Update of preturn planning.
I need to get dressed for a movie my friends are seeing, but as soon as I get back I keep working over this preturn.
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Other details
* Name change Jamski Peninsula
Non-Military Units
(10,18) colony pod - build city
(10,18) scout - hold
(8,18) Former - move (10,18), rehome ,build forest (9,17)
(8,18) Former - move (10,18), rehome ,build forest (9,17)
(26,30) Former - build sensor
(26,30) Former - build sensor
(17,21) Former - build farm (15,21)
(18,16) Former - build sensor (18,20), cancel sensor, next turn move central planning, rehome, build
farm (15,21)
(20,16) Former (homed octavianburg) - move (HongHu KongHu), rehome, build road (17,15), goto (15,15)
(20,16) Former - build road (17,15), build forest
(23,11) Former - build road (23,9)
(23,11) Former - build road (23,9)
(22,16) Former - build sensor
(25,15) Former - build sensor (22,16)
(29,19) Former - build road (30,22)
(29,23) Former - build road (30,22)
(26,26) Former - build road (25,29)
(18,24) Former - build sensor (18,26)
(18,26) Former - build road (18,28)
(22,20) Former - level rocky (23,21)
(22,26) Former - build sensor (23,23),cancel sensor,next turn level rocky (23,21)
Military Units
(29,23) independant scout - hold
(29,23) scout - goto Kommuniza City (DON'T REHOME YET)
(15,27) Rover - move (18,26)
(11,17) Rover - move (10,22)
(22,16) Scout - hold
(25,29) Scout - hold (DON'T REHOME YET)
Production
Base1 - build former, stockpile, rush 8 ECs #### vevtopia rebuild may effect this
Octavianburg - rush 22 ECs
Kommuniza - build colony pod, stockpile
Rokossovky - build recycling tank, stockpile, rush ?? ECs #### still need to figure out how much to
rush
Crawler allocation
#### this switch rushes the Kommuniza city colony pod
(28,24) crawler - move (27,23), minerals 4
(27,23) crawler - move (28,24), minerals 2
Worker reallocation
#### we get 1 more lab point by doing this
Vevtopia - move worker from "river rolling rainy" to "rolling rainy"
Base1 - move worker from "rolling rainy" to "river rolling rainy"
#### stop city from starving
Voltariograd - move worker from "forest" to "rocky nut"
#### another +1 lab
Central Planning - move worker from "forest" to "river forest"
Rehome Notes
Former - Octavianburg -> HongHu KongHu
Former - Voltariograd -> Base1
Former - Central Planning -> Base1
Former(next turn)- HongHu KongHu -> Central Planning
Support reallocation notes
* Can shift 1 scout Kommuniza -> Googliegrad
* Can shift 1 scout Rokosskvygrad -> Kommuniza
considered production balancing
#### speeds vevtopia rebuild
**2139**
Vevtopia Worker - switch forest to mine (17,19)
(17,19) crawler - move to vevtopia, rehome, move to forest, 2 minerals
Following turn - move
**2140**
Vevtopia starts crawler for 2nd mine
(16,18) crawler - move mine (17,19), 7minerals
Vevtopia Worker - switch mine to forest
**2141**
Crawler built by vevtopia moves 2nd mine (18,20)
Vevtopia starts final colony pod at 17 minerals per turn.
**2142**
Crawler reallocate of 14 minerals to Base1
////note that vevtopia doesn't get bonuses for energy due to efficency
////and nutrients are wasted due to rebuild
### Considered crawler reallocation
* reduce Voltairograd minerals rate
* increase HongHu KongHu minerals rate
* increase Googliegrad minerals rate
________________________________________________
Old Notes
Name change Jamski Peninsula
Hive rebuild
Headquarter rebuild in HongHu KongHu turn 2143
Build queue
- 2nd last pod turn 2142, 2 extra turns moving to Central Planning.
- growth of Rokossovky (turn 2143), 2nd last pod built then.
- Last pod (turn 2144)
Support
- when rebuilt shifts to Rokossovky
- scout can be rehomed in new hive
- All formers from the hive are rehomed in Rokossovky
- Should be 4 support units between the Hive and Rokossovky
- Rokossovky will use the independant scout which is on route for police
Automatic crawler rehome
- Rehome as many crawlers in "The Hive" the turn before the final build.
- Ensure that minerals are wasted in Rokossovky after the switch.
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I basically need to break down the build and mineral queues for the rebuilds at "Jamski Clove", "The
Hive", "Kommuniza City", "Vevtopia".
(Vevtopia is mainly being rebuilt to shift the Bdrone in OctavianX, the shift is required so that we
can still golden age pop boom on even numbers when we have 30 bases. Note that base number)
Also need to ensure there is enough energy to rush build the network node and recycling tanks at
"Central Planning" and "Rokossovky".
Note that the unanamed cities, "Base1", "Base3", "Base4" and "Rokossvoky" will be affected by the
crawler automatic rehoming and crawler should be allocated to take advantage of that. That means that
they have to be prepared for the change in support and the sudden increase in minerals. Crawler need
to be reallocated to take advantage of the rehome effect.
However, only Rokossovky, Base1 and Base3 will be affected within the next 6 years unless the crawler
from Jamski makes it all the way to the mines speeding up the colony pod production. Base4 still needs
to be factored in if that is the case.
___________________________________
I need to get dressed for a movie my friends are seeing, but as soon as I get back I keep working over this preturn.
______________________________________
Other details
* Name change Jamski Peninsula
Non-Military Units
(10,18) colony pod - build city
(10,18) scout - hold
(8,18) Former - move (10,18), rehome ,build forest (9,17)
(8,18) Former - move (10,18), rehome ,build forest (9,17)
(26,30) Former - build sensor
(26,30) Former - build sensor
(17,21) Former - build farm (15,21)
(18,16) Former - build sensor (18,20), cancel sensor, next turn move central planning, rehome, build
farm (15,21)
(20,16) Former (homed octavianburg) - move (HongHu KongHu), rehome, build road (17,15), goto (15,15)
(20,16) Former - build road (17,15), build forest
(23,11) Former - build road (23,9)
(23,11) Former - build road (23,9)
(22,16) Former - build sensor
(25,15) Former - build sensor (22,16)
(29,19) Former - build road (30,22)
(29,23) Former - build road (30,22)
(26,26) Former - build road (25,29)
(18,24) Former - build sensor (18,26)
(18,26) Former - build road (18,28)
(22,20) Former - level rocky (23,21)
(22,26) Former - build sensor (23,23),cancel sensor,next turn level rocky (23,21)
Military Units
(29,23) independant scout - hold
(29,23) scout - goto Kommuniza City (DON'T REHOME YET)
(15,27) Rover - move (18,26)
(11,17) Rover - move (10,22)
(22,16) Scout - hold
(25,29) Scout - hold (DON'T REHOME YET)
Production
Base1 - build former, stockpile, rush 8 ECs #### vevtopia rebuild may effect this
Octavianburg - rush 22 ECs
Kommuniza - build colony pod, stockpile
Rokossovky - build recycling tank, stockpile, rush ?? ECs #### still need to figure out how much to
rush
Crawler allocation
#### this switch rushes the Kommuniza city colony pod
(28,24) crawler - move (27,23), minerals 4
(27,23) crawler - move (28,24), minerals 2
Worker reallocation
#### we get 1 more lab point by doing this
Vevtopia - move worker from "river rolling rainy" to "rolling rainy"
Base1 - move worker from "rolling rainy" to "river rolling rainy"
#### stop city from starving
Voltariograd - move worker from "forest" to "rocky nut"
#### another +1 lab
Central Planning - move worker from "forest" to "river forest"
Rehome Notes
Former - Octavianburg -> HongHu KongHu
Former - Voltariograd -> Base1
Former - Central Planning -> Base1
Former(next turn)- HongHu KongHu -> Central Planning
Support reallocation notes
* Can shift 1 scout Kommuniza -> Googliegrad
* Can shift 1 scout Rokosskvygrad -> Kommuniza
considered production balancing
#### speeds vevtopia rebuild
**2139**
Vevtopia Worker - switch forest to mine (17,19)
(17,19) crawler - move to vevtopia, rehome, move to forest, 2 minerals
Following turn - move
**2140**
Vevtopia starts crawler for 2nd mine
(16,18) crawler - move mine (17,19), 7minerals
Vevtopia Worker - switch mine to forest
**2141**
Crawler built by vevtopia moves 2nd mine (18,20)
Vevtopia starts final colony pod at 17 minerals per turn.
**2142**
Crawler reallocate of 14 minerals to Base1
////note that vevtopia doesn't get bonuses for energy due to efficency
////and nutrients are wasted due to rebuild
### Considered crawler reallocation
* reduce Voltairograd minerals rate
* increase HongHu KongHu minerals rate
* increase Googliegrad minerals rate
________________________________________________
Old Notes
Name change Jamski Peninsula
Hive rebuild
Headquarter rebuild in HongHu KongHu turn 2143
Build queue
- 2nd last pod turn 2142, 2 extra turns moving to Central Planning.
- growth of Rokossovky (turn 2143), 2nd last pod built then.
- Last pod (turn 2144)
Support
- when rebuilt shifts to Rokossovky
- scout can be rehomed in new hive
- All formers from the hive are rehomed in Rokossovky
- Should be 4 support units between the Hive and Rokossovky
- Rokossovky will use the independant scout which is on route for police
Automatic crawler rehome
- Rehome as many crawlers in "The Hive" the turn before the final build.
- Ensure that minerals are wasted in Rokossovky after the switch.
____________________________________
I basically need to break down the build and mineral queues for the rebuilds at "Jamski Clove", "The
Hive", "Kommuniza City", "Vevtopia".
(Vevtopia is mainly being rebuilt to shift the Bdrone in OctavianX, the shift is required so that we
can still golden age pop boom on even numbers when we have 30 bases. Note that base number)
Also need to ensure there is enough energy to rush build the network node and recycling tanks at
"Central Planning" and "Rokossovky".
Note that the unanamed cities, "Base1", "Base3", "Base4" and "Rokossvoky" will be affected by the
crawler automatic rehoming and crawler should be allocated to take advantage of that. That means that
they have to be prepared for the change in support and the sudden increase in minerals. Crawler need
to be reallocated to take advantage of the rehome effect.
However, only Rokossovky, Base1 and Base3 will be affected within the next 6 years unless the crawler
from Jamski makes it all the way to the mines speeding up the colony pod production. Base4 still needs
to be factored in if that is the case.
___________________________________
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