Well 48 hours is 1 hour away. Anybody?
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Turn Update - 2145 onwards
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Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski
Grapefruit Garden
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Well I'm going to play it myself and I will try to post a save here after I'm done.Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski
Grapefruit Garden
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Turn 2149
Sorry it took me a little long to do this. I'm sure I have made mistakes and stuff. Please if somebody could look at it. I'll post it after 30 minutes.Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski
Grapefruit Garden
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I forgot to release landmark names for CC. Could somebody download it and do that and post it in the public forum? Thanks!Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski
Grapefruit Garden
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Summary:
1. Changed energy allocation psych 10%->0%, research 40%->50%
2. Infiltrated PEACE
3. No new base found
4. Foil opened a pod and found IOD odds is 6:7 so I let it flee, CMC please advise if this is not the right course
5. Adjusted some crawler/worker allocation.
Individual Bases:
Roko: used three doc to get pop boom. Crawled a nut farm faraway to get food. Building a reseach hospital since it has lots crawlers so thought could try reseach increasing facilities.
SU: Formers continue build road, start forest. Base produce crawler to crawl the farm.
Utopia: Continue building crawler.
Vander: Building a creche, may not be a good choice, still can be changed next turn.
Vev: finishing tank, will have 1 growth and also enter GA. Will have 2 food for the 1 growth but need 2 more food next turn for GA pop boom.
Voltairo: Building a crech, may want to change next turn.
CP: Continue building crawler. Using three Librarains. needs more farm and/or condensors.
Google: Building a creche. May want to change.
Great Clustering: Building a former. Need teraforming.
HongHu KongHu: Finishing crawler. A former is building a sensor at the farm. Need to change to condensor the next turn when the tech is ready.
Jamski: Finishing colony pod. A crawler is crawling the energy bonus. Need to change to another crawler from another base with a network node. Also this crawler needs to crawl min to speed up pod production.
Jamski's prison: Building a crawler since there are already three formers. Thought could use a crawler on the farm to free up workers on forests. Formers are building forest on river.
Kommu city: finishing crawler.
Micha: Building a node. Will enter GA. Have lots of food. I think it can grow from 4 up to 7.
New Moscow: finishing tanks.
Oct: finishing crawler.Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski
Grapefruit Garden
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turn posted.Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski
Grapefruit Garden
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Originally posted by HongHu
Vander: Building a creche, may not be a good choice, still can be changed next turn.She cheats her lover of his due
but still contrives to keep him tied
by first deciding to refuse
and then refusing to decide
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VanderburgBe good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski
Grapefruit Garden
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Kody's comment on the turn:
octavian x, one of the workers can be moved off the forest at the top to a different forest and jamski's prision can use that forest, so that's +1 mineral to jamski prision
Kommuniza city should stop using the farm now it's got the recycling tanks, and use a forest instead
you should only remove fungus in 3 different cases
(1) it restricts transportation, and you need to road that square
(2) it's 2 squares away from a base is in the interior of your land and has less than 4 forests around it. 1 square away and it mindworms will attack the base square, sensor+ base defence bonus means the scout should always win. 4 forests around a fungus square means the fungus will likely disappear from forest growth
(3) you've already terraformed the other useful squares around your bases and you need more
so there's only two squares that need removing fungus are (12,18) - between Utopia base and vevtopia. (27,21) - two north-west of rokossovkygrad (I ran the simulator many times and forest refused to grow over that square).
the terraforms on the following squares should find something more useful to do
(26,16)
(27,27) - two terraformers
(13,17) - two terraformers
(11,19) - two terraformers
(26,6)
the nut on broken heart hill should have been roaded. if a terraformer is already on a square without a road, road it as it saves many terraforming turns
the moist squares seem to be getting farmed while the rainy squares get ignored
the squares (21,29), (20,16) should have been farmed as it's a waste of terraforming turn
the squares (26,14), (19,29), and (8,18) are moist squares that are getting more farms and don't need them. they should be switched to building condensors on nut bonuses next turn, or roading the square they are currently on
I am aware of 2 squares that have fungus removed that would have probably would have lost the fungus anyway due to forest growth within the next 10 years
(17,23) got a forest built on it when it really needs a road. road was ignored but lack of road means an extra 1/3 of movement is wasted when traveling between michapolis and central plannig
(19,23) needs a borehole not a solar panel. solar panel will only give +1 energy and moving formers 5 squares out isn't worth it, probably not even for building a borehole. that square is too far away and too terraforming expensive to be useful yet in my opinion. It's better to invest the terraformers in building terraforming that will be useful within the next 10 years rather than something that will be useful in 15 or so years time (due to long build time and roading, and moving the crawlers out there)
next turn formers should start ignoring all other terraforming and start building condensors on all the nut bonuses
Also by we need far more terraformers. we only have 38, and when I played the game up to 2148 I had 45 terraformers. the wasteful way we've been using terraformers has probably lost us alot of turn advantage. I would say building all those colony pods that had to be readded to the cities was the most wasteful. close behind that it would have to be way we've been terraforming, then thirdly would be all the forgetting to add things to build queue and stockpile mistakes. anyway when choosing terraforming, you need to think will I be using what I'm building in the next 5 years. if the answer is no, then you be thinking what would be more useful. adding more forests, farms, removing fungus when we're not using most of our terraforming isn't very helpful for us
finally I would consider rushing the research hospital in rokossovkygrad next turn unless you need it the ec's for network node building or creche building. this is because rokossovkygrad has 18 minerals per turn which means having it sit building the research hospital reduces the amount of stockpile energy we could be gettingBe good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski
Grapefruit Garden
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Kody! WB! :hugehappysmilie:
-Jam1) 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.
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Global base mapping project.
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Sorry the hive keeps a couple of forums.
We're probably the most prolific of all the factions in number of posts, in who we were talking to, and number of places we're work at.
When you get on MSN I'll give you the password to the cycon embassy.
As for the civgaming embassy, you'll need to first register and then we'll have your application processed by the drones.
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