEpYUWc)

Proposals:
- Mining Laser goes East, hunting spore launcher
- scout goes West to recover Unity Communication and computing module
- Copter, it seems we would need to enter Colonial territory to scout the area. We could do it, then end turn on neutral or our territory, but I would vote to make this uninvited scouting raid.
- Scout on southern border, it followed the river, but had to enter Colonial area too. Possibilities:
1) we withdraw and resign from exploration in this direction at this time.
2) scout tries to enter fungal tile east, however, we do not have 100% chance to do so.
3) scout moves south and then we decide what's next. It is some possibility, the Colonial scout would be in the area. (AI always knows, it cheats here) however, we most likely would be warned to withdraw.
I would vote option 3.

This scout on the south border could explore area further east, but likely, we would not be able to use it for other bases. It is unclear what kind of terrain is there. Is it good for a base? There could be a tile there sufficient for a base. We could then push Colonials to the west.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Akritedes on December 21, 2015, 02:53:22 AM
I would err on the side of caution regarding Colonial borders, but as they are already breached there's not much point. I would make finding out whether they have a broad front near Apollo territory or two isolated bulges a goal though, since if they have managed to claim so much territory near Apollo they are a significant threat for the future.

Regarding future base sites, there is that coastline with the coastal Nutrients and Minerals north-west of Mechanic's Marvel. If there is any additional value in Unity Wreckage tiles that could be an excellent third location, or the base could be placed just out of reach of them.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on December 21, 2015, 12:41:40 PM
I think Colonials have only 2 bases, the same as we have. Though they may be more advanced in producing new colony pods, since we have not started them at all.
Having some experience in observing how borders are drawn, it looks like one Colonial base is 5 tiles SW from MM. The other one possibly very similar, 4-6 tiles from AH, and maybe the same (?) from MM. We were started quite close to each other, and before contact, borders do not prevent such close base placement.

I was thinking of complete scouting of that NW direction from MM with current copter mission. The area looks promising.
There is no more benefits of Unity Wreckage, apart from maybe being 2-level altitude, so we get more energy from solar collectors. Building bases there has no preference, except role-play.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on December 21, 2015, 04:30:48 PM
Calling Marshall Basque.
Not sure what to expect, cause our copter is flying over their territory at the moment and our scout did not leave their eastern border yet... Let us see.

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbZHY3OW9sWWEwUmc)

(Ambivalent mood. So this is not so bad)
Marshall Basque: Architect Roark, I have learned recently, that you posses knowledge of Biogenetics. Would you share this technology with us? I offer my world map in return.
(No, the technology is worth much more than this, Marshal. We have 14 turns reaserch for single tech. You would need to offer more than this.)
Architect Roark: No, this agreement is not good for Apollo Industries.
Marshall Basque: Architect Roark,  I am concerned that you appear to be withholding scientific data in violation of the UN Charter for this mission. Please release your files on Industrial Base to me at once!"
(How polite!)
Architect Roark: Ha! Perhaps you should ask the UN to invoke 'sanctions'! Ha ha ha!
(What am I saying! I am not more polite than her...)
Marshall Basque: Architect Roark, your actions have proven, that you too value the unity of our civilization above all else. With Treaty of Friendship, we can take the first step towards reaching that common goal.
(Not holding a grudge? Great!)
Architect Roark: And let this Treaty be the first step on the road to a united Planet.
Marshall Basque: Splendid. Have you any further business?
(Maybe we would make a pact? Let's try this.)
Architect Roark: Yes, How about we sign a Pact of cooperation?
Marshall Basque: I see. And what do you offer in return?
(You speak like a trader, Marshall. But, ok, let you name your price)
Architect Roark: You need but name your price, Marshall.
Marshall Basque: My colonial policy is developing smoothly. I see no need to enter Pact agreement at this time.
(Hmm, how about your energy reserves...)
Architect Roark: I have urgent need of energy credits, Marshall. Would you agree on generous schedule of loan payments?
Marshall Basque: I am sorry, I have no energy to spare at this time. anything else?
Architect Roark: No. Have a great day.
Marshall Basque: You too, Architect.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Akritedes on December 21, 2015, 07:33:18 PM
Huh, that went better than expected. Whenever that happens to me I get a Vendetta. :/
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on December 21, 2015, 09:11:00 PM
They have strength "feeble," I think this is why.
AI knows what it can do. If they threaten being weak, often they resign before committing to a vendetta. But not always, some "offenses" have too much value. I think, I had cases, when even with one base, AI did not submit. I never played that in MP, but in SMAX, when a faction is defeated, it can still be freed from conqueror HQ base by some other. It is nice thing for role-play. So in SMAX, there is no real defeat, until some faction wins.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on December 25, 2015, 09:36:08 PM
The scout on the east border entered fungus and is now outside of Colonial area.
The copter is flying towards MM, over North-West Colonial territory.
The spore launcher reappeared, bombards our Mining Laser

2113

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbQU5wNVNmLUZtVHM)

Proposals:
- Mining Laser approaches spore launcher. We would have 3 tiles to choose.
- Copter returns to MM. Theoretically, it could remain in field for one more turn, having 90% damage, but we risk it then too much. It is very useful at this gamestage.
- crawler, after road is completed, rehomed to MM, crawling minerals.
- Scout East goes towards peninsula (?). There may be quite large piece of land.
- Scout in Wreckage area, getting the command module recordings recovered. ...And this maybe will happen very soon. I think there is more people very curious.
- Both bases continue on Recycling Tanks.
- Recycling Tanks in AH are hurried for 40 EC (full). We start second former unit next turn (with 4 minerals already collected)
- Do we want to chat with Marshall Basque?
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on December 25, 2015, 11:48:56 PM
Scout team from Mechanic's Marvel is rushed towards remains of Unity spaceship command module.

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbTTBQYU1TMXdJbjA)

And the map with other factions HQ bases.

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbRVcyenJoUDFCS28)

Colony One is the closest.
City of the Advent is next, the second closest. Looking at the unexplored tiles, it seems, that Pilgrims faction has land connection with us.

Having knowledge on all factions location that early in the game is lucky. We not only can early interact with one another faction, Colonials, but also were able to recover Unity spaceship. Good thing for role-play.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on December 26, 2015, 12:15:48 AM
A plan/project

Project Unity Mission Recovery (UMR)

Although Marshall Basque can have in her plans reestablishing Unity Mission, Architect Roark believes, that it is Apollo Industries, which should take charge of building human future on this planet.
This project will concentrate on establishing contact with all remaining factions in the smallest possible number of years (turns).

Phase 1
It appears, that Pilgrims are on the same continent. It is possible to reach them quite quickly with a scout rover. We do posses Doctrine Mobility.
This will possibly lead to contact with Pravin Lal, but we cannot be sure, Pilgrims will have contacted Peacekeepers by this time.
Scout rover could continue North and then North-West towards UNHQ, if Pilgrims have no contact with Lal. Otherwise, we could trade the commlink.

Phase 2
Acquire Doctrine Flexibility and send a foil towards Morgan Industries and Technocrats. It is estimated, that within 10 turns from completing a foil in some coastal base in Unity Wreckage area (yet to be built), we would have both commlinks.
University Base would be the most far away, a foil would need larger number of turns to get there. It is likely, that no other faction will contact them in some near future.

The aim would be Planetary Governorship. The soonest as possible.
Title: Intergalactic Radio Station
Post by: Mart on December 26, 2015, 03:24:57 PM
Recovered equipment from Unity Command Module is put into use by Mechanic's Marvel radio enthusiasts.
A new station "Intergalactic Radio Station" is established. It is confirmed, that its broadcasts can be received in all Apollo and Colonial bases. Maybe also other factions can receive it...

Intergalactic Radio Station (http://www.youtube.com/watch?v=Dx3FPiHqG8U#)
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Akritedes on December 27, 2015, 04:37:56 AM
My general leaning would run more towards a Phase 2 path, while it's more time consuming it opens up the rest of the map to you, as well as potential sea colonies or resource pods so long as you're careful about them. Especially expanding east, there's a lot of empty territory that could be claimed.

Mind, there's no reason you couldn't try for both, although it would have a slightly higher maintenance cost.

Otherwise, the Scout Chopper should definitely be pulling in for repairs, and I see no reason not to accelerate your infrastructure by hurrying Recycling Pods. ECs are made to be spent, unless there is a pressing need to hoard them.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on December 27, 2015, 08:57:46 PM
Before endturn, a short conversation with Marshall Basque. She remained ambivalent, wanted to trade her map for a tech (Biogenetics), but refused. Colonials have no energy to lend it to us.

2114

Spore launcher did 30% damage to Mining Laser, but when checking chances, they are 12:5.

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbbUs5RVUtYkY2ZUk)

We have our first facility in AH - Recycling Center.

Proposed actions are drawn.

We would need proposal for a new base.
What looks like a good place is that moist-rainy patch of hills west from Fountainhead. However, Colonials can be faster and enclose that territory in their borders. My calculations make 2126 as the year when we possibly could have a base established. 6 turns for completing a colony pod in AH (with hurrying) and 6 turns travel, though we would need road to MM.

Reminder, password is a single key:
<SPACE>
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Akritedes on December 27, 2015, 10:44:33 PM
(http://i.imgur.com/42N4s6b.png)
I've marked potential future base sites, although some may require dispatching a Former to clear xenofungus before a city can be placed. Short term, it may be best to go north and plant a third city near the Spore Launcher, it would certainly be easiest and fastest. Long term the western sites are more lucrative. The eastern site is the most finicky but it could push back Basque's territory and has energy and mineral resources. It would absolutely require a lot of terraforming, however.

The site marks aren't exact, just general location identifiers.

As for the spore launcher, end it. 12:5 is good odds and getting rid of it before it can go after the Formers is important.

Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on December 27, 2015, 10:56:39 PM
... Long term the western sites are more lucrative.
My thoughts too. Worth to try to go there. In case of Colonials making a base there pushing our borders, we loose some travel turns. But I have some idea, how to cross fungus faster.
Quote
The eastern site is the most finicky but it could push back Basque's territory and has energy and mineral resources. It would absolutely require a lot of terraforming, however.
...
There is more land to the east, let us see what the scout finds.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on December 29, 2015, 08:56:35 PM
I think Colony One population went from 2 to 1, that almost 100% means colony pod. Unless it was mindworm attack or starvation (highly unlikely this last one).
Now the question is, where Colonials are going to send it.

We could use copter to try to track it. It could potentially save some turns of our colony pod travel in case Colonials would push our border.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on December 30, 2015, 01:18:52 AM
And there is some important decision to make.
We could theoretically enter Colonial territory with a scout - that one which recovered wreckage, and also fly with copter to block Colonial colony pod path.
AI would probably change intended base location, I had similar cases like that in some of my SP games, as I recall. But the price would be serious deterioration of relations, maybe treaty breakage, but not necessarily.
What we gain? That area west from the wreckage is very good - moist or rainy, two bonus tiles. We potentially can take it later from Colonials, but that would be who knows when. Colonials are militaristic, kinda Spartans.
However, to the north, there may be more area like that.
Any thoughts on this?
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Akritedes on December 30, 2015, 06:37:25 AM
I would do everything short of provoking a war. While you could probably take them, you couldn't really take their bases at this point and any losses you take now could be crippling down the road. If you can block them at all without having to cut into their territory I'd do it though, and it might even be worth bribing them with maps or tech if you can to pull it off.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on December 30, 2015, 11:00:29 AM
There is still chance, AI knows some good location west from Colony One. AI knows all map in this respect (a designers feature). In this case we would have that coast west from Unity wreckage to our settling. Copter, during scouting flight, located a mineral bonus in a bay far in the west, and that location, in case Colonials use it, would not push our borders. And there may be more good terrain to the south, that we do not see now.
It is more likely, Colonials will not plan to enter our territory. I am not sure, there is such AI procedure at all, I do not recall such cases in singleplayer. I mean a sneaky one, when AI plans to attack us and then it can establish a base in our territory. But with our might, this would not happen.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on December 31, 2015, 03:38:12 PM
Scout exploring east was not able to enter next fungus tile.
Former will make one more road tile before forest - it is needed for colony pod.

Attack successful, mining laser lost only 10% health and is now 40% damage.

No luck in talking Marshall Basque into loan.

2115

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbbHN2YmtxMWhWbzg)

- Scout exploring east found interesting spot for a new base. There is 2 tiles to the north a good tile for worker (2-1-1) and with no terraforming required.
Colony pod from AH could reach the location within 5-6 turns if aided by copter.
- There is a guess of Colonial base far to the west. For us this location is solving our problem, as it does not block our expansion.
- We could pop the unity pod, possibly there would be mineral pod and our Recycling Tanks would be completed.
- Mining Laser would recover its 20% health. Further it could scout a little and later serve as colony pod escort.
- Lt. Fet (our starting independent scout) can attack mindworms approaching MM base.

Reminder, password is a single key:
<SPACE>
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Akritedes on January 02, 2016, 11:41:25 PM
I would go ahead and grab the pod, although I'm pretty aggressive in just grabbing them as soon as I see them, and hope there's no xenofungus bloom.

For the rest, it seems fairly straightforward.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on January 03, 2016, 04:10:38 PM
The unity pod turned out to locate nutrients. Not bad, it will be very useful.
Also moved crawler towards AH, in case another rehome would be needed.
Lt. Fet attacked mindworms with success, +1 morale.

2116

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbYjFsRGNvTmNpZWc)

Proposals:
- Mining Laser can scout a bit before providing escort for colony pod.
- AH base can hurry formers, so colony pod would be already with collected minerals next turn. The plan may be to accumulate minerals for 3 turns, then hurry. This way we would have cp departing in 2120.
- Scout exploring east can either pop the pod, or go south. Since it is a bit far away from our bases, we could get bad outcome. Maybe it is not worth to risk this terrain, which is good for a base. I'm a bit concern about earthquake or fungal bloom, these would be very unlucky. We could pop it once our base is established there. My vote is then: go south.
- Copter is 100% health, so a reconnaissance mission would help us see, if Colonials really got a colony pod, and what is more important, where it is headed.
- MM scout going from Unity Command module crash can go towards Colonial border to possibly block their cp.

Reminder, password is a single key:
<SPACE>
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on January 06, 2016, 02:09:26 PM
Time for something different than strategy and tactics.
A new broadcast from Intergalactic Radio Station (IRS).

This is special ambient music. Maybe a word of caution, it is not intended to create some negative effects, but these sounds are enhanced by sound specialist. If you are interested to learn more, google: "Dr. Jeffrey Thompson"
I recall also to listen to some 1-hour (or so) interview on youtube with him. He cooperates with NASA, as to help astronauts with long-time flights.
This particular fragment is from "Awakened Mind System" So possibly when listening, one can have thoughts/conclusions of importance. However, playing with one's mind may be dangerous and music is quite powerful.

! No longer available (http://www.youtube.com/watch?v=1k_3xi9AQLE#)
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on January 06, 2016, 07:42:58 PM
And Colonial colony pod is spoted.
Iteresting direction, it looks like it attempts to enter our territory, my guess would be: Basque plans to establishes the base somewhere to the north, maybe behind our border there.
We can still block it.

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbRXBhWWRUUXVpT00)

Copter can blok it this turn, and scout the next.
Any proposals, regarding other solutions? Maybe let it go?
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Akritedes on January 07, 2016, 12:32:38 AM
I'd block it as much as you can with the scout patrol and keep the chopper on scouting or emergency blocking. It looks like the scout should be able to block it without entering Colonial territory, which is good, and should avoid major diplomatic issues.

I might suggest making that area a colonization priority though, to avoid repeat issues. It's also looking like a future military campaign to quickly overrun the Colonial Authority may be a good idea when it becomes viable. They're seriously cramping access to further resources without expanding overseas.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on January 07, 2016, 11:43:12 AM
Colonial cp went west, as shown.

2117

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbdmp2NDNMQW1oS2c)

Proposal, some interesting choice with copter.
- Copter can return to MM for repairs, or
- Copter can block a site, that cp could establish a base later. When blocked from west, Colonial cp could again choose another direction and either go east or south. Both are better for us.
- Eastern scout will go further east. Still there is time before we would be able to send our colony pod there.
- The rest was pretty much planned earlier.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on January 10, 2016, 05:28:48 PM
Copter moved to blocking positions. Also, it spoted a Colonial scout, which then moved North.

Endutrn, cp went south! That is quite good for us. Possibly, AI chose some base location south, or south-west, which may not influence borders.

2118

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbWE5FUDhJVFRzM0U)

Decisions to be made:
- Eastern scout.
It looks like the area is under heavy fungus. Do we want to scout it? The scout could stay in the area for future colony pod arriving, so:
a) Scout goes south to show coastal tiles.
b) Scout tries enter fungus east.
c) Do we want to try pop the pod? It is far away and on fungus, can be not optimal at this point.

Colony pod should arrive in about 2128-2130, but this is quite advanced planning, we may find need for something else to build in AH meanwhile and also cp might be needed to go elsewhere.

- Copter could risk another turn in field. Do we want to do it? I proposed returning to MM.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on January 10, 2016, 05:41:37 PM
Fountainhead in winter

! No longer available (http://www.youtube.com/watch?v=mhgzFacCWIs#)
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on January 13, 2016, 06:29:06 PM
Copter returned to MM, along the path, it spotted both previously seen scout and cp.
And just south of Fountainhead, there is Colonial Formers unit.

Marshall Basque was kind to answer our call. Initially quarrelsome, she offered technology exchange.
I had to make a decision, so I agreed.
She became Magnanimous, and we have Information Networks.
Further, she asked for Industrial Base, but I refused.
Also, we borrowed 44 EC for returning 66.
Basque refused Pact agreement.

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbd1UyMzVTUGRCSWc)

And our tech progress bar became red, it means this was the tech we were researching.
We are emphasizing 3 areas: Explore, Discover, Build.
Should we change this?
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Akritedes on January 13, 2016, 06:49:20 PM
Picking up Information Networks is useful. As to Tech emphasis I would consider narrowing the focus, maybe to Build/Explore, to improve the speed with which you can build up infrastructure. That said, keeping discover on there is viable if you're pushing for a less focused and more advanced long-term plan.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Artemis on January 13, 2016, 07:47:25 PM
I started reading this thread and was concerned it might die off with little input, glad it is picking up!  I will try to get the patch installed (though I have a game running with just the GOG version, I guess that would cause compatibility issues with that save?) and load up the save tonight to see what it looks like on a bigger screen.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on January 13, 2016, 09:03:53 PM
... maybe to Build/Explore, ...


Priorities set.
And the bar is now yellow. In 2123 we will have some build tech.

2119

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbNVFGWm54bUhzcXc)

Colonial colony pod moved SW, as shown. Thanks to copter scouting, even in fog of war, it is possible to see it.
Maybe it will establish a base somewhere to the west.

- Formers performed their actions already.
Road from AH to MM completed!
Next projects:
a) road towards west and area of planned third base
b) road north from MM
c) forest on some next tile along the road
d) ... something else proposed

- Scout "blocking" is scheduled to hold this position, but maybe someone has another idea. It could serve for the third base later.
- Proposed to hurry colony pod in AH for 31 ec.
- Eastern scout, proposed to explore till next colony pod arrives, if we send one there soon.
- Mining laser, will escort our cp, as planned.

Any other proposals, modifications of plan?

Reminder, password is a single key:
<SPACE>
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Akritedes on January 13, 2016, 10:36:45 PM
Can't see any needed changes. I would hurry the Colony Pod, you can recoup the cost faster if you get it out and start up a new base. Where are you planning on putting the new colony? I know it had been suggested that it be placed near the west coast nutrients and sea minerals, is that still viable or are you planning to place it nearer to Mechanic's Marvel?
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on January 13, 2016, 11:10:23 PM
The west region is really where we would need to place a base very soon, as you suggested.
And I thought builder-style, From MM:
W-W-NW-NW
It will catch nutrient, and the mineral will be in some next base radius. Nutrient is more important anyway, just we forest it and have 3-2-1 tile. And this will effectively restrict Colonials from UNS Unity region.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Artemis on January 13, 2016, 11:39:43 PM
I was able to load up the game.  Probably a no-brainer, but north of the Unity wreckage it looks like there is a river running east-west and some green squares.  That would probably be the next good spot for a colony, after the site southwest of the wreckage. 
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on January 14, 2016, 11:48:02 AM
That location could use cp from MM base, cause Recycling tanks may be hurried as soon as they have 10 minerals.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Akritedes on January 14, 2016, 07:03:26 PM
Just north of the scout patrol and next to the Xenofungus, huh?

First thing you'd want to do is get garrisoned and then get out Formers to clear the fungus I guess.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on January 14, 2016, 09:41:58 PM
Yes, that's the tile. This scout will most likely garrison the base.

We will have to see its capabilities after establishing, but foresting that nutrient seems the best way to bring it up to large productivity.
We could either:
a) start Recycling tanks, hurry it then make former.
b) start former, then recycling tanks.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on January 17, 2016, 05:42:12 PM
2120

Completed forest near MM.
Completed colony pod in AH.

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbeUI3aFJDNVh2alE)

Marked are 3 locations for new bases:
- West, we were talking about this region as the most important. Cp is ready in AH and can reach this location in 2124. And in 2125 we have third base there.
- North, proposed recently by Artemis. We will have to still scout the area for exact base spot, but could hope for some very good ones. Colony pod will be made by MM base.
- East, this is to block Colonials from that expansion direction, however, the area is more than average, with a good river tile, mineral sea bonus and 2 unity pods in vicinity. Next AH made cp can reach that location in best scenario in 5-6 turns.

Other proposals:
- We can make two roads in west and north direction (forest them later), forest near AH, where crawler resides on the picture.
- Crawler can speed up population recovery in AH, we need to rehome it though, but MM is good now with that forest. Also, there is road now if a need for yet again rehome is needed.
- Copter recovers, will be very helpful for colony pod crossing fungus.
- However we could enter fungus with that scout, which holds position observing Colonial border. Should we use it instead?
- ... anything else?
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Akritedes on January 17, 2016, 08:08:56 PM
Off-hand I'd say no changes, everything is falling out relatively according to plan. I would only build one leg of the proposed road at a time, and keep the second Former either on Fungus Clearing (if available) or building improvements to speed base growth.

I would consider a slow military build up. As planned, cutting the Colonials off from further expansion will trap them and their only option will be to try to expand seaward or take Apollo territory, and a short war for territory is less time-consuming for them. They're also, if I recall, more militaristic expansionist than exploratory, which may prejudice their decision. You won't need the expanded military for a decade or three, but having at least the defenses to bottle them up would be wise.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on January 17, 2016, 08:18:20 PM
Off-hand I'd say no changes, everything is falling out relatively according to plan. I would only build one leg of the proposed road at a time, and keep the second Former either on Fungus Clearing (if available) or building improvements to speed base growth.
Yes, having 2-3 formers per base would be nice at this time, but we seem to plan a few more bases first.
It is good on one side, but hopefully we do not stretch too much too early.
Typically we would have population of 2 in a base for some time, so having 2 good tiles will be sufficient for some more time. And forests spread! Hopefully they spread over fungus. Am I right, that actually fungus is overgrown preferentially in early game? Or it has no impact?
Quote

I would consider a slow military build up. As planned, cutting the Colonials off from further expansion will trap them and their only option will be to try to expand seaward or take Apollo territory, and a short war for territory is less time-consuming for them. They're also, if I recall, more militaristic expansionist than exploratory, which may prejudice their decision. You won't need the expanded military for a decade or three, but having at least the defenses to bottle them up would be wise.
I agree here. 10-30 turns may be quiet. We also do not know how many bases Colonials will be able to place. and they may even do ICS, if there is some natural landmark. They did 3rd colony pod faster than us! They are expansionists, or maybe have very good terrain.
Colonials are like Spartans - to be feared. We might try to get military technologies soon.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Artemis on January 19, 2016, 11:02:57 AM
If you think putting colony B that far north would be injudicious due to fungus and distance, we could instead use the earlier proposed location on the coast and then expand there once it is scouted and fungus cleared. I tend to try to spread out further and then fill in, but I've been playing on Librarian with average native life so the risk/reward analysis might pan out differently.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on January 19, 2016, 11:36:21 AM
If you think putting colony B that far north would be injudicious due to fungus and distance, we could instead use the earlier proposed location on the coast and then expand there once it is scouted and fungus cleared.
Yes, we can do it. This is good suggestion, as colony pod would be shorter time in transit and we can select location on scouted terrain, knowing surroundings.
However, the location closer on the coast is not so good. We most likely would have to make the base on that unity pod. I had another thought - to place base closer (no gaps between bases) and later rise terrain to the east. Another base would be coastal farther to the east.
Quote
I tend to try to spread out further and then fill in, but I've been playing on Librarian with average native life so the risk/reward analysis might pan out differently.
We play on Transcend, but with council of now three players and our pace of a turn every several days, we play quite efficiently. So placing a base on better terrain and river but somewhat far away could in the end give us better result. But this is only my guess, and without any strong conviction which one is better. 
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Artemis on January 19, 2016, 01:52:01 PM
You mean like directly north of the scout in the above screenshot?  That would give it a few moist tiles overlapping with MM to work, and MM can concentrate on the tiles south of it, which are better quality.  Then raise the coast where the pod is? 

It makes me nervous having the border so close to our headquarters, but I guess there's nothing to be done about it.  Could we bring the copter back east to scout along the border?  I'm not up to date on all unit positions, I didn't get a chance to load up the most recent save this weekend so this may not be feasible right now.

I agree top priority is western colonization site, then HQ can send the next one east.  MM can colonize northward. 

Edit:  it looks like we'll end up crossing their territory to colonize east without a transport foil.  Can we do it without angering them?
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Akritedes on January 19, 2016, 07:02:56 PM
Unless their territory expands I think an eastward expansion can cheat around their borders using diagonals.

Regarding spacing, given the difficulty level and native life I would favor caution. Especially now, as Apollo does not have a large military and if there's a surge of native life or foreign aggression the further away the endangered base is the more likely it is to just get swarmed under. In particular because base three is either going to have to spend time and production building its own garrison, unless we're willing to station the Mining Laser there and give up a mobile offensive force.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on January 19, 2016, 07:28:36 PM
You mean like directly north of the scout in the above screenshot? 
One tile NE from there, which is "builder location."
Quote
That would give it a few moist tiles overlapping with MM to work, and MM can concentrate on the tiles south of it, which are better quality.  Then raise the coast where the pod is? 
Yes, somewhere there. I have impression, this is just a 1-tile channel. However, I would not rise a sea tile with bonus, unless necessary. The reason is, that often a unity pod results, that is not giving you back that specific resource.
Quote
It makes me nervous having the border so close to our headquarters, but I guess there's nothing to be done about it. 
The former makes road on that rocky tile. This is good place for defensive post blocking access to AH. And we can have a sensor somewhere there.
Quote
Could we bring the copter back east to scout along the border? 
That can be the mission after facilitating colony pod to the west travel.
Quote
...

Edit:  it looks like we'll end up crossing their territory to colonize east without a transport foil.  Can we do it without angering them?
The chance is that with 1/3 move our cp will enter fungus tile under the copter...
[Edit]
I mean, the chance of not stopping in Colonial territory.
One turn should not anger them that much. And if in near future we trade technologies again, this would bring relations again to better state.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on January 19, 2016, 07:33:37 PM
Unless their territory expands I think an eastward expansion can cheat around their borders using diagonals.
We will see in what way that planned eastern base will move Colonial borders. We could have access to that spot near energy bonus you once mentioned.
However, I think Colonials may push the border again, as there is this second base, maybe doing a cp...
Quote
Regarding spacing, given the difficulty level and native life I would favor caution. Especially now, as Apollo does not have a large military and if there's a surge of native life or foreign aggression the further away the endangered base is the more likely it is to just get swarmed under. In particular because base three is either going to have to spend time and production building its own garrison, unless we're willing to station the Mining Laser there and give up a mobile offensive force.
Mining Laser probably would stay near MM base. At least, somewhere there.
We should have some time before troubles begin. Yet it is difficult predict from where Colonials would attack. Maybe it is too early to tell.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Artemis on January 20, 2016, 01:42:37 AM
Oh, I see, I misunderstood where you wanted to raise the land.  I was thinking east of the wreckage site, north of HQ, to get more land there in case the next base by the river is too close.  You meant around where the channel is.  I agree, I would not close off the channel because my experience is that you generally lose the bonus square (although I find mineral bonuses on water disappointing).  A base there would be nice since it is a choke point.  I'm not sure if looking at distortions in the grid in unexplored territory is kosher or not. . .  In any case I can't tell, it may be there is nothing east of there but water, or there may be an expanse of flat land.  We'll have to explore and see. 

I am not sure about colony pod speed on fungus with no modifiers.  I was trying to read online today and didn't find any specifics.  I can't test in my current game because I have Xenoempathy Dome.  I have a feeling they only can go one square at a time, which means while heading east to colonize we would spend one turn in their territory at (36,60), assuming the borders do not change. 
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Buster's Uncle on January 20, 2016, 02:18:10 AM
It is one square a turn.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on January 20, 2016, 08:47:40 AM
When that road on rocky tile is completed:
1st turn along road and river, this is still our territory
2nd turn, 2 tiles along river on Colonial land + 1 tile on fungus, but this is with 1/3 move point only.

Yes, chances are well over 67% ? that our colony pod will have to stay one turn on Colonial land.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on January 20, 2016, 08:52:31 AM
Oh, I see, I misunderstood where you wanted to raise the land.  I was thinking east of the wreckage site, north of HQ, to get more land there in case the next base by the river is too close.  ...
I think you were initially correct. That area is not all scouted, so we do not see if there are any bonus tiles. And I think there is a channel based on coastal tile shades of blue. We do not see the opposite bank yet. It is east of the wreckage and north of AH base.
Sorry, I was not precise.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Artemis on January 20, 2016, 10:38:04 AM
We should name some terrain features, like the channel and the bay north of HQ.

I was looking at the map and I think the base south of HQ is quite close, based on comparison of the southern border with borders in the game I'm playing right now.  I think it is two squares southeast of the former we could see in their territory.  They do have room to expand east and push the borders, then.  They will probably do this soon.  We probably should move quickly on the proposed eastern base.  I will try looking back to see when they last made a colony pod.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on January 20, 2016, 01:01:24 PM
2120 Report

After 20 years on Planet:

Apollo = Olympians
Colonials = Authority

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbVTBhdE1xSTZEMTQ)

We research 5 labs/turn
Income 3 EC/turn
Energy reserves are: 148 EC
Loan (Colonials) 64 EC in 1/turn payments.

Tech every 14 turns, 3 remaining to have a build technology.

We have currently 5 technologies, all level 1.

- - - = = = * * * = = = - - -
Marshal Basque is now the strongest militarily.
I think we should switch to Conquer research goal, and conquer only. We need laser technology, the sooner the better.

Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Akritedes on January 20, 2016, 08:19:11 PM
Might be worth it, yes. Depends on what's likely to come up in the Build tech queue, I suppose, since if there's a major milestone in Build it might be worth delaying.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on January 20, 2016, 10:03:44 PM
We will get that build tech anyway. In fact, the game has already selected it, so it is already determined. But it will not be Industrial Automation yet.
Switching to conquer is safe to do before we finally research that build tech, because the game not always asks for new selections.
So I do it now then.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on January 22, 2016, 07:37:16 PM
2121

Some actions were taken.
Crawler now brings 2 minerals for this turn only to AH.
Colony pod travels west.

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbUHdMNHlkdUw3U1E)

Proposals:
- Copter will be needed next turn for helping colony pod. It can scout south this turn only.
- Hurrying Recycling tanks in MM for 44 EC, full.
- It seems without events this time.

... One more thing:
- Any idea/proposal for where to put a sensor for AH, and also that rocky-river tile south of monolith could be in range too?

Reminder, password is a single key:
<SPACE>
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Artemis on January 23, 2016, 05:57:02 PM
Will load this up later today and take a closer look.  What is the crawler's next task?

Stupid question:  what's the range on sensor arrays? Is it just adjacent squares or a cross?
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on January 23, 2016, 07:33:35 PM
it is radius of 2, so effectively 5x5 tiles.

Crawler will get resources from a tile, preferably not influencing workers. In 2122, that forest-river will be for a worker.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Artemis on January 24, 2016, 01:32:16 PM
I really really really want to know what's at (26,60)/(28,60).  I think there is another enemy base right in that area.  The copter should be able to take a peek and make it back to MM. 

A sensor array at (34,56) would cover both locations and not be immediately vulnerable to being overrun and destroyed as long as we have someone on that rocky square.  However, it only provides vision one square beyond the border, where our border patrol would have vision anyway. 

(32,56) would give better vision but be more vulnerable.  (31,55) would waste some vision on our own territory but also provide a little cover for MM.  And right on the rocky square is a possibility, although I think at some point we'll want to put a mine here and crawl the minerals, since AH is a little short on rocky squares (MM however has rocky terrain coming out its ears).  We could potentially put one at any of these locations and add a second one at (34,52) to cover AH in case the first is destroyed.  A complicating factor is that (34,56) is currently covered by fungus. . . 

All in all I'm leaning toward (32,56) (one square northwest of the rocky square).  Of course with all that fungus they could sneak up no matter where it is! 

The crawler could go to (34,52) for one mineral or nutrient.  We need to get a couple more squares improved for workers and crawlers, right now we have no other +2 squares.

MM has growth in 5 turns, with completion of a recycling tank next turn that will bump nutrients a little.  Will it build a colony pod next? 
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on January 24, 2016, 05:11:26 PM
(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbUUNmVk05dy1GV2s)

Copter performed its scouting mission. We can see the second Colonial base. Also, where it is now, there is rocky tile with mineral bonus.
Colonial units are:
- unity rover 1-1-2
- scout patrol 1-1-1

(32,56) can be covered with forest and given road, which will be good place for defense. My vote will go there too.
Later we could schedule another sensor in the area, especially to cover AH from other direction.

Yes, MM starts colony pod next turn, as we hurrying recycling tanks.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on January 24, 2016, 06:00:06 PM
We still have 2 turns till next tech.
Our capabilities to produce colony pods are getting smaller, as collected nutrients go down, and population would not recover to at least 2 fast enough.
We could think of next building item in AH. If we research Social Psych, that might be recreation commons, but we could also do network node.
And an SP? However, that would be good to do it with existing recycling tanks recreation commons.

Generating next turn soon...
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on January 24, 2016, 06:09:15 PM
I can't believe it...
I started commlink conversation with M. Basque and she offers Pact!
I'm hanging on that screen. If there is no objection in some time, I am going to take it.
Just thinking about benefits... :)
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Artemis on January 24, 2016, 07:35:07 PM
Fine with me, I find early war very tedious!
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on January 24, 2016, 07:43:56 PM
A lot happened.
Accepted Pact with Colonial Authority. So we get their map! And also insight into their faction. These benefits are already with us, so we can use them in the future. I have concerns, though and thinking of possibility of cancel the Pact.

Colonial got their 3rd base.
They have yet one more cp in Colony One. Also another one soon in the second base.

2122

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbTmxQN1Y3QWZsYXc)

- Colonials clearly moved that rover and a scout to pop our pods. I would call for a council and vote for two options:
-- we stay pacted.
-- we cancel pact in 2122 (immediately)

- If we stay pacted, Mining laser unit could attempt to pop that unity pod on the coast, but may not be fast enough.
- We probably would need scout rovers soon. Maybe this is the idea to make one in AH, and soon relocate it to free a mineral of upkeep.
- The new Colonial cp has an order to go to that third base, so we do not need to wonder for few turns, what they are planning.

Reminder, password is a single key:
<SPACE>
Title: [ISPG] Important! Apollo Faction Council is called.
Post by: Mart on January 25, 2016, 03:28:59 PM
Apollo Faction Council

We need to decide if to resign/cancel our Pact Agreement with Colonials, just after one year! (2121-2122)
Colonials clearly direct their scout rover towards our unity pods.
So question is:
- Do we cancel this Pact yet in this turn 2122?
-- Yea
-- No

Possibly advise in case of "no," however, most likely if we do not do it this turn, the closest pod would be checked by that Colonial unity rover
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Artemis on January 25, 2016, 03:49:08 PM
Ah-hah, so we are Machiavellian!   :D. Haven't loaded up the turn, but seeing the map I'm concerned.  They have a lot more room to expand than I thought, and the colony with the two mineral bonuses could be a real powerhouse.  I'm glad our colony pod is moving into position now to deny them some land to the west.

If they take offense at our cancelling the pact and we end up at war that could get scary, though they won't be able to properly utilize the mineral bonuses for a while with their low pop, necessity for nutrients, bad terraforming, and aversion to crawlers.

Our supply crawler could try to block that scout at the loss of some resources.  Looks like it is not out of moves at the moment?

Not sure if we should immediately cancel or try to stall them and get to the pods first.  If that's not feasible, cancel the pact.  They may come right back though.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on January 25, 2016, 04:06:55 PM
With Pact, both factions can have units on the same tile, so blocking would not work.
We got infiltration (in noble way, let's say), we could cancel it now (in not so noble way).
To tell the truth, I would not object for Apollo scouts popping Colonial pods, they would probably (AI) dislike this.
The same, I dislike their attempts to pop our pods. And that seems fair... :)
We seem to develop good relations, and so far, they improve. The question is: is it worth few pods.
In case they uncover monoliths, we loose nothing.

[edit]
Well... actually, we do loose 1 lab point per each unity pod.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Artemis on January 27, 2016, 12:39:10 AM
We may need to proceed without Akritedes. 

I forgot you can occupy same square as a pactmate.  I usually have no friends in my single-player games.   :(

I did not know you get 1 lab for a pod pop!  There is so much to learn about this game.  And the documentation so poor. 

I'll leave it up to you whether to break the pact or not.  If we do not immediately I think we will need to eventually. 

Edit:  And it is not fair!  They get all the benefit of positive pod pops, and we bear the risk of a fungal bloom.  That's pretty one-sided. 

Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Buster's Uncle on January 27, 2016, 04:06:21 AM
...We could do the same thing to them in time, with the pact, and my experience is that the AI isn't as directed/efficient about it...
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on January 27, 2016, 07:54:20 AM
Maybe then let us keep the pact. It is beneficial to keep good relations with Colonial Authority, and probably worth these few pods.
And this may be incentive for us to make some rovers and pop pods in regions where other factions could do it before us. There are these 3 pods to the west.
Worrisome is, that Colonials have like 2 rovers already, I think. And they make colony pods so fast...
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on January 27, 2016, 07:52:35 PM
Endturn, (maintenance...)

Copter, after allowing easy entry of colony pod on fungus tile, goes to AH base.
Mining Laser goes east.
Colonials moved rover and scout towards unity pod, but rover did not pop it yet.

We discover Social Psych.

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbRkVibnpmQVNoQTQ)

Next tech is Conquer, (Lasers)
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Akritedes on January 29, 2016, 05:05:52 AM
Yeah, sorry about that. Got tied up with early exams.

I wouldn't have contributed a solid opinion to the Pact issue, though. Breaking it risk early war that Apollo is in a bad place to deal with, but allowing it loses significant resources.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on January 29, 2016, 04:34:12 PM
2123

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbOUdLcHRqblBXUlE)

Proposals:
1) We can pop the unity pod directly east from our former:
a) former can do it with 100% certainty. Mining Laser can deal with possible mindworms.
b) Mining Laser can do it, it is not 100%, since only 2/3 move point entering fungus!
c) We just leave it be (Colonials will try to pop it up).

2) We can hurry colony pod in AH. Next, I thought, some rover, for scouting, defense, unity pod popping, etc.
3) Copter could scout the north from AH this turn. It will aid cp from turns 2124-2125 going east. There is a lot of fungus tiles, and copter is very useful in such cases.
...
Any comments, other proposals?

Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Buster's Uncle on January 29, 2016, 04:37:26 PM
Pop the pod.  Try the Mining Laser first, w/ the former as backup...
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on January 29, 2016, 04:47:52 PM
Pop the pod.  Try the Mining Laser first, w/ the former as backup...
Yes, this is a very good idea. In case mining laser succeeds, we still have former to use its move for terraforming.
And if that goes very bad, copter can deal with mindworms, though sometimes copter looses. Usually, using copter for mindworm attack is difficult decision. It is so valuable now.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on January 30, 2016, 11:08:27 AM
And we attempted first Mining Laser (did not succeed) and then former.
There is a monolith, tile is now free of fungus.
And it could be within our new base in that region.
Quite good outcome.

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbdXNVQk9ZSnFPXzQ)
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Artemis on January 31, 2016, 04:35:37 AM
Congratulations to the brave men and women of our terraforming crew, who, although not trained in combat, volunteered to scout this Unity pod drop site.  I suggest we engrave their names on a commemorative plaque to be placed at the base of this monolith.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Buster's Uncle on January 31, 2016, 04:43:06 AM
...If it's a short list of short names, I can do that...
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on February 01, 2016, 12:39:48 PM
Endturn
A lot of interesting events, this endturn and next turn.

Colonials resigned from entering monolith.
Rover was lucky enough to get to 1 tile from the next pod!
Colonial scout is, where our mining laser.
Our crawler gets nutrients from the new monolith, to faster recover population

2124


(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbYjZpQTBwNjBsbzg)

- We know, that Colonials attempt to pop the second pod, since visible scout has order to go there.
- A new colony pod from Mission Priority base is ordered to establish base, as shown. It can be there in 2126!
In this case our eastern base will most likely be imposible.
What to do? Look for other location to the east? Our copter can scout that location this turn.

- Should we upgrade mnning laser?
- A road on monolith? We loose only 1 turn-former in fact.

We still need to prototype a rover chassis, so no matter if we build 1-1-2, or 1-2-2, the cost is 3 rows.

Colonials are 6 turns from (green) Explore tech. We have 2 more techs for trade, so it should work to exchange it.
Is it Doctrine Flexibility? Other?

Should we plan a Secret Project?
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on February 01, 2016, 09:59:44 PM
I wonder, if since Colonial scout is going to the unity pod on the coast, maybe the rover is going to that pod on the river tile to the north.
In such case, mining laser could be faster to the pod on the coast.

I have impression, the rover went north, and not north-east. This could suggest, rover will go NW and leave the coastal unity pod.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on February 03, 2016, 08:43:42 PM
There is some bug, it appears. The colonial rover is in fact only one tile to the north from our Mining Laser.
So the game somehow does not render the unit where it should. Reason? Maybe, because rover was attempting to enter another tile with 1/3 point, it failed, and the location of the unit is now some problem for the game engine?

Copter made the exploration flight, there are locations if we have trouble with new Colonial base to the east.

We will soon establish the third base (2125).
Invitation for celebration!
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Akritedes on February 04, 2016, 01:21:30 AM
(https://liandamarta.files.wordpress.com/2014/01/hd-wallpaper-with-fireworks-at-new-years-eve.jpg)
Huzzah! Industry expands!

...shame those colonials are better at expansion and industrial growth than we've been. :/
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Artemis on February 04, 2016, 05:50:24 AM
I have a bunch of stuff going on, so won't be able to contribute much until the middle of next week earliest.  But carry on, because when I can get 5 minutes free I enjoy checking in on this thread.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on February 04, 2016, 06:03:30 PM
Colonials got nutrient from the coastal unity pod.
The new monolith will have road.
And now, we have excellent location for the next base in that region thanks to two lucky unity pods.

2125


Apollo Construction established!!!

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbSzFsdXVuRWEyWEE)

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbUUhpdzdsbk5QWUE)

Proposals/issues:
- The new base AC has set formers as their building item. 10 minerals are already accumulated, so we could hurry it.
This is the only base with nutrient bonus at the moment, and it could need forest to fully yield its benefits at this time.
Or, we switch it to some other building item.
- In case our eastern base location (marked: 1) would be in Colonial terrain, after they establish a new base east from Mission Priority, we would need some other location. Is 2 a good location? Other proposals?
- What to do with Mining Laser? It could help the new base in that region, but presently the cp is still some turns away.

Reminder, password is a single key:
<SPACE>
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Artemis on February 06, 2016, 09:41:06 PM
Can't load up the save because I'm traveling, but I agree with keeping production on formers and hurrying if it would still leave us some credits for flexibility.  A pact does decrease the need for garrisons right now. 

It would be nice to have an alternate colony site further east, I'm concerned that putting the alternate site on that peninsula north might limit our control of the eastern territory. But we don't have that area explored and I don't think we should risk the copter further.

We could send mining laser north to scout out a few more squares.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on February 07, 2016, 09:21:05 PM
Former in AC hurried.
Mining Laser goes north.

Endturn
- Colonial scout rover, which got nutrient bonus went west then north. It should show, where it is drawn, but is not.
A bug? Maybe graphics problem since this is a set with custom factions. Our borders for example do not show.
- Colonial establish their fourth (!!!) base Normandy Base. Our intended terrain for eastern base is now within Colonial territory.

2126

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcba1lCYUc0cWk5LTg)

Important questions. We need Council!
1) Colony pod in the east
a) go further east and search for a good place for eastern base?
b) return west and settle north from MM?

2) Scout patrol in the east

a) scout/pop pods in the east? We can here pop colonial pods, as they are popping ours.
b) return west. This option would be here only if colony pod returns west.

Please vote
on these issues. They are very important.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Artemis on February 08, 2016, 04:18:11 PM
We're getting seriously squinched for space.  I hope that pactmate pod goes west instead of trying to settle north.  We may be in the position of needing to seriously make nice with them while trying to find other land masses to settle to expand.

If I were playing alone I would send our pod east and bet on finding a settleable square just outside the explored territory.  If we can find a spot that would hopefully cut them off from further expansion east--on the other hand it might be just fungus or we might run out of land.  It's a gamble.  Since this is transcend it might not be worth the risk, especially since if things go sour with our pact that colony will be isolated.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on February 08, 2016, 05:05:01 PM
I was surprised, that game assigned so many tiles to Colonials after they made this fourth base.
One tile with fungus is even 1-tile more far away from NB, than from AH.
But I noticed previously, that the algorithm for territory is somewhat like that. Just I counted for some tiles there we would be able to have available.

Yes, this is a gamble.
And since Colonials are 3 turns from an Explore tech, I have impression, this will be Doc Flexibility.
With foils we would have option to explore/reach eastern land from the sea.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Artemis on February 08, 2016, 11:08:04 PM
Perhaps we should send our colony pod back west then and consolidate our grasp northward.  Maybe pop that pod with our scout, though.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on February 09, 2016, 12:45:53 AM
Perhaps we should send our colony pod back west then and consolidate our grasp northward.  Maybe pop that pod with our scout, though.
My vote too.
The scout can continue scouting, and maybe pop now all the pods there (hoping it survives it all).

Actually, that tile 3 to the east from AH, on that peninsula, is good spot for a base. Good to be reached by foil transport though. It should push Colonial border if by that time they do not advance more to the east. There is much fungus there, we have a chance for that.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Akritedes 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.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart 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.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart 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

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbYTg3SUVkYW5tTnc)

- 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?
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Akritedes 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.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart 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.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Buster's Uncle 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.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart 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.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart 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.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Buster's Uncle on February 16, 2016, 01:06:27 AM
I bet you the scout finds a clear tile or two to the east...
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart 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...
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart 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

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbSWl3THJTaWpaVzg)

- 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.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart 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.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Akritedes 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.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart 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.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart 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

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbQkJfTW9TQ1NTbGc)

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.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on February 22, 2016, 12:47:55 AM
Copter departs from AH for Clear Mindworms Operation.
Citizens of the base are left without protection of garrison.

 Cell - Floating Retention (http://www.youtube.com/watch?v=iBbpjCag-0c#)
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on February 29, 2016, 12:56:33 AM
Endturn

Copter was successful and destroyed the launcher. Only 40% damage.

Colonials trade Doctrine Flexibility for Social Psych.

2130

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbQUk2OENIdTZwTjA)

Not much new events.
- After skirmisher, a transport foil can be built.
- Copter recovers in Colonial base.
- Mining Laser explores in the north.
- The Colonial cp yet again changes orders. This time goes to the spot shown.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on March 03, 2016, 08:56:08 PM
Former with cp encountered a mindworm.

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbVGFHLTV1c3owMzg)

Attack gave 10 EC, scout down to 50% health.

2131

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbNWN4aW9EakQ3Z2M)

This turn is different!
- River changed its flow. We no longer have that nice river road to the east. What caused it? Colonials appear not to pop any pod with earthquake. No apparent reason. It probably happens to some unknown cause. Maybe someone would have more information.
- They have 2 cp in this turn, and their cp got orders review. They go to locations as shown. They must be just outside our borders.
- Partially units moved, e.g. east team already advanced.

So we could be "sandwiched" in a flat shape if these 2 Colonials colony pods are successful. What to do?
I thought about a base, that one which could get that monolith we crawl at the moment. This base will grow fast and have decent production.

We would need to speed up next cp production.
AC will be great colony pod pump. --> needed hurry of recycling tanks.
MM will have to hurry skirmisher, but also crawler will be very useful when rehomed. Base needs nutrients (size 1 now)
AH will need to delay transport foil.
... any votes for these 3 bases?
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Buster's Uncle on March 03, 2016, 09:04:10 PM
I always favor CPs and expansion in the early game...
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on March 03, 2016, 09:11:01 PM
Colonials and us have the same 2 cp each. We are probably in somewhat better position, since AI appears to skip some decent locations near their bases. So we establish bases sooner. They have one more already, however.
I was thinking about one particular base to rush next cp, one from our 3 bases. I have my thoughts, but when more people think about solutions, better decisions are made.
And I think Colonials will eventually "sandwich" us. But then it is them that will be split, not us. Our problem is being stretched west-east. Vendetta with Colonials will not be a nice one.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Akritedes on March 05, 2016, 01:01:59 AM
For my part I would try to prevent them from getting access to at least the northern energy/nutrients base sites, those are pretty firmly in Apollo's expansion area and really more important than expanding west or east by my estimation.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on March 05, 2016, 02:27:31 AM
For my part I would try to prevent them from getting access to at least the northern energy/nutrients base sites, those are pretty firmly in Apollo's expansion area and really more important than expanding west or east by my estimation.
Yes, then MM will make colony pod next and move our border to the north, covering that energy bonus by a new base in that direction. With the road, from cp completion to new base establishment should be 3 turns.

AC can be excellent colony pod pump, and maybe it can start a cp also. A base N or NW from AC would move our border even more, so Colonials would need to try even farther to the north. I wonder what AI will attempt.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on March 10, 2016, 05:17:44 PM
We complete skirmisher prototype, which gives us rover chassis.
Colonials reorder their two colony pods. Now only one is scheduled north.

2132


(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbdU1Sa0ZxXzZKWGc)

- Copter is back to 100% health, it can scout eastern land for new base location.
- Mining Laser can continue north on fungus. Unless there are votes, it is time return it.
- AH starts our first sea unit.
- MM can hurry Skirmisher, then starts colony pod.
- We could use crawler to help MM, both minerals and nutrients are needed for faster cp completion.
- Freshwater Sea is not fresh... this happens when game generates it near polar edge.
- New skirmisher from AH can scout NW direction (also possible getting Pilgrims contact). Unless there are votes to do something else.



Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Buster's Uncle on March 10, 2016, 05:44:32 PM
Looks to me like the colonial pod is pointed at squares firmly inside our borders.  I would still want to prioritize expanding in that direction, but not above getting a base planted on the western square just south of the costal unity pod - of course, it's hard to be certain before we know whether there's a way to more land north.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on March 10, 2016, 05:54:37 PM
That western base, I was thinking about 2 bases there.
- A coastal, which would be now.
- One in direction S,S,SE from it, just to cover remaining unused by bases tiles.
We could loose opportunity for that second base, but tensions would be less.

We could also start from that base inland, and later make that coastal one. The distance is now the same.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Buster's Uncle on March 10, 2016, 06:01:46 PM
Is that a fungus square directly north of the scout?  That's bound to be outside our borders, and a consideration if it leads to more land.  Hmmm.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on March 10, 2016, 06:10:01 PM
It is fungus, and from the shape of covered tiles, there is much more land. However, by this time, it can be somewhere close to Pilgrims territory.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Buster's Uncle on March 10, 2016, 06:28:24 PM
...Maybe exploration you're doing will show it to be moot, but if we can push our border to the other side of that pinch, we need to soon...
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Akritedes on March 10, 2016, 08:20:06 PM
I would remain in favor of anything that prevents the Colonials from establishing that northern Base site they're trying to poach from Apollo. This may mean hurrying the CP in Construction or sacrificing transport foil production, though. That northern site is energy and nutrient rich which makes it an excellent producer and a good choice for a fast-growing and large population base, possibly even an expansion node for overseas colonization in the future if the base is planted to have access to both Nutrient resources and the energy resource.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on March 10, 2016, 08:28:00 PM
The MM base will start cp next turn for that purpose. We should push our border more to the north before Colonials reach their destination. AC is already making a cp too.
MM will be aided by crawler, so AH will have "slow" time for some turns.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on March 13, 2016, 05:47:02 PM
Endturn:
- Copter reveals terrain to the east. Heavy fungus, and only 2 spots where a base could be places.
One of them practical for our present task force, considering, cp is 90% damage, former and scout are like down to 50%.
- Skirmisher leaves AH, goes west. Main task, exploration
- Crawler rehomed to MM, where the second skirmisher hurried.

Colonials re-order their cp again!!!
This is just AI, and only when they started to be challenging, now, their colony pods go in circles.

2133

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbOVRSSy1sTHFZWTQ)

Proposals:
- Mining laser? Either explores more or returns to our territory. This is practically the only counterstrike-capable unit we have.
- Our western cp can push Colonials, as we talked some posts previously. This may anger them, but Basque mood is cooperative still.
- The second skirmisher can escort that western cp. Also, there unity pods to pop in the area. Once near bases, they should give something decent.
- Copter returns to Normandy Base

So AH is slowly building transport foil (2 mins/turn)
MM and AC make colony pods, and these should be completed in several turns.
However we have now 45 EC in energy banks and only +5 ec/turn.

Colonials are making 4th former! We need them too, we only have four formers.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on March 13, 2016, 09:32:18 PM
Recently the river giving faster route to the east changed its flow.
A group of scientists is sent to investigate.

Patrick O'Hearn - So Flows The Current  (http://www.youtube.com/watch?v=voRJkgtig9g#)
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Buster's Uncle on March 13, 2016, 09:36:19 PM
Answering the questions in the screenie - explore; base.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on March 13, 2016, 11:04:08 PM
Presently, in 2133, Colonials are 6 turns from red tech (Applied Physics?) and we are 8. Most likely they are going to get it before us. And if not, we can slow our research for that. And then we could trade it, leapfrogging our research.
However, we could offer them only Industrial Base.
Should we do it?
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Buster's Uncle on March 13, 2016, 11:38:48 PM
I'm a free trade guy when it comes to SMACX techs...
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on March 14, 2016, 06:32:45 PM
Colonials are cooperative, I wonder, if they trade it without problems.

We are loosing here, possible problem with Merchant Exchange. This may be not the most important SP, but it can well pay back itself. Especially when using crawlers. We might conquer Colonial base, in case they complete it, but, with our -1 efficiency it is even more important to have ME (if at all) in HQ base.
And the first our SP could be something different.
I am thinking about maybe some voting for that.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on March 15, 2016, 12:18:44 PM
Well... I just checked tech tree.
So it turns out, not only Applied Physics is possible, it is also Doctrine Loyalty. And since Colonials have Social Psych too, it also pertains to them.

We may have a case out of 4. Then:
- it is good to wait to see what Colonials get from their red tech bar.
- in case our tech is Doc Loyalty, we at least would have option to make Command Nexus. And Perimeter Defense might be useful.

Giving Industrial Base may not be the best option, since they get armor 2, but if they research Doc Layalty, we would clear our situation.

-----
And if we are lucky, we may contact Pilgrims soon and maybe trade some techs from them. Applied Physics (or better? Impact?) would be most desired.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on March 16, 2016, 10:51:23 PM
Playing 2133 endturn, and Brother Joaquin contacts our Mining Laser.
I have to decide, what to do, and the order may be important, so:
- to try to get other commlinks
- to get technology exchange
- get a loan
- get treaty/pact
- ...
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Buster's Uncle on March 16, 2016, 10:58:22 PM
If treaty/pact is doable the rest might follow more easily?  Often the opposite seems to be true, though.

I'm a big fan of being on the lending end of loans.  Cash flow permitting, it's free money if a vendetta doesn't disrupt...
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on March 16, 2016, 11:06:43 PM
If treaty/pact is doable the rest might follow more easily?  Often the opposite seems to be true, though.
And it was not so long conversation, but we may have a chance in some future to get some benefits from this contact.
Longer report will be there soon.
Quote
I'm a big fan of being on the lending end of loans.  Cash flow permitting, it's free money if a vendetta doesn't disrupt...
You mean, that we lend energy? And then receive every turn some income?
Or, that we borrow, and then can use it immediately?
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Buster's Uncle on March 16, 2016, 11:31:41 PM
It all depends on what's better in the long run, isn't it?  In my SP play, I go after the income, always.  My dad would haunt me if I assumed debt, even in a game. ;)
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on March 17, 2016, 12:13:11 AM
Yes, on one side it is an investment, when in longer time you receive larger amount of energy.
On the other hand, I remember Maniac made a short treatise? about why investing energy immediately into completing/hurrying buildings or formers or similar gives much larger return on investment.
It all depends.

Pilgrims were less cooperative than I wanted. At least Joaquim was ambivalent. Not close to seething, like it often happens.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Buster's Uncle on March 17, 2016, 12:15:15 AM
Oh yeah - I get that the investment in rushing NOW and paying interest can pay off more than loan income later- I just have no personal experience with taking loans for that; so take my remarks with a grain of salt.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Akritedes on March 17, 2016, 02:58:50 AM
I generally go straight to tech exchange with diplomacy, with an occasional Pact to improve relations or boost trade. I try to stay out of the economics, it's largely more trouble than it's worth to me.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on March 18, 2016, 08:48:11 AM
Endturn
All unit moves as planned. Mining laser scouts further and it encounters Pilgrims scout patrol.
It also turns out, that there is Pilgrims base, 2 tiles to the north, and we are on their territory.

[Edit]
Something to add, is that our research is slowered, so that we get red tech 4 turns after Colonials. At this moment, so with new bases we will probably recover somewhat, but let us see. Colonials should get red tech before us, what is beneficial for our research planning.

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbZ2c3alA2QTNDdUk)

To keep good relations, we have to pay a technology.
Asking for commlinks to Brother Lal.

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbRldGZThVZVA0Y1U)

So we most likely will exchange no techs this time.

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbcjZqTEV2dkRVY2M)

Not a very fruitful conversation. It will take some time to improve relations, and already push our borders. We are limited with expansion to the north already.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on March 18, 2016, 09:01:51 AM
2134

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbQmpBODhxd19IcTA)

It is proposed to return Mining laser, unless there is a proposal to attack Pilgrims (?)
They are strong militarily, we cannot be sure even of taking that base 2 tiles away.

Other actions as described. Nothing particularly different from already shown plans before.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Akritedes on March 18, 2016, 04:21:24 PM
It would be a bad bit of business to attack the Pilgrims just yet, partially because we don't have the military forces to really pull it off, and partially because any attack would invite opportunistic raiding or worse from the Colonials. While I'm in favor of dealing with the Pilgrims more permanently it would have to be at a later date, preferably when they can be hammered down quickly and without dragging out a war.

Unfortunately that kind of military expansion isn't really affordable right now, at least not until the early colonization period is finished.

I would consider bunkering the Mining Laser down at the land bridge or ford, to prevent the Pilgrims from expanding into Apollo's backyard or otherwise taking our territory "peacefully".
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Buster's Uncle on March 18, 2016, 04:31:18 PM
Makes sense.

It looks like the base about to establish to the east will probably move the border enough for a base to fit neatly between it and Apollo Headquarter - I'd suggest making filling that spot a priority for the new base, leaving the northern expansion to the bases already building pods...
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on March 18, 2016, 09:30:41 PM
In the area of Unity Wreckage and east towards AH, we can put 4 well spaced bases. This is if borders will be sufficiently pushed to the north. One would be on that isthmus, where mining laser crossed.
Apollo Construction will pump several colony pods now. It has two forests, one with nutrient bonus. We can do it practically with population 2 (almost) all the time.

-----
Tech: Architect Roark
Mil: Brother Joaquin
Pop: Brother Joaquin
Wealth: Brother Joaquin
Territory: Marshall Basque
Overall: Brother Joaquin

So we are at least best in something now. Pilgrims rose to the first power on Chiron.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Buster's Uncle on March 18, 2016, 10:16:27 PM
Good to know we're right next to the first power on Chiron...
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on March 18, 2016, 10:46:30 PM
And our northern neighbors are:

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbVlZqa2tqLVhqWjg)

southern:

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbU3pydk5PWlQzUWM)

Considering military, Pilgrims have 25% attack bonus! If that was not enough, they have free trance ability, +1 planet for easier using fungus. Possibility to attack with mindworms early...
Colonials get only 15% to defense! and they have +2 support for cheaper maintenance.

In short, we wanted transcend difficulty, so we have it.
We need infiltration on Pilgrims ASAP.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Buster's Uncle on March 18, 2016, 10:50:09 PM
We need peace with the Pilgrims for 20+ turns while we're establishing our industry.  Does infiltration annoy AIs?
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on March 18, 2016, 10:53:22 PM
No, it does not annoy, as far as I know. Infiltrating a pactmate causes no consequences. Maybe this is by design, like in human faction, you are not supposed to know about being infiltrated (by probe team). So AI similarly does not react to it.
Pact with Pilgrims seems very distant at the moment. Maybe never.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Buster's Uncle on March 18, 2016, 10:56:37 PM
We might be okay if we don't go Democracy real soon, then - as long as they don't run out of space fast...
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on March 18, 2016, 11:11:46 PM
I wonder, if we should switch AH to colony pod. By doing transport foil now, and then colony pod we will loose like more than 10 nutrients. Probably it would be better to switch the order. colony pod from MM would be taken instead.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on March 21, 2016, 08:50:09 PM
The next turn is generated, let me prepare the report...

Endturn

Mining Laser was not lucky to enter fungus. Pilgrims scout went west.
Switched AH to colony pod.
Tried to talk Colonials into buying Pilgrims commlink from us. No luck.

2135

We finally have fourth base.
New Vladivostok
Former and scout are rehomed there, so AH gets additional 3 minerals!
Building item with already 10 accumulated is skirmisher rover. Should we keep it? It is default defender.
Skirmisher can be useful, there are several pods to pop, now that they are close to a base, the outcome should be better.

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbWGhkeTl6TFBTZWM)

Western part. We continue land grab.
Should we talk to Colonials? Pilgrims?

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbYlZDVmNmR0J1Mmc)
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Akritedes on March 26, 2016, 05:37:48 PM
I don't see any pressing reasons to talk to the Colonials or Pilgrims, since they don't have anything we want or seem to want anything Apollo has. Regarding New Vladivostok, I would only favor the skirmisher if you're trying to use NV as a new colonization hub, to build the second western base or explore the surrounding sea for ocean base sites. Otherwise it is probably better to focus on local defense and manufacturing, building NV up as a production center and focusing on clearing fungus/building improvements.

Now, if NV is going to be building its own colony pods that may take some of the pressure off of AH or other bases, but whether or not that's optimal I don't know. It looks like there's going to be a series of three base sites up north by the Pilgrim isthmus, which current production has covered already and means AH or AC would only need to make one more to meet current projected base quotas.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on March 27, 2016, 08:23:44 PM
There are several unity pods in NV area. It may be the time to check them. Bad thing is, that they are on fungus, 3 out of 4. Preferably, an empath rover would be the best for securing possible mindworm infestations. We do not have that yet.
... Regarding New Vladivostok, I would only favor the skirmisher if you're trying to use NV as a new colonization hub, to build the second western base or explore the surrounding sea for ocean base sites. ...
NV is in good location for sea exploration. Maybe after basic infrastructure (Recycling for now, I guess) we can devote the base to this task.
Quote
Now, if NV is going to be building its own colony pods that may take some of the pressure off of AH or other bases, but whether or not that's optimal I don't know. It looks like there's going to be a series of three base sites up north by the Pilgrim isthmus, which current production has covered already and means AH or AC would only need to make one more to meet current projected base quotas.
I think we can put even 4 bases, well spaced, if the border drawing will be good for us. Let us see.
And there is yet another location near that nutrient and mineral bonus NNW from AC. The area will be soon scouted by the skirmisher going from Unity Wreckage.

The next turn is generated, probably in several hours I will have screenies and report.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on March 28, 2016, 10:42:40 AM
Endturn
- Mining Laser was successful and entered fungus tile.
- Colonials did not buy Pilgrims commlink, which would be possible, as it appears, that they have no contact, what can be guessed from their cp order to settle (goto) on Pilgrims land.
- Copter flew to NV. There is several possible exploration tasks for it.

2136

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbTU9DMVlNVHBCaTA)

Mining laser can continue south. The question is: do we want it to stay in Pilgrims territory. If so, maybe this fungus tile is a good place for it. Most safe against mindworm attacks, no neighboring fungal tile.

Fifth base established
Sweat of Your Brow
This name is maybe a bit too long. Any proposals to change it or shorten?

Colonial cp, after NV established, re-ordered again. It goes to a Pilgrims tile. They seem to have no contact yet.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Akritedes on March 29, 2016, 05:55:23 PM
Quote
Fifth base established
Sweat of Your Brow
This name is maybe a bit too long. Any proposals to change it or shorten?
Well, Apollo [something] appears to be a theme, so naming it Apollo and appending its intended function could work. It's in a fairly green area so Apollo Farming or Nutrition could be viable. The other common pattern is [Worker title] [awe word], which makes things like Farmer's Eden or Grower's Garden possible alternates.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on March 29, 2016, 06:49:14 PM
Apollo Farming sounds great! And you gave a few more good names for bases. These will be "green" theme when needed.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on April 10, 2016, 12:15:57 AM
Longer time without posting, so we can catch up on this game.
 
2137

Eastern part:
There are 4 unity pods on land and 1 in water. Colonials probably will not be able to beat us to them.
Also copter can scout a bit over there.

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbMHJXeUkzcUdERlE)

Western part:
Important
Pilgrims scout approached our Mining laser. They have fanatic +25% attack. Can we expect a sneak attack?
Apollo Farming has 3 untiy pods in vicinity. If luck helps, Colonials will not be able to pop them. They have some scouts to the south though. I wonder why they do not go to check them?

(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbemJSdnhpVEk5STg)
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on April 10, 2016, 10:24:02 PM
So the Mining Laser is the big question.
Should we stay or should we go?
:)
In typical case, I would not be worried about that scout. But with fanatic attack bonus, they could destroy our only 2-1-1 unit.
So...


Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on April 10, 2016, 10:36:58 PM
Intergalactic Radio Station

From Mechanic's Marvel.
Wide in the whole continent from west to east.
In effort to help military of the faction to make the best decission decided to stop playing usual ambient pieces and play something different.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on April 15, 2016, 07:55:44 PM
Endturn
Having in mind all citizens of Apollo Industries, an order to avoid unnecessary risk is issued.
Mining laser unit withdraws south.

Marshal Basque contacts Architect Roark.
(...Exchange of Pilgrims commlink...)

20 EC. So we do have some business after all. This repaired our economy somewhat.

She wants Industrial Base, but is only 1 turn from Conquer tech.
Nope Marshal. We exchange tech for a tech.
Title: Re: [ISPG] Interactive SinglePlayer Game
Post by: Mart on November 03, 2016, 05:46:47 PM
2138

- Copter scouts E and NE from New Vladivostok
- Former from New Vladivostok uncovered a monolith near the base! Good find for the base economy. Escorted by a Defensive
- Defensive scouts towards Pilgrims HQ base.
Doubtful, that we can find a passage to PK around the Pilgrims HQ, judging from land shape, but who knows.
- A new colony pod will soon establish a base in UNS Unity crash site area. This will push Pilgrims border.

Notes:
Authority has 3 colony pods, and soon more. We may have a problem with Marshal expansion pretty soon. We could attempt to keep Pact as long as possible.