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Turns 2131 through 2140

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  • Turns 2131 through 2140

    I just started this thread for Cap'n Hercules' benefit as I believe he may still be unable to start new threads due to a shy computer and we have run over the years specified in the thread we have been using.

  • #2
    Thank ye Cuspidore for the new thread.

    Methinks ( well more me hear's what the maties are saying out there in the alleyways behind 'OMalleys Tavern) that we be reaching a certain size, that we do need a more proper build manifest drawn up by ye's all with discussion and that. Cuspidore's doing a fine job but that dirk's with note attached is getting quite close to me throat.

    Rightly there's call for some defensive probes so I (and I presume my successors) might find it handy to consult a file when playing the turn, as to when to insert them and other units or facilties after stockpile energy. In ye olde days we just used a build queue but not in these days of 'just in time' pirating.

    Like the new Col Pod from Liar's Lair. Where's best from the sites identfied, especially now we can hope to produce some crawlers.
    On the ISDG 2012 team at the heart of CiviLIZation

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    • #3
      I see poly is back up so am going to check Cuspidore's build suggestions. In the meantime here's some comment to date.

      Tripoli
      Supply Crawler, not rushing but may spend enough ecs? to complete in 2 rather than 3 turns, but might consider switching worker to Nut special tile to increase pop to 3 one turn earlier without effecting build, but of course at slight loss of energy.
      Rita,
      Going to check Cuspidore's suggestion, depends whether we intend to pick up former on way to Tripoli for crawler and maybe leave former in that area or pick up former on way back for depositing near 56, 49/50 area.
      Sea Lurk
      Blasted murdering worm. we'll get ya.. Staying with sea colony pod with view to building base over near 1st identified sea site near Seven Islet
      Liar's Lair
      Put Rec Com in here which should be ready when pop grows and that SF does some work on that min special.
      Boot
      Changed to Energy Grid in case we decide to pop pod
      Alexandria
      SF doing nicely.

      PMS Col Santiagi Still no new faction. Crew suffering a bit from scurvy, spirits good though.
      PMS King Lear Has three moves left this turn so is it N.NW or E. If I don't hear back I 'll go NW
      PMS Revenge Dropping the line every few yards the schooner edged backwards from the cove to catch sight of a University former on land. The crew waved a friendly greeting and sent over a keg of fine xenorum. They noticed on their
      left a strange red land form through the sea mist and wondered was this the setting for the fabled 'Ruins'. Certainly they'd heard tales of such a place and its strange formidable 'Stonehenge like' appearance but then the sea mist got thicker.
      PMS Farragut The crew sent a signal to Cuspidore BB thanking him for rcommending their break for R&R. Most rowed ashore hoping to further relations with local natives and with gifts of xenorum.
      PMS Booty Boat Moored outside Lair's Lair collected colonisation party and set of for new land. Question is which.
      Unless hear otherwise the site on Bull Island seems the best option ( seeing that the SCP is destined for near Seven Islet.
      The boot boat has 1 turn left but with the view of coming close to shore via 47.59. This would enable the Booty boat to get back to the Tripoli /Rita area to assist with transport duties.

      PMS Depth of Sea lurk? ( must check name) en route to Tripoli to pick up crawler ( 2 turns) and then after dropping crawler on mine head back to pick up former from Rita. But not sure if I should rush former at Rita first set on land. Allowing PB
      build next or wait until the way back.

      PMS Party Boat (I haven't got its name in front of me) un covered more of the south seas or rather south land. Note however that Miriam is reported to have the largest territory so that large black expanse is most likely shared between Her and the Borg. Note the edge of the Unity Salvage Area just visible.

      Oh and the Drones have built the WP.

      And we have had response from Drogue re their researching Doc: Flex but I 'll let Flubber handle the negiations. I 'll forward his reponse.

      Cusp was right the Borgs don't have infilration on Roze so all just a coincidence?

      All for the moment. If you could comment by 12.00 GMT on the 27th it would be appreciated.
      Last edited by Hercules; August 26, 2003, 21:35.
      On the ISDG 2012 team at the heart of CiviLIZation

      Comment


      • #4
        Turn completed no major happenings except change to Wealth, which seems to have improved production and I think our tech progress by one year.
        On the ISDG 2012 team at the heart of CiviLIZation

        Comment


        • #5
          Hi Maties,

          Well the turn 2132, went surprisingly fast as most of the units and bases are busy doing something so the mid turn is, I suspect
          very like the end turn.

          First, our expeditionary PMS ships discovered no new factions, but again we are beside some pods. More below.

          Base report

          Tripoli: rushed Supply Crawler ( looking for name suggestions, cargo?)
          Alexandria: producing SF but looking to rush, not just because its useful but to place something expensive in the Q for the
          pod pop by the PB Tigershark.
          HMB: slowly producing former but see Liitle Accident.
          'Rita: transport in Q. Can change if any compelling argument for PB at this juncture.
          Sea Lurk: producing Sea Colony still some turns to go. What are views on it going to Seabase site 2 rather than near
          Treasure Island at 49, 65. At bit longer to reach but richer in non competing resources,
          Liar's Lair: producing Col Pod due same time as new pop boost.
          Little Accident: New base on (Henry) Morgan Boot Island. Rover popped pod 1 and got cloned rover. Cloned rover (
          independent) popped pod 2, to find monolith. And status increased to hardened as first rover started out with disciplined
          from Command centre at HMB. Propose move this rover next turn to HMB in preparation for transport and exploration
          without FM penalty.

          Bull Island: new colony ready to start at Bull Island ( name suggestions welcome). Next turn a temp build proposal ( for
          the pod pop) will be in Q. But what after; I presume the scout.
          oh and the former there, what next?

          Expeditionary ships
          PMS Col Santiago: continued north but NO new faction sighted. Plans now to travel right
          (East). But first will pop pod. Likely recipient (if build goody) the new base on Bull Island.
          PMS Revenge: passed close to PUT base. Crew ferried ashore Keg of Xenorum for PUT treaty mates.
          PMS Farragut recommenced exploration in a north Easterly direction, revealing more of unexplored unsettled territory. Of
          our expeditionary ships, the PMS Farragut ( independent) is our only ship immune to the FM penalty, as I understand it.
          PMS King Lear: Explored further north , looking for Unity faction survivors. They have found companionship in short radio
          transmissions with mates on the Santiago, but no new factions.
          PMS Tiger shark (Party Boat) in the Southern Ocean, apart from discovering sizeable Cycon territory land mass, possibly
          also discover pod. Will pop next turn but note PB is land side to pod so may choose to move west if IOD.

          Have not contacted Roze or Miriam this turn to avoid irritation factor.

          Because of earlier recommendations, there is little to decide upon this turn.

          We are 5 turns from Doc: Init and a lot of our bases and formers complete their tasks within this period or towards the end
          of it.

          Views.

          You may have noted PUT took ages to play ( just over 48 hours) but Cycon took, what, 40 minutes wow.
          On the ISDG 2012 team at the heart of CiviLIZation

          Comment


          • #6
            Nothing much further to add. DataRoze has two synthmetal garrison units in production and has two bases building the Merchant Exchange. Hopefully she will build something, then that would be a nice prize bonus when we invade and conquer.

            As we know, she has Applied Physics. She is researching Cent Ecol. Maybe she would trade at some stage. Applied Physics for Cent Ecol.
            On the ISDG 2012 team at the heart of CiviLIZation

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            • #7
              I wish to take this opportunity to sort out some short term matters.

              Where to set up our next land and sea bases. There seems to be two views.

              1 To build it on the one tile isle at 42, 52 or on the land north of Sea Lurk, next to the pod at 51, 59?

              2 If the land base is established at 42, 52 then there are two choices for the Sea colony pod. To build base at 49,65 next to Treasure Islet or to travel further south to sea base site two.

              3 If the land base choice is to be on the as yet unnamed land north of Sea Lurk, then the Sea Colony would head to 42,54. A handy base for launching part boats. (As would be the base at 42,52).

              4 I think we should build something in the 42,52/54 area but which.

              Also as Cuspidore BB mentioned, as we expand we will soon hit the inefficiency first citizen drone thing.


              Within the next five turns I think we will meet the remaining factions. At which point, we'll bring our expeditionary fleet back to our territory via as many pods as we can pop. I propose we ask the crew of PMS Farragut (independent) to continue their voyage of exploration.

              (We also have a new independent rover ( hardened) for exploration).

              Once back in home waters we can think about switching to FM and maybe Ethical Calc (Democracy) will be on the horizon as one of the techs we are owed.

              On the Applied Physics issue, I just remembered that Cap'n Flubber thinks we could get it from the Hive reasonably easy.
              On the ISDG 2012 team at the heart of CiviLIZation

              Comment


              • #8
                Hi maties

                Big disappointment and potential loss.
                First Shipping news.

                Neither of the two pods popped delivered any goodies and the Santiago
                popped an IOD unfortunately and in moving to escape, the route is
                blocked by a small island , that wasn't visible when the ship moved to
                the tile its now in. The IOD is right beside the Santiago which has a
                very green rating. So the despondent captain and crew fear the worse.
                But more than that, even if it survives, it will need to rest. So new
                faction hunting by the PMS Santiago is delayed or ended.

                The party boat Tiger shark popped kelp and went on to reveal more of
                that area. We would expect to find a Believers base next turn.

                The King Lear uncovered more land mass but has a possible cove dead end
                / narrow passage option to investigate next turn.

                The PMS Revenge moved on further north and may now be our best hope of
                finding the Drones or the Hive.

                PMS Farragut revealed more map and has ended beside pod for next turn. (
                hopefully better luck) Which base will benefit Alexandria?

                PMS Bootycheck. Has arrived back and currently anchored outside Liar's
                Lair with one mp left. Should it wait for new Col Pod or go collect
                rover from Boot.
                PMS Belly, some mp heading back to 'Rita.

                New base found at Pamplona on Bull island. Scout in production.
                Decision on IF. Build sensor or move to 46,56 to forest that rich tile.

                Bases

                Tripoli: crawler transported to Mine. what to build next? an SP, another
                crawler, a new PMS?
                Rita: continues with Transport Foil
                Sea Lurk: continues Sea Colony pod
                Liar's Lair: continues Col Pod
                HMB: continues InfFormer ( could rush)
                L'l Accident: continues Supply crawler
                Pamplona: scout, next PMS ,PB?
                Alexandria: after temp for pod, Rec Com, PMs, PB

                Overall disappointing turn.

                Views, comments, what 12 hours from now? Do you want me to try
                communicating with Miriam or Roze oir leave it one more turn.

                Cap'n Calico Hercules
                On the ISDG 2012 team at the heart of CiviLIZation

                Comment


                • #9
                  Maties,
                  Sorry for the incommunicado recently - had some problems getting connected while I was in NY and am consequently out of touch with what is going on here.

                  Suggest that Captain of the Santiago walk the plank - somewhat difficult to follow the excuse for ending up next to the IoD he was supposedly (and cowardly) running from, but a good 'visit' with the sharks could (re)establish his credentials with some luck.

                  Don't know that I'll have time to see the turn and make any intelligent comments before the deadline, but here are a couple of quickies:

                  Tripoli:
                  - A facility might be nice - particularly an EnergyBank, as we seem to be running low on cash and not getting any from pods, or maybe an additional Command Center (particularly) for making probes;
                  - It would be nice to wait to get some weapons/armor tech before building another warship to replace the likely loss of Santiago, but if you do, perhaps it could scout out the area just NW of Sealurk for possible sites for the SeaColony pod (see below);
                  - It would be nice to build them at a base with a Command Center, but we do need cheap (Infantry) probes for espionage defense purposes.

                  -Colonies - I still like putting the land colony up there in the NW (42,52) and the SeaColony at (49,65) or thereabouts unless some better site reveals itself (like in the unexplored areas just north and west of Sealurk).

                  -Seems like Rita's own transport will be ready about as soon as you can get the other one there - no?

                  -Alexandria - Maybe a Land Colony for (54,78) or (55,75) - that would be an alternate use for the BootyBoat at Tripoli;

                  -I'd put a Land Former on the list for Pamplona (one of them to develop the other island for the new base to be at (42,52)

                  I'll be more back into things by the next turn.

                  Comment


                  • #10
                    reposting my email here - I and BB seem tot be on similar lines of thought about Tripoli



                    > Neither of the two pods popped delivered any goodies and the Santiago
                    > popped an IOD unfortunately and in moving to escape, the route is
                    > blocked by a small island , that wasn't visible when the ship moved to
                    > the tile its now in. The IOD is right beside the Santiago which has a
                    > very green rating. So the despondent captain and crew fear the worse.
                    > But more than that, even if it survives, it will need to rest. So new
                    > faction hunting by the PMS Santiago is delayed or ended.

                    Stupid planet >_< rrr.

                    > PMS Farragut revealed more map and has ended beside pod for next turn. (
                    > hopefully better luck) Which base will benefit Alexandria?
                    I checked by re selecting the Farragut and aiming the navigation around; it
                    showed 30 to Alex, but only 22 to both Little Accident and the Boot (bearing
                    in mind that's as the crow flies)

                    > PMS Bootycheck. Has arrived back and currently anchored outside Liar's
                    > Lair with one mp left. Should it wait for new Col Pod or go collect
                    > rover from Boot.

                    > New base found at Pamplona on Bull island. Scout in production.
                    > Decision on IF. Build sensor or move to 46,56 to forest that rich tile.

                    > Bases
                    >
                    > Tripoli: crawler transported to Mine. what to build next? an SP, another
                    > crawler, a new PMS?

                    Tripoli - I'm thinking this : another land crawler for the energy special
                    just between the base radii of Alex, Rita and Tripoli and have the former
                    nearby follow up with a solar panel & road, that will boost Tripoli's energy
                    which leads to my next quese suggestion of a energy bank. Then perhaps a
                    node and/or the VW (room for a replacement for the Santiago should we lose
                    her before the bank) I know the merchant exchange is only 17 turns, but
                    wouldn't it be better in propsed sea site #2 (unless you want to try and
                    make a SSC out of Tripoli?)

                    > HMB: continues InfFormer ( could rush)
                    > L'l Accident: continues Supply crawler
                    Maybe you should, to clear the queue in case the above pod pop rushes at
                    Boot?

                    > Pamplona: scout, next PMS ,PB?
                    PMS to perhaps pop the pod over close to Roze's lands and map her side of
                    the Banana Sea since the Farragut wil be headed N

                    > Views, comments, what 12 hours from now? Do you want me to try
                    > communicating with Miriam or Roze oir leave it one more turn.

                    Leave em another I tihnk

                    All I have for now
                    But there's no sense crying over every mistake. You just keep on trying till you run out of cake.
                    PolyCast | Girl playing Civ + extra added babble! | Yo voté en 2008!

                    Comment


                    • #11
                      2134 turn

                      2134
                      ------
                      We seem to have lucked out with the Santiago up north; now if we only knew where the others were.

                      I think that getting Creches in the homeports of our military units could undo one level worth of the their morale hit due to Wealth - seems like in the case of us Buc's, and our fine appreciation of the many ways to enjoy spending money (for example, the classic trio of wine, women and song) and our propensity for getting into brawls after enjoying those fruits of wealth, our fighting morale should improve due to wealth rather than decline - we must protest to GooglieGod.

                      Cap'n Herc, the reason I suggested a Colony pod for Alexandria was that our population growth there is going to force us to use a Doctor in just a couple of turns (and you have a record of forgetting to anticipate their need, causing drone riots); if you build the Colony Pod, then there will be some time to build (or nearly build anyway) a RecComm before the next population crunch comes. There's still time to switch, at a modest cost of only 1 PofE (which will be deducted from your grog allowance), although I notice you also disregarded my suggestion to keep the Belly of the Sealurk down south and seem to be moving it up north despite the imminent completion of the new BootyBoat at 'Rita., so you will need to either rush the boat at 'Rita or reverse course on the existing one to get something to Alexandria in something resembling a timely fashion to avoid wasting time waiting for it so that the CP can move off the dock.

                      In general, I think it is better to be building ships and/or infrastructure at Sealurk and the Colonies at Alexandria, rather than the opposite, although once we get some more terraforming at Alex, it will also be a productive base (then we could be producing good stuff there and more colonies at the new base we build before the RecComm and Party Boat.

                      We will probably soon start getting b-drones in our existing bases when we add bases and/or having the initial worker start out as a drone in the new bases; there is possiblly a way to know exactly which bases will get them (I think 'Ned' had a detailed analysis of that somewhere), but since we probably don't know it, we should try to be prepared with RecComms in nearly all the bases we wish to be greater than size 1 (which I would think would be all of them). Otherwise, we will have to crawl extra food to feed the &%^in' doctors and possibly have rather stagnant base operations due to shortages of workers.

                      For (Henry) Morgans Boot, I would suggest using the former to plant forests all along the river (preferably starting with (38,68) where a road would also be a good idea). I would build a crawler or 2 there next to bring in some mins from the forests and/or nuts from (42,66), followed by a Probe or 2 and a RecComm whenever it seems necessary. Liar's SeaFormer should probably make a kelp/solar someplace like (42,68) when it gets a chance before during or after dealing with the terraforming at the min special it's currently working on.

                      At ($#$@in' Stupid) Accident, it might be wise to crawl food with the soon-to-be-completed crawler from (35,69), where you might want to make a farm as the next terraforming feat with the wandering terraformer (by all means feel free to move there directly instead of the long way, although at some (preferably later) point we should rehome that former here). BTW, Weren't we going to rehome the rover so we could save HMB some money?

                      I still like the idea of building a Former at Pamplona, it or the existing one to be taken up to 7 islet to begin terraforming there; I could see a crawler too, but it is going to take forever to build (as in Accident). Now, while we are between builds and with no drone control needed, would be a good time to temporarily change the build to something nice to get (like a Pressure Dome), and then pop the pod next door at (47,57) - (perhaps getting a monolith if we are lucky, or at least some other 'good' pop). I'm not sure what you are planning to do with the BootyCheck, but if you load up the rover from HMB (which I would recommend that you leave on the island), there will not be room for both the CP and the Former on the boat together. In the interests of efficiency, you should try to have the boat close by Liars when the CP is ready - if you must take the rover somewhere, you can move the rover rather than sailing to JMB to pick it up.

                      For the record, given the choices we seem to have at the moment, I still like putting the land colony from Liars up there in the NW (42,52) and the SeaColony from Sealurk at (49,65) or thereabouts; if you've got another plan, how about sharing it in advance.

                      Don't know if there is anything worth rushing this turn, although throwing a few credits at Tripoli's EBank would be OK - I don't know if the extra turn of terraforming is worth the 13-31 you would have to spend to rush the BootyBoat at 'Rita, so I'd probably hold off on that, although I'd be tempted to spend the dough to rush it next turn, to speed the arrival of a crawler to be built next. I assume that the former is going to Bird (Is there a story?) Island next door, someplace like (59,61) to start planting forests

                      I think that the pod at (5,55) is closest to Accident for whatever that's worth (that's just eyeballing it, rather than doing the calculation, but I don't see any other candidates). Accident is well on the way producing its crawler, so it wouldn't be a big score if we got the free build, but still better than waiting all that time too, so I would go ahead - maybe we'll get a big cash surprise instead or one of Googlie's mythical imaginary plethora of clones (in the name of which he docked us an otherwise real and free independent gunship).

                      As for all the other warships, I have no particular advice; do whatever turns you on.

                      Interesting that the game says that the Datajacks are in the lead overall, even though their bar graph is lowest of all.

                      Comment


                      • #12
                        For the record in this thread

                        Well hello maties

                        What can I say. So far an excellent turn. Lots to decide, have a look.

                        First the PMS King Lear has just met the Hive. Hurrah ( we know it , they don't) the PMS King Lear has 1 turn left btw.

                        Second, PMS Santigo survived IOD attack and is now disciplined and quite strong, 4MP left. (Recommend Henry Morgan
                        Medal to Cap'n).What to do, retrace movement to pods or venture into the Fungus ( and eventually to Drones) or head West
                        towards the Hive. I suggest retrace, let PMS Revenge meet the Drones.

                        PB PMS Tiger Shark uncovered more of planet and calculates it will 'meet'/probes Miriam in 1 or 2 turns.

                        PMS Revenge left PUT territory to explore further NW. Nothing to report.

                        PMS Farragut is beside pod. I suggest we pop but if a free facility goody which base will benefit. Advice please. Do I have to
                        rush the 'Rita Transport to avoid it being built, if you know what I mean.

                        Also on Pamplona. Temp energy bank is that ok and scout to pop pod?

                        Also at L'il Accident, might it benefit from goody so need to rush crawler to avoid that.

                        Anyhow I haven't looked at everything closely, just excited that we've met one more faction at last.
                        Oh transport from Triploi has arrived close to Rita, where is that Inf Former to go?


                        I presume Flubber can now open dialogue with the Hive.

                        What a contrast to the last turn.
                        On the ISDG 2012 team at the heart of CiviLIZation

                        Comment


                        • #13
                          -You did notice my earlier comments on the turn, above; right? These are in addition and reflect the additional info you revealed.

                          -I wondered about that "disciplined and quite strong" schooner Santiago - I had it at "green" (and I would by no means say strong) in the version I openned from the Borgs - I have it as green in the version I got from you too; is it really disciplined in your version? If so, there must be something funny going on. I assume that it also is at minus 20% in whatever you are seeing. As to the medal, I still don't know how you ended up next to an IoD you were seemingly running away from, so if there is to be a medal, maybe the 'Little &*^$#in' Accident' medal instead.

                          -I would deal with the pods later (you've got two other boats down below that could get them while exploring stuff to the left, the Santiago would be retracing old territory. Seemingly the Drones are in between the Santiago and the Revenge, so if they go toward each other, they should meet them reasonably soon. Re the Santiago, it looks like the fungus to the South and East is probably thicker than if you go around that islet on the north side.

                          -Allow me to repeat my previous recommendations to put off the PartyBoat at Alex and build a Land ColonyPod instead - for (55,75) or (54,78). Allow me to repeat my thumbs-down on the redundant transports you seem to be wantint to collect at 'Rita, instead of just leaving the original one down south (at Alex to move the CP you should be building there). Strongly suggest changing the build and eating the 1 PofE it will cost you (personally). If you continue the PBoat you will have to have a doctor there for quite some time representing an avoidable *(&&%^in' waste of potential.

                          -Re the Tiger shark, I believe you promised us Believer contact "next turn" a couple of years ago, now it is 1 or 2 years???? Are they hitting the grog too much down there?

                          -As to your other questions, see my earlier post for details; the short answers are:
                          --I think that Accident is closest and that you shouldn't rush the crawler, the BootyBoat or anything to change builds (especially as last turn would have been the appropriate time to have done the rushing anyway - so that you wouldn't have to waste this turn sitting around);
                          --Recommend a PressureDome as temp build at Pamplona, but a free EBank would be OK if you insist;
                          --'Rita former to (59,61) for Forest (to be crawled -mins- while former Forests the rest of island - I would leave (60,62) and (59,63) for last in case you wanted to put a BH on the former and/or a condensor on the latter and/or produce them from the base instead of crawling).

                          If you move the King Lear out of sight of the Hive's Rover, you or Cap'n F may want to note its location and mention that to the Hive Ambassador as confirmation that we have actually met them - although they should notice that the status has changed in the commlinks anyway. Note to our diplomats: The Chairman has a reputation of being uptight about some of our more libidinous activities; please refrain from offeriing him any xenoweed or making any jokes about 'queens'; I have heard rumors, however, that they have a supply of wicked xenomead there, but I don't know if it is safe to mention that out loud.

                          Comment


                          • #14
                            Hi Maties,

                            Well extra news. PMS Santiago (Green, OK the crew just got excited and 20% down) continues around north east direction. ( Crew feared to return to meet with Cuspidore). Manged to avoid getting snagged in fungus. Pod at Pamplona gave energy bank goody, Nice. PMS Farragut popped 75 ecs: welcome at this time.

                            Hive appear not to have ( awaiting confirmation) Ind Base, Soc Psych,
                            Doc: Mob, Doc: Flex, or Progen Psych nor Uni, Believers, Cycon or
                            Datajacks, Comm. Welcome message transmitted via Comm channel.

                            Most all Cuspidore's build suggestions implemented. Transport delivered Inf
                            former to Bird island. Plans a rookery.

                            Just note we have 4 other formers awaiting instructions next turn. Most
                            have instructions I know.

                            Could some of me maties post 'Pirates to Drones 2134' in the turn track
                            thread. Also if you have performed this duty in the past can you delete
                            earlier attachments.

                            Cap'n Calico Hercules ( relieved about PMS Col Santiago)
                            On the ISDG 2012 team at the heart of CiviLIZation

                            Comment


                            • #15
                              2135 turn

                              Didn't look at the end of the turn before, but have some (caustic) remarks now, after looking at the new turn.

                              Cap'n Herc, I wish you'd explain to us what you are doing sometimes. As you no doubt have noticed, I'm trying to keep you honest on the basics, like not wasting turns with formers wandering around and trying to anticipate the next couple of turns. Also, I've spent some time making constructive suggestions, which you sometimes take and sometimes don't - that's fine, but I'd appreciate knowing your reasons, like why you kept sending the transport to Rita (when we were already building one there) in the face of repeated suggestions to send it to Alexandria instead. Also, when we make long term suggestions, like the locations for the new colonies, it would be nice to know what you are thinking in advance too, so that we can either discuss the issue if you disagree or shut up if you agree. In other words, please tell us what is going on in your head?

                              Some of my latest gripes, to illustrate the point:
                              -Why the two transports at Rita when the CP at Atlantis will need one?
                              -What did you do to only move Liar's SeaFormer just one tile? Abandon a terraform in the middle?
                              -What are you going to do with Rita's Land Former? The advice was to Forest (59,61), you moved it to (59,63)?
                              -Any particular reason you disregarded the advice to Forest (38,68) first (where it could be produced by either base) and are Foresting (39,67) instead (probably doesn't matter, but just another example of something that could use explanation)?
                              -The rover you seem about to laod onto BootyCheck - what is the plan? The boat can't hold all three units (CP, Former, Rover) and rovers aren't as useful on tiny islands as on bigger ones. If you're planning a rover-transport travelling pod-popping team, we'll need another transport in the neighborhood

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