Author Topic: [AC2DG] Cultists - 2101  (Read 173 times)

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Offline Mart

[AC2DG] Cultists - 2101
« on: January 12, 2019, 05:10:19 PM »
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  • Welcome to Cult of Planet thread of AC2DG (Alpha Centauri 2 Democracy Game).

    Take a note of Rules in this post. Rules are short.

    Cultists password:

    If you are reading this thread, you are a Cultist of Planet!

    You are a Cultist

    Our starting position. I will play 2101 to set up the game, and plan to post ending turn for viewing.
    Post any comments based on the screenie.

    The starting tile is river, the same.
    South direction looks like there is potentially more tiles to establish a base in distance of 4 tiles, so colony pod might go there. Direction to north looks like there is land, but not sure if there is connection. Mindworm is capable to scout south-east by river and then fungus.

    We have already Centauri Ecology. What next? B-line to crawlers? build or discover first?

    « Last Edit: January 12, 2019, 05:57:42 PM by Mart »

    Offline Mart

    Re: [AC2DG] Cultists - 2101
    « Reply #1 on: January 12, 2019, 09:00:55 PM »
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  • Played the turn, so that we have all the teams started.
    Mindworm showed good terrain to the south. Colony pod goes there.
    Scout in Dawn of Planet rushed, the 11th mineral.
    Research set both: Discover and Build. A bit broad, but getting Industrial Automation with Blind research is not easy.

    Screnie after turn played.

    And attached endturn save:

    Offline Mart

    Re: [AC2DG] Cultists - 2101
    « Reply #2 on: January 15, 2019, 08:24:33 PM »
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  • MY 2102
    - colony pod enters the tile with river, SW.
    - Mindworm scouts on fungus, SW, trying to uncover as many tiles as it can. But main objective is actually locate the best tile for the second base.


    Offline Mart

    Re: [AC2DG] Cultists - 2101
    « Reply #3 on: January 16, 2019, 08:07:34 PM »
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  • Turn to Drones, 2102 is ending

    Offline Mart

    Re: [AC2DG] Cultists - 2101
    « Reply #4 on: January 22, 2019, 08:18:08 PM »
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  • MY 2103

    A bit strange, but Cult gets the first technology, not sure why this turn. Looks weird, like we got some lab points from where? Maybe it was an event, a rare one - research breakthrough...?
    Next tech is directed the same: Discovery+Build

    Proposals on the screenie above.

    Offline Mart

    Re: [AC2DG] Cultists - 2101
    « Reply #5 on: January 26, 2019, 12:11:56 PM »
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  • Played 2103. I will post a screenie, but colony pod entered intended base site (was chance only), and scout did not.
    Mindworm caught a spore launcher.

    Before going to 2104, I think to post on This is probably one of the most active SMACX sites, and there may be someone interested in joining.
    « Last Edit: January 27, 2019, 08:12:52 AM by Mart »


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