hey MWIA. if we get it started soon enough, we can have the WP finished by 2160, and the HGP finished by 2170. think about it.
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Originally posted by Archaic
Assuming all future bases and depending on the underlying terrain....
(No 2 Nut tiles)
Former/Garrison/CP/Former/CP/Tanks/Commons
(2 Nut tiles)
Garrison/CP/Former/CP/Former/Tanks/Commons
That's all we'd probably have to be worried about early on.You make my life and times
A book of bluesy Saturdays
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Originally posted by lucky22
Originally posted by Maniac
My suggestion is that as soon as we have landed the Director organizes a poll simply with the question what will be our first build in our first base. Nothing more.
Originally posted by TKG
hey MWIA. if we get it started soon enough, we can have the WP finished by 2160, and the HGP finished by 2170. think about it.
Every once in a while (on my Transcend experience), the AI does really well (with its cheating, of course ). We have to be careful what we count on. Thus we should be flexible enough with our strategy, perhaps prepared to go green (not Green) with forests if the Weather Paradigm fails, taking the ME (I prefer it over HGP even on Transcend, even without crawlers. With the extra drone help (on Thinker) and crawlers allowed, we can get a killer energy base with ME + SC + ToE. Even if we miss the Paradigm, the sea is a good cheap crawler place, as well as Hybrid Forest forest), foresting, putting in Creches and Commons for a Tree Farm population boom.
Z
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Originally posted by Zakharov VII
In a recent game of mine, Deirdre got the Weather Paradigm in 2130
Originally posted by Zakharov VII
Every once in a while (on my Transcend experience), the AI does really well (with its cheating, of course ).
Originally posted by Zakharov VII
We have to be careful what we count on. Thus we should be flexible enough with our strategy, perhaps prepared to go green (not Green) with forests if the Weather Paradigm fails, taking the ME (I prefer it over HGP even on Transcend, even without crawlers).
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Nuts? I much prefer Energy...sorry, I had to say that .
She probably did get some artifacts, but the AI does have a huge production bonus (equivilent to +3 or +4 on the SE scale) on Transcend. It's 1-2 less on Thinker, IIRC.
The ME is quite an investment, considering how when I run Free Market with forests, it doesn't make a difference until Environmental Economics when the Energy cap is lifted! However, it gives either +50% or +33% bonus to all energy production at the base (depending on whether I'm on Planned or Free Market), and with all the facilities and those nice tech secret projects, it's quite a powerful base (especially if we build lots of crawlers to feed it hundreds of energy).
If I can get two early SPs, I like ME and VW, and if I can snatch a third I get HGP. VW saves some maintenence and some build time, both good. HGP gives only 1 extra Talent. It's nice with small bases, but with larger ones, 10% Psych with all the +% Psych facilities (Hologram Theater, Tree Farm, Research Hospital, Hybrid Forest, and more later on) is plenty to get large ones (size 18 if we can get Ascetic Virties ) stable. The 10% Psych would be necessary anyways even with HGP, as only a -5 to drones and a +6 talent (PK+HGP) won't nearly cover such a base.
Early on, I keep bases size 2 or less. They just keep churning out Colony Pods, so they never get larger. The SP building bases get a Recreation Commons which takes them to size 5, IIRC (thanks to another PK Talent at 4), and later as expansion ends all bases get Tanks, Commons, and Creches. Nodes are put in (assuming VW), Tree Farms are put in, then I switch to Planned to bring them up high (with a +10% or +20% put in when needed). HGP's one extra talent never seems like a big deal to me (I do play PK a lot, so I rely on the inherent extra Talents. Even with University I don't do much different, putting Psych one notch higher).
Z
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I think I need to actually put that poster up! I don't often use abbreviations, so it will take me alittle time to get into them.
Some good discussion going here, the Ministers need to make it clear what their priorities are too. Although ther is clearly little in the way of a consensus (I will come back later and see if I can work one out), what is becoming obvious to me is that most support formers as soon as we have the tech, and that a garrison at the start is not necessarily the best option. Keep it up, I will do my best to put some ideas together later on!
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I'd ask for a garrison then a scout (not including our free scout patrol), after that it's not really relevant for my Directorate.Last edited by GeneralTacticus; August 30, 2002, 03:45.
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scout or/and garrison first, and then tanks/cp or former.
Since Mobility will probably not be the first tech we research, i would like to have as much scout units early on as possible to make up for the loss in speed.<Kassiopeia> you don't keep the virgins in your lair at a sodomising distance from your beasts or male prisoners. If you devirginised them yourself, though, that's another story. If they devirginised each other, then, I hope you had that webcam running.
Play Bumps! No, wait, play Slings!
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Well this is going to be VERY difficult, but here is a first draft type queue
Scout/CP/garrison/formers
Formers will be built as soon as tech allows after the first CP. This takes us a fair few turns into the game, and beyond then it may be necessary to know more about our environs before planning any further.
My justification: A Scout is needed for early pod-popping and to find us some base sites. Colony Pod as the more bases the earlier the better (DUH) and this would also mean we could start to build things that take a bit longer, like Recyc Tanks, without stopping expansion dead. Garrison, whcih we will need sooner rather than later, and some are desperate for formers, thus we will go for one as soon as we are able to after the CP.
Well, let's hear a bit of discussion on this now. Keep in mind we want a queue soon, so try to make some acceptable compromises.
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Seems balanced, and I do agree that the first priority at the start should be to explore and expand. The only suggestion I would make is that if nutrient production is skimpy in the first base (no square above one) that the colony pod (which would disband the base anyway if produced too early) be switched with the formers (which can improve squares, allowing the base to grow that quickly in the future.)
Edit: GT has a point; maybe garrison should be earlier. I'm thinking that for the first base, mindworms are unlikely to attack us. I definitely support early garrisons for later bases, though.Last edited by AdamTG02; August 31, 2002, 13:22.Adam T. Gieseler
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