machinus
Prototype Tester
Mule Regular
  
Posts: 54
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« on: December 14, 2009, 10:41 » |
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I want to set the record for highest colony score. This would require four human players cooperating and dividing labor so that the maximum score can be reached.
I have a pretty good strategy that would make this work, I think.
One player would be dedicated to food, one to energy, and two to smithore. The food player would take the four river spots, obviously, which with the +4 EOS bonus and +1 LCT bonus should be more than enough for everyone. The energy player would require a little luck from the map to have more deserts, but even without them 6 plots with +6 EOS and +2 LCT should provide enough energy for everyone. The two smithore players would take 16 smithore plots each, which when placed properly would give +15 EOS and +5 LCT for each player; even divided among two players this still maxes production at many plots.
Cooperation will significantly improve all players' efficiency, but setting the record would require a lot of tactical moves to make sure you could capitalize on space pirates and fires. Mules must be discarded at the appropriate time, all players catching the wampus every turn adds like 10000 to your score, and players must know how to avoid spoiling and minimize the loss of stockpiled smithore (I think $1000 is a good amount to float). You must also be ready to sell or buy from other players to compensate for random events bankrupting them or disrupting their production, which you never do playing competitively. Chat is obviously helpful but its difficult to say very much in the game's chat while the turns are moving, so it would be better to know beforehand (maybe from a practice game).
Everyone needs to have enough cash every turn to survive random events hurting them, to buy auctioned lands if they are on your plots, and to have enough energy to support extra plots in case you need to buy them. The barter system could be used to adjust the amount of cash transferred between players, but unless you need your ~1500 to begin your turn you should sell at store buy-prices.
Well...anyone interested? Next step is to find a host that won't crash...
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beatthelastboss
Jr. Planeteer
 
Posts: 21
Prepare to be DESTROYED
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« Reply #1 on: December 14, 2009, 12:17 » |
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Interesting... I would like to, but I am afraid I am not good enough yet. Maybe in a week or so, I will have some skill to work off 
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zJacob
Mule Forum Newbie

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« Reply #2 on: December 14, 2009, 16:30 » |
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I was just thinking about this! I'd happily be the farmer if you can find two others to join?
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zsaucez
Mule Forum Newbie

Posts: 5
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« Reply #3 on: December 15, 2009, 22:28 » |
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sound good let me knwo
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machinus
Prototype Tester
Mule Regular
  
Posts: 54
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« Reply #4 on: December 15, 2009, 23:06 » |
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Ok, I live in US EST, what time of day is best for everyone?
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zsaucez
Mule Forum Newbie

Posts: 5
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« Reply #5 on: December 15, 2009, 23:09 » |
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im US pac time. anytime is fine with me
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Djohaal
Mule Forum Newbie

Posts: 2
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« Reply #6 on: December 16, 2009, 03:36 » |
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Can I be the second smithore player? I live at GMT-4
One thing to consider is that we can over-bid the food and power deals (since those players will be lagging behind) to transfer money. Another important aspect is that we don't need to necessarially toast mules, mass-rebuying the smithore when its price goes down (although it means a pirate raid risk) can bring its price up. I think a good strategy would be to start slow until like turn 5, keeping a steady supply of smithore to make mules, expanding our energy and food base. After that turn, it'd be a stockpile-mule toast-sale galore, I think if we plan it right we can catch some 3 price oscilation cycles to maximize profit.
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machinus
Prototype Tester
Mule Regular
  
Posts: 54
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« Reply #7 on: December 16, 2009, 06:41 » |
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Ok, let's meet tomorrow at around 6 PM EST. We have two ore players and a food player, so we need one energy player and we can make a first test run. I think we can get 100 easily, but to beat 150 we will need space pirates  We will have to designate ore players 1 and 2, so that we can make LCT bonuses quicker and ramp up production faster. We can easily control ore prices by clearing out the mules, bidding to other players, and selling 20 per turn until we hit 230 and then starting over.
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« Last Edit: December 16, 2009, 06:45 by machinus »
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Djohaal
Mule Forum Newbie

Posts: 2
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« Reply #8 on: December 16, 2009, 16:01 » |
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Would that be valid? Word is that on 1.1 space pirates will only steal crystite...
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zsaucez
Mule Forum Newbie

Posts: 5
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« Reply #9 on: December 16, 2009, 21:06 » |
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how about 5 eastern time? that will work better for me and make sure that I can finish. and ill be energy or whatever doesnt amtter to me
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cecil
Mule Forum Newbie

Posts: 6
Spheroid Liberation Front
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« Reply #10 on: December 16, 2009, 21:23 » |
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I am very much into this idea.
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machinus
Prototype Tester
Mule Regular
  
Posts: 54
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« Reply #11 on: December 16, 2009, 21:30 » |
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Ok!
I'll be online in a little while to start organizing the game.
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machinus
Prototype Tester
Mule Regular
  
Posts: 54
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« Reply #12 on: December 17, 2009, 00:55 » |
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This did not go so well due to players' timing out...please only join if your computer isn't going to crash and you have 250 ping, preferably lower.
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benrcrom
Mule Forum Newbie

Posts: 2
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« Reply #13 on: December 17, 2009, 08:53 » |
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Dude, sorry I messed up the game yesterday, my flatmate unplugged (?!) our router. Hopefully see you online for a retry soon!
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zsaucez
Mule Forum Newbie

Posts: 5
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« Reply #14 on: December 17, 2009, 16:15 » |
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man i thought you said today? you said tomorrow my bad
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