Though I would have no objection against switching to formers (you know how I those), a solution to make sure the base is at size 2 when the CP is finished would be simply switching our worker to the nutrient tile for two turns and then switch back to normal.
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Maniac is quite correct here, in the case we change the workers to work nuts for 2 turns and then change back, we have pop growth in 4 turns (I think) and CP construction in 5. Then we can go on to build formers, and by the time they are done the next CP can be built.
So, I propose
- CP (continues with worker changes), Formers, CP, Scout (Maniac)
This is far enough until we see how things are going 15-20 turns down the track.
Other options supported here:
- CP (cont), scout, scout, CP (Diablero)
- CP (cont), formers, RecycTanks (lucky22)
TKG - in light of us being able to build that CP without wasting minerals/time, do you still stick with
- Formers (changed), CP, scout, RecycTanks ?
Or do you agree with the idea of Maniac's that I prefer?
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I like the idea Maniac came up with. It is most efficient. We should not have to suffer from mineral loss this early in the game. Every turn counts.Independant Member of the SMAC Democracy Game
"The universe is wider than our views
of it" -Henry David Thoreau
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Originally posted by MrWhereItsAt
TKG - in light of us being able to build that CP without wasting minerals/time, do you still stick with
- Formers (changed), CP, scout, RecycTanks ?
CP (switch workers)/Formers (switch back)/scout/tanks
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