Turn message - 2108
Well, the Schooner up north explored the pod at (51,61) and hauled in another 75 Pieces of Eight; she then went back east to pop the other pod, at (55,59), next turn. Rather than pop the pod with the last mp, she sailed north a bit to (54,58) and revealed strangely warm and bubbling seas to the further north and east. Our Universityslaveadvisor said it was 'geothermal activity', whatever the H@$# that means, and that the seas there would generally yield up more energy to our terraformers, whatever the H@$# they are. Anyway, we will pop that pod next turn, and if we don't get a free facility out of it, we will then switch the production of 'Rita to a Land Former (or possibly a Sea Colony Pod, presumably to go up there into the warm bubbling seas - whose temperature, by the way, seems just right for the fermenting stage of the Cuspidore's 'Black Ale' recipe).
The Unity Gunship in the south cruised around the pod at (50,78), the Cuspidore once again positioning to pop the pod on the 1st move of the next year. The exploration revealed more land further south and some disappointing news about LandBase site #2 (40,75), namely that it is infested with that red fungus - OTOH, yet another nutrient special came into view, at (50,74), suggesting that mayhaps we might want to consider a Sea Base at (48,74) or (49,73) instead, as they would have 2 energy and 2 nutrient specials within their base areas, as good as we expected with the original land base site (which now would have 3 nut specials if we choose to defungus it in order to be able to build a base on it). In anticapation of consensus, BB altered the main charts to show a proposed new SeaBase at (48,74) instead of the LandBase at (49,75)
The Transport facillitated the return home of the Tripoli scout and then sailed off for Liar's Lair, where it will enable that scout to investigate the pod at (46,64).
With the arrival of Centauri Ecology expected next turn, the Cuspidore is considering setting the temporary builds (i.e. the ones that he hopes will be completed by the magic action of popping pods) at SeaFormers in Liar's Lair and 'Rita (they are also rather expensive, so it would be a comparable boon) although leaving the temporary build at Tripoli as a Command Center (a little discipline is always good, even for a pirate).
Now is the time to decide what our next research target is going to be. The Cuspidore is inclined to favor Social Psych - allowing RecComms for increasing our workforce in some bases to take advantage of all those special resource tiles, but there has also been mention of other stuff, such as the desirabillity of resonance (weapons or armor?), which would require Progen Psych instead. I don't know exactly what the offerings will be, but I did do a quick test run to see what might happen next following the tech path we are on. The Choices were ProgenPsych, Infonets, IndustBase and SocialPsych - but, the initial choice was not identical to our game, so this may not be a valid prediction - maybe I'll do a few more tests. In any case. perhaps we need a quick poll on this?
Here is the link to the end-turn file for those of you who can read it.
I plan to submit it to the Drones around noon EDT.
Well, the Schooner up north explored the pod at (51,61) and hauled in another 75 Pieces of Eight; she then went back east to pop the other pod, at (55,59), next turn. Rather than pop the pod with the last mp, she sailed north a bit to (54,58) and revealed strangely warm and bubbling seas to the further north and east. Our University
The Unity Gunship in the south cruised around the pod at (50,78), the Cuspidore once again positioning to pop the pod on the 1st move of the next year. The exploration revealed more land further south and some disappointing news about LandBase site #2 (40,75), namely that it is infested with that red fungus - OTOH, yet another nutrient special came into view, at (50,74), suggesting that mayhaps we might want to consider a Sea Base at (48,74) or (49,73) instead, as they would have 2 energy and 2 nutrient specials within their base areas, as good as we expected with the original land base site (which now would have 3 nut specials if we choose to defungus it in order to be able to build a base on it). In anticapation of consensus, BB altered the main charts to show a proposed new SeaBase at (48,74) instead of the LandBase at (49,75)
The Transport facillitated the return home of the Tripoli scout and then sailed off for Liar's Lair, where it will enable that scout to investigate the pod at (46,64).
With the arrival of Centauri Ecology expected next turn, the Cuspidore is considering setting the temporary builds (i.e. the ones that he hopes will be completed by the magic action of popping pods) at SeaFormers in Liar's Lair and 'Rita (they are also rather expensive, so it would be a comparable boon) although leaving the temporary build at Tripoli as a Command Center (a little discipline is always good, even for a pirate).
Now is the time to decide what our next research target is going to be. The Cuspidore is inclined to favor Social Psych - allowing RecComms for increasing our workforce in some bases to take advantage of all those special resource tiles, but there has also been mention of other stuff, such as the desirabillity of resonance (weapons or armor?), which would require Progen Psych instead. I don't know exactly what the offerings will be, but I did do a quick test run to see what might happen next following the tech path we are on. The Choices were ProgenPsych, Infonets, IndustBase and SocialPsych - but, the initial choice was not identical to our game, so this may not be a valid prediction - maybe I'll do a few more tests. In any case. perhaps we need a quick poll on this?
Here is the link to the end-turn file for those of you who can read it.
I plan to submit it to the Drones around noon EDT.
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