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  • The city builds for next turn are.

    Hive builds colony pod.
    Kommie builds another crawler, and worker switched from mineral to farm.
    Voltigrad builds crawler.

    ___________________________________

    For last turn.
    * We got IA.
    * We're the most powerful Human faction now.
    * Noticed that the Cycon have started building a SP.
    * Also noticed that the data angels have also started building a SP.

    Kody

    Comment


    • Rokossovky & Jamski,

      Can I be in charge of taking the next 20 turns? Turn chats and such will still occur it's just that I keep worrying that someone else will take the turn while I'm sleeping. I've been trying to get every little edge we can so we can build those SP projects as fast as possible.

      With all the production balancing that's starting with all the crawlers I'm having to think 4-5 turns ahead. That's making it difficult to figure out some of the things that need to be done before the turn. Also there are the drones that are going to be popping up soon. I want to head off the riots before they happen, and that sometimes requires planning anti-drone stuff 4-5 turns ahead of time if we don't want to lose minerals switching production.

      I'll sleep better knowing that when I wake up someone else hasn't taken the turn and done something that lost us a few minerals or will cause a riot a few turns in the future.

      If I haven't taken the turn within 18 hours then it's definitely time to get someone else to do the turn. Otherwise it would be great for my peace of mind if it could be agreed that I always take the turns in the first 18 hours.

      Also I've figured out rover R1 will have to be redirected from exploring our northern coast for 2 turns to stop drone riots. The city that riots is B4. B4 riots the very turn it's built, and needs 3 turns to build a scout.

      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.
        If we don't build a colony pod in Freckin, and instead make use of the minerals it may mean we can build the SP a turn or two earlier. The mine gets built faster as the former that was going to build the sensor instead helps build the mine. Also building one less base means less drones appearing in the other bases.

        So basically HongHu's idea is quite good.

        Kody
        Last edited by Kody; August 3, 2003, 07:04.

        Comment


        • I think I'm going to delay the colony pod at Jamski Clove too. At least until the rover has fully explored the area around the B4 site. Also a crawler would help Jamski with it's production. Plus the B4 site doesn't seem to have any special resources so it's a low value site.

          Finally having only 8 bases means only one base has drones at size 2. With 9 bases there are 4 extra drones that appear in our bases.

          Kody

          Comment


          • I'm going to have to rewrite the entire turn plan.

            Kody

            Comment


            • Damm, missed it again, Mrs Jamski was hogging the internet. Kody, you're doing a great job, BTW.

              -Jam
              1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
              That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
              Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
              Taht 'ventisular link be woo to clyck.

              Comment


              • Ok I have an idea. I did not have time to look at the turn so don't have specifics. But it is only an idea, to get you thinking maybe.

                What I'm thinking is to use the Hive and the Frecking city to build the HGP and WP. All the other bases switch to crawlers, with jamski Clovek building one colony pod for B3. (B1 can wait for a few turns too.) All formers work on the road and the two mineral bonus squares. Hive grow to 2 citizen with one police and work the 2 monolith. Frecking city grows to 2 citizen with 2 police, work/crawl the mines. After 2 crawlers per base all bases go back to whatever is proper. Hive and Frecking do one crawler than start SP. Make sure the WP is the first to be finished and HGP very closely follow. After that we can ICS again and have the means to spread like mad. We can then leave only one base for SP and do it with ease, do not need to rush that much with lots of sacrifice of other things.
                Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

                Grapefruit Garden

                Comment


                • Well that's mostly what is happening.

                  Jamski Clovek is building a crawler instead of a colony pod because it has relatively few minerals and B3 is not a great site.

                  The hive is going to build one former, after it finishes the crawler. As we need to build lots of forests so the crawlers have lots of minerals to crawl.

                  Freckin is building a crawler first then switching to a colony pod. So we can build the B3 site.

                  Voltiograd is finishing the colony pod next turn that is going to the B1 site, then switching to a crawler.

                  So basically over the next few turns we build 2 colony pods, maybe two or three formers, and lots of crawlers to increase production in all our cities.

                  As for building a SP in the hive. It would be a bad idea as the hive is next to the sea and the SP might make it a target for attacks. Voltariograd or Freckin would probably be the base sites of choice as they're far enough inland that overtaking them wouldn't be easy.

                  We're certainly planning on re-evaluating the situation after we build our first 2 SPs. If we get the HGP we're definitely going to start building colony pods like crazy again.

                  Kody

                  Comment


                  • Originally posted by Kody
                    As for building a SP in the hive. It would be a bad idea as the hive is next to the sea and the SP might make it a target for attacks.
                    Kody
                    Well that's true. It is the only base that have two monolith that can be worked. Grrr... I guess the alternative would be Voltarigrad although not as good but could be close. The main thing is to start two SP in two bases versas consecutively that could ensure us from losing either one. I know that requires more micro managing though.
                    Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

                    Grapefruit Garden

                    Comment


                    • Crawlers mean it doesn't matter where the minerals come from.

                      Also I don't want to build SP in Feckin, because with those 2 mines and nut bonus we may be able to do the PTS and colony pod trick. We also might be able to get a sensor under that city while doing the PTS and colony pod trick.

                      Kody

                      Comment


                      • Lost my fast reply. Grrr.

                        Anyway I was saying that Fecking does not have to be a regular SP base but since we wanted those two SP as soon as possible, maybe we should use the two bases with best minerals just for emergency purpose. You can do the PTS and colony trick after the WP?
                        Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

                        Grapefruit Garden

                        Comment


                        • If we do the PTS and colony pod trick in Feckin' then we would lose all facilities and SPs in Feckin'.

                          The idea with the colony pod and PTS trick is to build 3 colony pods in quick succession then plant a new base. The new base is size three so you can build 3 more colony pods. Continue until all your bases are nice and full.

                          With the crawler trick isn't the whole thing about building with the crawlers. Crawlers don't really care where the minerals come from. Anyway this can be decided later as we're not tying any of our bases down with the SP until we actually start cashing crawlers in.

                          The Kommie city actually ends up with the best mineral output next turn. Hive is a disappointing 4th after HongHu KongHu and Feckin start crawlering the other two minerals.

                          Kody

                          Comment


                          • Notes about things I may forget.

                            *reallocate worker for Feckin
                            *reallocate worker for Kommunizma
                            *everything changed to crawlers except the hive that maybe does a former.

                            *Cancel former goto before it runs in the wrong direction.

                            *write new turn plan since everything has changed heaps in the last few days of conversation with other hive members.

                            *add in new city name of Googliegrad for the B1 site.

                            ________________
                            Strategy checking
                            * Check if the build complete open up base screen option can be used to switch a worker to a doctor when a build completes the turn a drone appears from growth (production occurs before growth).

                            Kody
                            Last edited by Kody; August 4, 2003, 19:17.

                            Comment


                            • Originally posted by Kody
                              If we do the PTS and colony pod trick in Feckin' then we would lose all facilities and SPs in Feckin'.

                              The idea with the colony pod and PTS trick is to build 3 colony pods in quick succession then plant a new base. The new base is size three so you can build 3 more colony pods. Continue until all your bases are nice and full.

                              With the crawler trick isn't the whole thing about building with the crawlers. Crawlers don't really care where the minerals come from. Anyway this can be decided later as we're not tying any of our bases down with the SP until we actually start cashing crawlers in.

                              The Kommie city actually ends up with the best mineral output next turn. Hive is a disappointing 4th after HongHu KongHu and Feckin start crawlering the other two minerals.

                              Kody
                              Oh! Sorry. Understood now.
                              Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

                              Grapefruit Garden

                              Comment


                              • Do we have the turn yet?

                                -Jam
                                1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
                                That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
                                Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
                                Taht 'ventisular link be woo to clyck.

                                Comment

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