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  • Adjustments from recent planning.

    * Kommie city changes to crawler and places 2nd worker on mineral.
    * HongHu KongHu builds scout, or crawler??? (too many colony pods in production atm)
    * The colony pod from Voltiograd heads to base site B3 as transit is only 3 turns.
    * Rush the colony pod in Feckin' and the B1 base is built faster than if the colony pod came from Voltiograd.
    * F3 may move northwards twice and build a sensor up there???

    Kody

    Comment


    • Thanks for the explanation Kody. About the SE change, I didn't mean to switch back and forth as that will cost us 80ec. I was thinking if when we get IA we will start crawler production in most of our bases, then we could delay the SE change of a couple of turns until the crawlers are done.

      Other things:
      1. Agree HongHu KongHu should build crawler unless we really need scouts.
      2. Propose F3 go 1 square back and build a road connecting the river and Jamski Clovek.
      I think we need to get some formers to build a road network connecting out bases if we have spare formers. The rivers give us a big advantage that we don't have to build a lot of roads. (Is the mineral square F6 sits on roaded?)
      3. Is sunny mesa renameded?
      4. Important. Do we want to change the B3 site because after the earthquake it is no longer a coastal site? I remember this is one of the considerations at the time of deciding it. We could changed it to the nut square at the bottle neck. However, it will take the colony pod much longer to travel there unless we use former F2 to build some roads.
      Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

      Grapefruit Garden

      Comment


      • I don't see why we can't keep HongHu KongHu as a colony pod.... and we don't need a scout in there, that is why I moved the northern scout into it to save us from having to build one atm. The more colony pods we are building the "stronger" our society will be in the future. If we are going to stop building pods, make it one of the original three bases. They are the furthest from the new build sites and they will have built 2+ colony pods a piece. It would be time to switch them to something else. That is, once again, IF we were to stop building colony pods in all our bases (I consider that a bad idea right now. We can switch a few (2 or 3 bases) after this current round of production. We still need to concentrate on expansion).

        - Rokossovky
        - Comrade Marshal Rokossovky
        Marshal of the Revolutionary Army of the Socialist People of the Human Hive

        Comment


        • Oh, and I agree with HongHu that we should develop a road system. This would help not only with defence but terraforming, production (movement of crawlers), and EC generation.

          - Rokossovky
          - Comrade Marshal Rokossovky
          Marshal of the Revolutionary Army of the Socialist People of the Human Hive

          Comment


          • Originally posted by HongHu
            Thanks for the explanation Kody. About the SE change, I didn't mean to switch back and forth as that will cost us 80ec. I was thinking if when we get IA we will start crawler production in most of our bases, then we could delay the SE change of a couple of turns until the crawlers are done.
            It doesn't work as the crawlers cost more too.

            Other things:
            1. Agree HongHu KongHu should build crawler unless we really need scouts.
            2. Propose F3 go 1 square back and build a road connecting the river and Jamski Clovek.
            I think we need to get some formers to build a road network connecting out bases if we have spare formers. The rivers give us a big advantage that we don't have to build a lot of roads. (Is the mineral square F6 sits on roaded?)
            3. Is sunny mesa renameded?
            4. Important. Do we want to change the B3 site because after the earthquake it is no longer a coastal site? I remember this is one of the considerations at the time of deciding it. We could changed it to the nut square at the bottle neck. However, it will take the colony pod much longer to travel there unless we use former F2 to build some roads.
            1. okay crawler it is.
            2. Nope, sensor is more important.
            2.5. I'm going to slow down on the colony pods then we'll have extra formers to play around with. Roading is a high priority.
            3. sunny mesa no name
            4. B3 was never a coastal site. Also B3 get it's sensor array next turn I think. I believe it's best to plant a base there.

            Comment


            • Originally posted by Rokossovky
              I don't see why we can't keep HongHu KongHu as a colony pod.... and we don't need a scout in there, that is why I moved the northern scout into it to save us from having to build one atm.
              When you build 5 cities in the space of 3-4 turns. Almost every one of your bases has drone problems due to efficiency. Also with our +3 growth the bases are growing very fast and we get size 2 bases with 2 drones.

              The more colony pods we are building the "stronger" our society will be in the future. If we are going to stop building pods, make it one of the original three bases.
              The bases that will continue building pods have planned new base sites. HongHu KongHu doesn't have a planned new base site, also with all the new bases, we're very busy building antidrone units or facilities for the size 2 cities. Once those are in place then we can start looking at further expansion. The short delay also gives us time to start building roads between the cities and send more formers out to future base sites.

              They are the furthest from the new build sites and they will have built 2+ colony pods a piece. It would be time to switch them to something else. That is, once again, IF we were to stop building colony pods in all our bases (I consider that a bad idea right now. We can switch a few (2 or 3 bases) after this current round of production. We still need to concentrate on expansion).

              - Rokossovky
              When we get 10 cities, every new base starts with 1 drone. So we should start building a scout and a colony pod for every new base.

              By the way I'm not 100% certain these plans are the correct way to go about things. However, at the moment it's the best balance I could think about with handling the drones, expanding and still building that SP faster.

              4 colony pods and 2 crawlers. With new colony pods being built in the 4 new cities and probably one or two of the old ones.

              Kody

              Comment


              • Originally posted by Kody

                4. B3 was never a coastal site.
                Right, I was confused.

                It doesn't work as the crawlers cost more too.


                Well it is the idea. We want the crawlers cost more since then it will be worth more. It's like upgrading crawlers only you don't need to prototype it. But you are right if we cannot switch SE back and force it may not worth it. But it is an interesting idea.
                Last edited by Snowflake; August 1, 2003, 15:40.
                Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

                Grapefruit Garden

                Comment


                • If the crawlers cost more it takes longer to make them. If it takes longer to make the crawlers that means there's a few turns where you would have been crawling minerals and you're not.

                  Kody

                  Comment


                  • I agree.
                    Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

                    Grapefruit Garden

                    Comment


                    • CMC Demands Screenie!!! lol, well more askes nicely...

                      - Rokossovky
                      - Comrade Marshal Rokossovky
                      Marshal of the Revolutionary Army of the Socialist People of the Human Hive

                      Comment


                      • Oh and yea your plan makes sense Kody, thx for explaining (as we discussed earlier I wasn't aware we had +3 growth....)

                        - Rokossovky
                        - Comrade Marshal Rokossovky
                        Marshal of the Revolutionary Army of the Socialist People of the Human Hive

                        Comment


                        • I don't think we'll be able to get the HGP. Unless we give up the WP.

                          I need to add the labels and everything for next turn.

                          I can give a screenshot now, but without labels and such. You can look at the previous turn and see pretty much what is happening.

                          Kody

                          Comment


                          • HongHu Wrote:
                            One thought about HGP. The only two ways I think we'll be able to beat CC to it is: first using Fricky cheeky tower's two mineral resources (r/m them first) with crawlers in the surrounding city, and second if we use Voltairograd we have to stop everything else in evey bases and build crawlers first. I guess it's ok if we can't beat them, just switch to WP and we'll do VW later.
                            I'll think about it and figure out if it's better to build the colony pod first, or to build a crawler first and with the increased production build the colony pod.

                            Comment


                            • Turn update 2126

                              Comment


                              • Preturn Moves

                                R1 - two west
                                R2 - two east
                                S1 - moves to HongHu KongHu

                                C1 - moves two south-east then one south-west heading towards B1

                                CR1 - moves to nearby mine and starts crawling it.
                                CR2 - moves to nearby mineral resource and starts crawling it.

                                F1 - finishes road, north, east, Forest
                                F2 - Forests the square it's on
                                F3 - finishes road, heads to base site B3, uses 2/3 moves moving, 1/3 move saving up terraforming turns.
                                F4 - continues to build mine
                                F5&F6 - goes south-west, south, builds road together.
                                F7 (forgot to label near B4) - goes to B4 and builds sensor.


                                Still need to run tests and figure out the best city productions

                                Comment

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