****************IMPORTANT**************************************** John says: remember to cancel those 2 terraformers on the monolith near rokossovkgrad John says: because if you don't cancel them John says: they'll move John says: and then you'll have to reload otherwise you'll be unable to get the sensor under "the hive" in turn John says: in time John says: rather **********************IMPORTANT*****************************8 next turn you need to set 10% pysch take it out of the econo you also have to move the crawler from rokossovkygrad to the rainy nut farm square which is near michanapolis basically just put crawlers on top of the terraforming within range of the isle of deep John says: eventually after about 5 turns I think the isle of deep will disappear all you really need to do is move the infantry probe team over the nut bonus (the hive) infantry probe team - move (31,21) (rokossovkygrad) crawler - move the hive (rehome), move (29,21), crawl 2 minerals (26,20) crawler, move "the hive", rehome, move (28,20) that should basically prevent any problems with the spore launcher John says: in turn 2145, rehome the crawlers at (30,22) and (28,20) John says: to "the hive" they're currently homed at voltariograd but you want the hive to rebuild in 2146 John says: oh the very first thing you should do when you open the turn John says: go to coordinate (28,22) the monolith next to rokossovkygrad and canel the former moves -you need to queue up some terraforming turns with those formers and then instant build a sensor under the hive when it rebuilds- John says: this is using the other former strategy John says: basically you tell it to build terraforming John says: then cancel John says: that means the two terraformers have 1 queued terraformer John says: then when hive is a colony pod John says: you move the terraformers in and tell them both to build a sensor John says: because it takes 4 turns to build a sensor John says: 2 queued from previous turn John says: and 2 from that turn John says: you need to cancel the terraform action before the end of turn John says: otherwise the terraforming doesn't queue up properly John says: so terraform then cancel John says: but it's 3 turns until the hive rebuild John says: so you get an extra turn to fiddle with the terraforming John says: basically you'll waste 2 terraforming turns John says: but can't be helped as I suspect you might have problems synching stuff ---- John says: if you want to try synching stuff John says: you can do the terraforming transfer stuff John says: and then you'll only need one terraformer to place the sensor John says: and the other can go off to do other stuff after the 2nd turn John says: because you transfer 1 terraforming move to one terraformer John says: then add to the terraforming John says: for 3 turns John says: so that's 4 turns John says: 4 turns of terraforming John says: and then the other terraformer has 2 turns you can do something with John says: and then the other terraformer has 2 turns you can do something with John says: you kindof understand? John says: nah never mind then John says: just terraform and the two terraformers for 1 turn ------------- John says: just terraform and the two terraformers for 1 turn John says: then cancel John says: then 2nd turn move them to the hive John says: then 3rd turn when hive rebuilds John says: you need to place the sensor the same turn as the rebuild John says: otherwise you lose turn advantage John says: don't forget to remake the headquarters ---------------- John says: also there's another issue that I forgot to tell you about John says: utopia base workers need to be adjusted to synch the probe team and the transport rebuild John says: voltariograd needs to build headquarters timed for turn 2146 so you don't lose lots of energy from having no headquarters. John says: formers will finish forests just south of static university this turn John says: move the mineral forest worker to the new forest John says: then for utopia base you should switch one of the workers to the mineral forest that you just freed up John says: (18,18) is the utopia base crawler John says: it should replace the central planning crawler on (17,19) John says: that means that next turn a transport foil (static university) and a probe team (utopia base) will finish John says: so you'll be ready to load up two probe teams in the transport and send them towards the university crawler (20,22), moves to (17,25) and crawls 5 nuts John says: I think rokossovky and I sorted out the pop booming stuff already John says: although it's 10% pysch John says: he reckons we need 20% pysch John says: I reckon he screwed up the worker placement or forget to leave a forest free John says: well to build the headquarters in voltariograd John says: what I did was build 1 unit in 2144 John says: then set it to build the headquarters in 2145 John says: but I remember rehoming and moving alot of the crawlers so that might be out of the question for you guys so just set it to build headquarters make sure you don't overshoot the 10 mineral rollover because that is the most wasteful thing you can possible do I mean REALLY REALLY wasteful John says: then you'll lose 6 minerals John says: which is a huge amount even at this stage John says: voltariograd currently is getting 24 minerals John says: so there's a large probability of wastefulness if you don't manage it properly John says: you want to make sure you don't lose minerals because of the 10 mineral roll over cap John says: so if for example you're build a facility John says: and you're getting 12 minerals per turn John says: you need to buy 2 less minerals John says: or even less minerals if you're strapped for cash John says: because if you fully buy it John says: then it only accumlates 10 minerals next turn John says: and loses 2 minerals John says: this is basic stuff you have to know John says: and watch out for John says: because I'm pretty certain everyone has been managing this ascept of the production John says: if in doubt of what to produce John says: build crawlers and formers John says: formers definitely if you haven't reached the support limit John says: crawlers if you're worried about support John says: for now try going 1 unit over the support limit John says: basically build an extra 1 former each city I guess John says: but if you're going 1 unit over the support limit make sure you've already build at least 1 crawler first John says: basically if you see free squares nearby John says: that can be crawled John says: 1. if less than support limit build former John says: 2. if at or over support limit, and theres a place you can put a crawler, build a crawler 3. if at 4 or 5 units supported, and no places to put a crawler build former 4. 6 units supported, build a facility or crawler that's if you're not sure what you want to build John says: if you have an idea what needs to be built then build that instead John says: try not to let rokossovky go too military yet ask the drones for the +3 armor prototype John says: and consider either upgrading or building new units at the coastal or near to coast bases John says: with the +3 armor John says: move the old scouts to new cities that are being built away from the sea John says: basically internally we'll have the old scouts exterior of empire try building +3 armor infantry so we're good defensively so you probably want to stop building scouts after getting the armor just move old scouts around to the inner bases simulator -ignore terraforming -production correct -demonstrate pop booming (show worker changes, crawler moves, etc.) actually everything should be usable except for the terraforming in it **************you'll also need to cancel all the other automatic moves but you should do that afterwards all the other automatic moves are meant to happen for a turn John says: it's just that one since I had originally planned to do that complicated former turns shifting thing John says: but with revised plans you need to cancel jamski clove is also getting rebuilt the crawlers from the hive will get rehomed to rokossovkygrad so you'll suddenly get a mineral surplus at rokossovky the turn the hive rebuilds you need to make sure that you don't lose minerals from the 10 mineral cap John says: actually I've just realised a mistake I made with one of the instructions I gave you "Everything for the people, nothing by the people." says: which one? (26,20) crawler - move (28,20) that should be (26,20) crawler, move "the hive", rehome, move (28,20) then in the following turn you'll need to go to the mine north-east of rokossovkygrad move the crawler to the hive rehome and move it to (29,21) the crawler that was on (29,21) moves to the mine the mine next to square (29,21) that occurs in the following turn John says: 18 minerals hrmm John says: in turn 2145 you'll get 18 minerals which doesn't show up in the production John says: that's from the crawler rehoming John says: basically when hive rebuilds John says: all the crawlers get rehomed to rokossovkygrad John says: and the minerals from those crawlers are counted again John says: okay I'm sure that alot of people will want you to build a ship to kill the isle of deep John says: it's not worth it John says: because you'll need to build two ships John says: and you'll lose one ship John says: it's better to just keep units ontop of the terraforming that is within 2 radius of the isle of deep John says: after maybe 5 turns (not sure how long) the spore launcher will disemark, and the isle of deep will disappear John says: when the spore launcher disemarks you should be able to kill it fairly easily with a scout John says: even if the scout is 2/3 strength from moving 1 square John says: you can still attack at 2/3 hasty strength, because sporelaunchers are weaker than mindworms John says: in the mean time, consider that that isle of deep will probably attack any enemy ships that decide wander by John says: you'll need to replace the infantry probe team that is currently guarding the nut bonus John says: rokossvokygrad can probably build another probe team for "the hive" John says: anyway I can't help you anymore, because I'm starting to feel the pull of taking over again