Santiago.
If only you and me and dead people know hex, then only deaf people know hex.
I write RPG adventures, and blog about it, check it out.
I write RPG adventures, and blog about it, check it out.
Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore |
For I Have Tasted the Fruit: The private logs of Academician Zakharov
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Santiago.
If only you and me and dead people know hex, then only deaf people know hex.
I write RPG adventures, and blog about it, check it out. ![]() The sea... vast, mysterious... and full of wealth! And the nations of Planet send their trade across it without a thought. Well, the sea doesn't care about them, so it lets them pass. But we can give the sea a little hand in teaching the landlubbers a lesson in humility. Captain Ulrik Svensgaard, "The Ripple and the Wave" The sea in Planetfall really is a source of infinite wealth. In most Civ 4 games, there is an eventual pressure on places to settle. In Planetfall, this really isn't the case. In all the games I've played so far, the sea has been waiting there for somebody to settle whenever they want late game expansion cities. The big negative with Water based expansion is that it takes quite a lot of tech investment before it becomes possible and profitable. This means that it's going to be the thing you do when you start to run out of land based settlement options rather than your initial focus. Unless you're playing the Pirates obviously. The water tiles of Chiron have the following base yields: 1-0-2, Coast. Same as coast in normal civilization games. 2-0-0, Ocean Shelf. The "grassland" tiles of the sea. 0-3-0, Ocean Trench. The "hill" tiles of the sea, also a good place to hide your fleets. 1-1-0, Ocean. The "plains" tiles of the sea. The improvements that can be built on water tiles include Marine Labs, which connect up the various resources found in the sea. Kelp, which is initially just worth +1f, Sea Mills for +2e and Mining Platforms(trench only) for +2m. If you're seriously pushing for a sea economy, Biodomed is the only civic to use. It gives +1 energy to Kelp, which will also end up with +1 energy from Bioreactors. This makes Kelp the only improvement to really build in a water based empire, much as Aristofarms are awesome in FFH. Every non-trench tile gets a kelp, every trench tile that will be worked gets a mining platform. Simple. What techs are needed for use of the water? Well at a minimum you'll need Centauri Hydrology(125) to work water tiles, then Doctrine Flexibility(250) is needed for Aquaformers. You'll also eventually want Recycling Tanks(250) for Biodomed civic and Algaculture(500) to build Kelp farms. Algaculture gives a free sea colony pod, but it takes Pressure Domes(1000) to unlock general building of sea colony pods. I'd consider those techs the bare essentials to start sea colonization efforts, but you'd be well advised to grab Doctrine: Initiative(1000) as soon as possible to unlock Mining Platforms, or your bases will be very production starved. Doctrine Initiative also unlocks the first offensive naval vessels, Gun Foils and Submarines. And sea colonies don't start getting really profitable until Bioreactors(2000) starts adding 1 additional energy to each kelp tile. Once all those technologies(5125) have been researched, Sea Bases start to become as attractive as land bases. That's certainly not going to happen before the end of the midgame. Militarily, ships are quite fast. With at least 4 move, ships are able to zip around a lot faster than road less land units. Taking advantage of that and making marine transports to help with coastal invasions is probably going to be important. The other thing about sea units is that they're often invisible. With the "Deep Pressure Hull" special ability ships will be invisible as long as they stick in trench. This leads to the potential for devastating marine sneak attacks. Submarines are also available very early, and they can only be detected by units with a scanner special ability selected. All in all, water combat can be as frustrating as facing Nox Noctis in FFH. Except everyone has Nox Noctis. Of course ships don't *have* to take invisibility promotions. There are some interesting special abilities they could take instead. "Precision" gives ships an assassin-like ability to strike the weakest units in combat, and will generally be taken by submarines to nip in and finish off survivors. The unfortunate thing about sea colonies is that the Native life of planet is even more horrendous when fighting at sea. Boats are a lot more expensive to hire than cheap worm fighters on land, and Isles of the Deep and Sealurks can zoom in and attack from a long way away. Couple that with the fact that a lot of enemy navies will be invisible and you have a really difficult little problem in knowing how much defence to give your sea bases. I've had most luck in keeping roving navies centrally located to rapidly recapture lost cities. All in all, the Sea Colonizing aspect of the game means that with proper investment any faction can have as much territory as they want, but the tech required means that the early-mid game is probably still going to be dominated by land based skirmishes. Sea combat is rather terrifying, and the more I look at it the more convinced I am that invading "Bob Island" is going to be a difficult prospect... Next up: Secret Projects
Congratulations! I decided not to continue playing your turn, as you didn't say if you wanted to do anything with the Creator you also received.
Time to start bringing this back up to date again. Quick checklist of my current objectives.
[strike]1. Get Unity Library for Memetics.[/strike] [strike]2. Finish off Colony Pod for second base.[/strike] Progress: Colony pod en route to a Silver/Nut bonus/Energy bonus/Alien Artifact/river location. 3. Make a big stack of Genites and Siege Tanks. Go wreck somebodies day. Progress: 4 scout patrols completed with funds to upgrade. 4. Get Knowledge/Democratic/Planned civic combo. Progress: Knowledge, Planned unlocked. Waiting on Datajack to bulb Planetary Networks for Democratic, due in 5 turns. 5. Set up some sort of alliance. Bob is running away with the game, so I'm not sure I can catch up alone. Progress: Sareln seems to be interested in a missionary. Mist is currently in a hot(well.. warm) war with Nic, could make friends by Genite/Siege tanking one of them.
T53 update, with a few things coming into fruition.
Firstly, Renewable Energy comes in. Renewable energy is the "Cottage" technology. It unlocks one of the core economic tile improvements, the Windmill. The windmill is slightly odd, in that it gives a fluctuating amount of energy based on the height of the terrain. +1 on flat, +2 on hills and ridges. I set the next research to Ultraponics. Another unglamorous quick early tech that unlocks a tile improvement. Greenhouses are a planet-neutral farm, that eventually transitions into a combined Food/Energy improvement. The tech is a gateway onto "real" farms, which I'll be needing in the relatively food poor environements. It's also noteworthy that Ultraponics unlocks Algae Labs. My original capital location will be worth sending a Colony pod towards soon. Here is a first look at my second city. A really nice little location. Lots of riverlands. Lots of resources. Lots of 2 food-base tiles. This looks like a really prime commerce base for the future. I've got a former improving the silver, and it will move on to improve the Alien Artifacts soon. The Nutrient tile is *already* a 4-0-1 tile, before being improved. Once I build a farm on it, it will basically work to fuel the cities food needs single handed allowing most other tiles to work riverside windmills. With an Eden, the Nutrients will eventually become an 8(!) food, 1 energy, +1 happy tile. Yeouch. The Energy, Alien Artifacts and Silver definitely are also handy though. Meanwhile, I'm pushing the capital towards being my production centre. With a +35% production bonus from Planned, and the Grenade fruits fuelling growth it should be good to work quite a few mines. As you can also see in that screenshot, I've generated my next Datajack. Planetary Networks will be bulbed next turn, and I'll be swapping into Democracy/Planned. A religion, Silver and Alien Artifacts makes for a great early happiness situation. I can have size 6 cities already, and more with a little infrastructure in place. The dark shadow above me however, is the presence of the worms. Completely surrounding me, and foxing my last few attempts to send out scouts. Igor has already barely escaped death to retreat and lick his wounds, and one of his friends died in at attempt to head to a pod. Any movement outside of my borders is going to have to be conducted in force. Of course, I do have a force planned.... My cities are working on the genite/siege tank horde of doom as we speak. I'm planning on getting an 8 genite/4 siege tank force together in ~ten turns, to leave borders and go hurt somebody. Probably Nic.
[SIZE="3"]Secret Projects[/SIZE]
There are really three distinct phases of wonder creation, albeit with blurry edges. Picking through the Wreckage: Unity Components Some really powerful wonders, but lorewise it makes sense. If the balance wasn't borked by Supply pods, this would give some really interesting early game play as people balance expansion against powerful wonders. One of the negatives of Expansion era play is the loss of these wonders.
The art of Governance: Early/Mid wonders A wide variety in here between the almost useless(Maritime Control Centre, Planetary Datalinks) and the quite nice(Planetary Council, Hunter Seeker Algorithm). Nothing nearly as jaw dropping as the Unity Bays though. (N.B, I've left out Psych and GPP bonuses from these)
Gazing at the Stars: Late Wonders All of these wonders come from techs of 5200 beakers or more, so are probably at the end of a beeline of some sort, or are in play very very late. There are only a few that really warrant special effort to grab, but they can be nice incidental boons for going down a certain tech path.
NEXT: In honour of Igor, it's the lispers edition: Thpecial Abilitieth or Thpecialithts or Thantiago. (But not Thinder or Ethpionage) Selrahc Wrote:NEXT: In honour of Igor, it's the lispers edition: Thpecial Abilitieth or Thpecialithts or Thantiago. (But not Thinder or Ethpionage)I think ith time for the Thurvivalisth.
EitB 25 - Perpentach
Occasional mapmaker
Was looking around at SMAC videos today, ran across one I think you might find useful in the diplo thread for the current situation:
http://www.youtube.com/watch?v=m3-3D_FDE...=endscreen
EitB 25 - Perpentach
Occasional mapmaker |