Formers at Sealurk:
-LandFormer @ (52,58); recommend Forest, then (Sensor or Mine @ (53,59))
-SeaFormer @ (51,55); recommend goto (49,59) or (49,57) and do Kelp/TidalH or send on long voyage to Calico - (54,42) for same stuff
Formers near Casablanca:
-Tripoli LandFormer at (55,73): Change to Forest
-Casablanca LandFormer at (55,73): Forest (and move Alex's crawler there if it finishes, as it did when I did it (and made the switch as above) on my comp)
-SeaFormer at (56,74) - goto (56,78) and Kelp/TidalH
Former at Pamplona (47,57): Why not a Sensor there (that should be the worked tile too (to get more energy), then to (46,56) &/or (47,55) for Solars then Nuts; at some point a Mine/Road at (48,58)
Former at Atlantis (44,54): goto () for another Forest, this time with Sensor
BootyBoats at Alex and Rita: I'd leave them hanging around those places until we figure out what we need in that department out west; meanwhile they can service 'Rita, Alex (I think its crawler should ultimately, but not necessarily right now (see above), go to (59,75), and Casablanca
Tripoli: Is the expensive cruiser probeship really worth the extra time it takes to build?
HMB: Rush RecComm? (costs as little as 18 if we put the doc to work @(41,65) now in anticipation)
Alex: Rush RecComm? (costs as little as 20 if we move crawler as above and work (56,72) & (60,70) now in anticipation) In any case lets not keep producing all those nuts if we aren't going to rush the RecComm
Atlantis: Consider whether it is better to continue as is (and use doctor in 2 turns) or switch production to (44,54) - mins versus nuts, not much difference IMhO as efficiency eats the extra energy (so long as the doctor is remembered in advance if we go that way)
In General, I think we need to build RecComms everywhere before any more bases so we can deal with the drones without choking the small bases. That means new starts at Pamplona, Casablanca and Calico, in addition to where they are pending. Even with that we are still dicey. Is IntelInteg(NonLethal) on the horizon anywhere?
Planned will obviously make the drone situation no better - and perhaps worse. The info we got from that effed up version of the turn last 'year' with Planned, may not be accurate due to the effed up aspect, but a trial switch to it in this turn still seems not too bad (doesn't really hurt Tripoli that badly). It does cost money, however, and that will crimp our style a little as far as rushing those two RecComms goes (although that too is not so bad due to the improved industry rating. I'm thinking a tentative 'yes' for planned - although we need to look again at all the bases watching out for new pop growth maybe leading to additional drones (didn't see any new additional problems there either in a quick survey).
Is any diplomacy happening at the moment?
-LandFormer @ (52,58); recommend Forest, then (Sensor or Mine @ (53,59))
-SeaFormer @ (51,55); recommend goto (49,59) or (49,57) and do Kelp/TidalH or send on long voyage to Calico - (54,42) for same stuff
Formers near Casablanca:
-Tripoli LandFormer at (55,73): Change to Forest
-Casablanca LandFormer at (55,73): Forest (and move Alex's crawler there if it finishes, as it did when I did it (and made the switch as above) on my comp)
-SeaFormer at (56,74) - goto (56,78) and Kelp/TidalH
Former at Pamplona (47,57): Why not a Sensor there (that should be the worked tile too (to get more energy), then to (46,56) &/or (47,55) for Solars then Nuts; at some point a Mine/Road at (48,58)
Former at Atlantis (44,54): goto () for another Forest, this time with Sensor
BootyBoats at Alex and Rita: I'd leave them hanging around those places until we figure out what we need in that department out west; meanwhile they can service 'Rita, Alex (I think its crawler should ultimately, but not necessarily right now (see above), go to (59,75), and Casablanca
Tripoli: Is the expensive cruiser probeship really worth the extra time it takes to build?
HMB: Rush RecComm? (costs as little as 18 if we put the doc to work @(41,65) now in anticipation)
Alex: Rush RecComm? (costs as little as 20 if we move crawler as above and work (56,72) & (60,70) now in anticipation) In any case lets not keep producing all those nuts if we aren't going to rush the RecComm
Atlantis: Consider whether it is better to continue as is (and use doctor in 2 turns) or switch production to (44,54) - mins versus nuts, not much difference IMhO as efficiency eats the extra energy (so long as the doctor is remembered in advance if we go that way)
In General, I think we need to build RecComms everywhere before any more bases so we can deal with the drones without choking the small bases. That means new starts at Pamplona, Casablanca and Calico, in addition to where they are pending. Even with that we are still dicey. Is IntelInteg(NonLethal) on the horizon anywhere?
Planned will obviously make the drone situation no better - and perhaps worse. The info we got from that effed up version of the turn last 'year' with Planned, may not be accurate due to the effed up aspect, but a trial switch to it in this turn still seems not too bad (doesn't really hurt Tripoli that badly). It does cost money, however, and that will crimp our style a little as far as rushing those two RecComms goes (although that too is not so bad due to the improved industry rating. I'm thinking a tentative 'yes' for planned - although we need to look again at all the bases watching out for new pop growth maybe leading to additional drones (didn't see any new additional problems there either in a quick survey).
Is any diplomacy happening at the moment?
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