Cap'n Maki, welcome to the bridge; may the wind always be at your back.
Did I miss something - why don't we have a pact anymore with the Borg?
The idea at Yardarm was to pop that pod after building the base at (55,49), rather than before - to guarantee a 'good' pop - since you lucked out and didn't get a bad pop anyway, no harm done. The question of whether to follow that policy of holding off on pods next to future base sites could also be subject of a discussion. I know it can be fun to pop pods, but getting monoliths and bonus tiles next to bases provides a continuing advantage and little risk (the main risk is sinking a nearby ship due to an earthquake, which is apparently deemed to be 'good'). That pod was also part of the reason for the selection of that particular spot as a base site, so the exact spot for that base is up for grabs again. The rover can explore the island I suppose, but I would recommend caution w/r popping pods, particularly ones in fungus or other slow terrain (so that there is another move left in case it is necessary to decide between fight or flight) and to consider whether or not a base site adjacent to a newly discovered pod would be useful enough to forgo popping the pod until then.
I would be inclined to put Montezuma's Revenge in to port at Calico sometime soon, as it is reasonably close, to get it back up to speed, damagewise, so it could hunt some IoD's and get more money and morale upgrades with less risk. It also might be a good time to get ready to pop the sea pod at (54,38), any free builds from which would go to [/b]Calico[/b] - I might put a ResHosp as the (hopefully free) temporary build there, mostly due to the greed factor, but there are of course many nice things that could go in there. The idea would be to move the Revenge up next to the pod (next turn, I guess, as it seems to have been already moved this turn) and then pop it the next, for safety reasons as above with the rover. I believe that there is still enough time to do that and still be able to change Calico's build without penalty. As to what it should be afterwards, I would be voting for a former (to forest that nut special), although it will need the use of the BootyCheck at (53,51), after it offloads the former from Sealurk - I would utilize BootyCheck this turn to offload the former to (53,57), then move it to (52,58) for a forest/sensor, then to (53,59) for a mine, with the crawler following in its footsteps for nuts from (53,57) and mins from the other two as they are finished being terraformed. If we are lucky, the former will be finished at Calico at about the same time the BootyCheck can get there and the crawler at Sealurk about the time it gets back (and maybe another round trip for more crawlers). Those logistics would be worth someone checking out for reasonableness.
Liar's: Would recommend that the crawler be moved to (47,65) or (47,63), so that you would have the flexibility to switch its production to nuts should it become desirable to maximize nut production on any particular turn instead of mins - it doesn't look attractive at the moment, but you never know. More importantly, the RecComm will needed in only 2 turns, so unless you want to use a doctor, we will need to rush it over this turn and the next (it looks like 13 additional mins or 26 P's of E will need to be budgetted over that period).
Boot: There is a similar thing with the crawler here (suggesting that the crawler be at (41,65) to be readily switchable), only in this case, there is a better reason for optimizing nuts, as the population could use some help growing. It could probably wait until the next crawler is done though, so this one doesn't really need to be moved (for that reason anyway). There are several missions for that former, take your pick - planting another forest at (39,69) - building a road at (38,68) to go to the monolith and athen on to Accident - and farming (41,67) for crawling; that would be my order of priority, but doing the farm 1st would'nt be all bad either, just
Alexandria I would change the build to a RecComm - Next turn we can put the the crawler on (56,72) and send that Bootyboat (the Belly of the Sealurk back to 'Rita to unload that crawler it is building. I think that Margarita'a Banana BootyBoat currently near Tripoli at (54,68), should probably go back west to Liar's, probably taking the new Party Pooper with it to one of the bases over there. I suppose we should build at least one more PP at Tripoli before building something else. HMB won't be ready to start building them for a while yet, although having a CmdCntr, it should build some of them eventually
Cassablanka: Why don't you put both of those formers to work planting a forest and at least one of them buliding a road at (55,73). You might want to produce from (56,72) this turn (before Alex's crawler gets there next turn) so as to finish the scout a little sooner and be able to pop that pod and get back before the next pop growth occurs.
'Rita: Perhaps the crawler to the forest for mins; perhaps not - check out the logistics of the Booty Boat at Alex for timing considerations. Rita's land former (55,67) could move over and start on (56,66) which could get the defungus solar road program, unless you have a better idea, which might not be too hard to come up with.
Tripoli: At least one of the seaformers (probably both) should go to the min special at (52,66) for defungus, nuts and solar treatments. At some point, one of them could go to (55,63) for a solar/nut job.




and a few units including a speeder in Lil'Accident that I dunno what I'm sposed to do with..we need a schedule & terraforming threads I think *sigh*

I also neglected to check back in our forum before posting (noting that I did not see Flubber's two hold messages until around 2 my time (3 EDT) either :/ )
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