Turn 2150
This section is about fixing our terraformer allocation.
Cancel Gotos for following units
Rover (28,24)
Probe team (11,29)
Rover (9,25)
Former (20,16)
Fixing terraforming
Basically, we don't want certain terraforming to finish this turn. However, don't cancel the 2nd terraformer yet otherwise we lose a turn of terraforming time.
Cancel first terraformer at (30,22)
Cancel first terraformer at (18,22)
Cancel terraformer at (19,29)
Cancel first terraformer at (11,19)
Gain terraforming by pressing 'w' 50 times, until all automatic terraforming is completed.
Cancel terraformer at (26,16) - move to Jamski Clove (the former will be needed to reroad the base square)
Cancel third terraformer at (30,22) - 3formers move north-east and build condensor on nut (should be 2 turns till completion)
Cancel all terraformers at (27,27) - move 2nd formers south-east, build forest over the farm, forest should build instantly, 1st former at (27,27) should go east to build a road.
Cancel terraformer at (24,22) - move noth-west and build condensor on nut
Cancel terraformer at (26,14) - road
Cancel terraformer at (20,16) - 2formers move north-west, build condensor
Cancel 2nd terraformer at (11,19) - 2nd former moves north-east, remove fungus, fungus should be removed, move 1st former at (11,19) north-east and build road
Cancel all terraformers at (13,17) - 2former move north, build condensor (can set condensor this turn so don't forgot next turn)
Cancel 2nd terraformer at (5,17) - 2formers move east, build condensor
Cancel terraformer at (8,18) - former move north-west, build condensor
Cancel terraformer at (18,22) - 2formers build road
Cancel terraformer at (16,20) - build road
Colony pods
Colony Pod (Jamski Clove) - goto (10,14), need to worry about building a sensor there. Can highjack the nearby nut farm for a turn to take care of food.
Find other colony pods and build cities where they currently are.
They should both build formers rushed fully.
Other Terraforming
Terraformer at (21,17) - build road
Terraformer at (21,15) - build road
Terraformer at (22,22) - move north-east build condensor
Terraformer at (20,32) - build road
Terraformer at (20,32) - move east, build road
Terraformer at (19,29) - move north-west build condensor
Terraformer at (20,30) - move north-west,north-west, build condensor
Terraformer at (20,30) - move north-west,north-west, build condensor
Terraformer at (11,23) - build road
Terraformer at (11,23) - build road
Terraformer at (3,17) - build road
Rehome both terraformers at (29,19), old "The Hive" base. One former is inactive, but can still be rehomed. Don't rehome the scout as it's independant.
The active terraformer at (29,19) after rehoming should remove fungus at (27,21).
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Pop booming
The following bases should have their food maximised.
Voltariograd - Bdrone level 2
Vanderburg - Bdrone level 2
Utopia Base - Bdrone level 1
Great Clustering - Bdrone level 1
First thing we set 20% pysch, 40% eco, 40% labs
# we're going to golden age 4 bases so it makes it worthwhile
Michapolis Pop Booming
Have 5 food only need 2 food. (3 nutrients wasted under current setup)
Crawler (18,28) - move north-west, crawl 1 nutrient
Rush buy network node by 62 ECs (so it completes next turn)
Rokossovkygrad Pop booming
Only need 2 food to finish booming.
Crawler (22,28) - move to (18,28) where the michapolis was, crawl 4 nutrients.
Crawler (24,24) the rocky mine - move to (22,28) where other rokossovky crawler was, crawl 4 nutrients.
Set all citizens as librarians (will have +2 food from all the crawled nuts)
Central Planning
Set all to libarians.
Crawler (14,21) - move Great Clustering, rehome, move north, crawl 2 nutrients
Vevtopia Pop booming
set production network node
rush buy network node 68 ECs
Voltariograd Pop booming
# Voltariograd requires a network node rush built next turn to keep booming effectively.
Set 1 doctor
# It will golden age
crawler (23,21) on nut bonus - move (24,24) rocky mine, crawl 7 minerals
crawler (26,20) - move (23,21) to nut bonus, crawl 4 nutrients
crawler (21,21) - move (20,22) south-west, crawl 2 minerals
# so we can crawl one of the mines to voltariograd and reduce the cost of rushing the network node next turn
Rush buy children's creche 36 ECs
#rush buy it so only 4 minerals till completion 10 minerals carry over
Jamski Clove Dismantling
# getting all the minerals to Jamski is important as the pop booming fails in Vevtopia and Michanpolis if the base doesn't rebuild next turn.
# btw welcome to the crawler dance
- set build recycling tank
- rush buy 4 ECs (1 mineral)
- set build colony pod
# because it costs 8 ECs or something huge to rush 1 mineral as a colony pod
crawler (23,17) On the energy bonus - move (19,19) crawl 2 minerals
#moving it into range of the 7 mineral bonus to save money rush buying the network node in vanderburg later
crawler (24,14) - move (23,11), crawl 2 minerals
#making space for more crawlers near jamski clove that will be rehomed.
crawler (23,13) - move (Jamski clove), rehome, move south onto sensor, crawl 2 minerals
# will have to move the worker at jamski to one of the unroaded forests
crawler (24,18) - move (jamski clove), rehome, move west, crawl 2 minerals
crawler (23,15) - move (jamski clove), rehome, move rocky mine (24,18), crawl 4 minerals
#when jamski uproots next turn 12 minerals from the crawlers will also be counted in vanderburg when they rehome.
Vanderburg Pop booming
# Vanderburg requires a network node rush built next turn to keep booming effectively.
Set 1 doctor
# make it golden age next turn
crawler (honghu Konghu) - move vanderburg, rehome, move energy bonus (23,17) crawl 6 energy.
# the extra energy allows it to get a 2nd talnet
crawler (20,14) - move vanderburg, rehome, move farm (20,16), crawl 2 nutrients
Rush the children's creche by 28 ECs
# amount of minerals per turn is 6, 12 minerals will appear from crawler rehomes from the jamski clove rebuild.
#However, 3 extra units supported so extra support cost of 2 minerals.
#10 minerals needed so the network node next turn can be rushed easily.
# effective production next turn is 16 minerals.
# Basically rush the production so 6 minerals used to finish the children's creche and 10 minerals carry over.
Food reallocation Utopia Base
Utopia Base is Bdrone level 1, and poor on energy so will need to get to size 4 by gathering nutrients
Swap the worker on the monolith (in Utopia base) with the worker on the nut (in static university).
Food reallocation Great Clustering
Great Clustering is Bdrone level 1, and poor on energy so will need to get to size 4 by gathering nutrients
Remove the worker from the 0-1-1 square and put it on the 0-2-1 by letting it automatically allocate.
Other moves
Rover (28,24) - move (32,22)
#This is important as it stops the mindworms from landing in multiple places.
Speeder Probe (17,27) - move to Static University
Googliegrad - change Children's Creche to recycling tank
Jamski's Prison Cell - change crawler to former
New Base1 - Former
New Base2 - Former
New moscow - Former
Static univeristy - should only need 1 extra mineral to complete next turn rush buy by 3 ECs
Prevent drone riot in "New Base" near "broken heart hill"
Kommuniza City - build scout
scout (kommuniza city) - move new moscow (don't rehome)
scout (new moscow) - move New Base, rehome
Crawler (21,29) - move New Base, rehome, move farm, crawl food
Infiltrate University
Transport (94,28) - move (89,29)
Probe (89,29) - move (88,30), move (88,32), infiltrate Academgorodok
Other details
When you finish you need to fiddle around with the workers, if there is a spare forest then you can sometimes make use of it by reallocating workers between bases. Or moving a crawler to a different forest. Generally try and keep crawlers on roaded squares, so they're easy to move and rehome.
Don't rush buy too much with the extra money. We'll need to buy two network nodes next turn. If the above moves are followed exactly we'll need about 112 ECs to rush those two network nodes. If the rover is moved correctly 40 ECs of that will come from killing mindworms. Stockpile will also give extra, but without a simulator it's hard to say.
Drones will definiately need flexibility put in the diplomancy window and set to accept. They may want other techs too if they intend to tech steal from the university next turn.
This section is about fixing our terraformer allocation.
Cancel Gotos for following units
Rover (28,24)
Probe team (11,29)
Rover (9,25)
Former (20,16)
Fixing terraforming
Basically, we don't want certain terraforming to finish this turn. However, don't cancel the 2nd terraformer yet otherwise we lose a turn of terraforming time.
Cancel first terraformer at (30,22)
Cancel first terraformer at (18,22)
Cancel terraformer at (19,29)
Cancel first terraformer at (11,19)
Gain terraforming by pressing 'w' 50 times, until all automatic terraforming is completed.
Cancel terraformer at (26,16) - move to Jamski Clove (the former will be needed to reroad the base square)
Cancel third terraformer at (30,22) - 3formers move north-east and build condensor on nut (should be 2 turns till completion)
Cancel all terraformers at (27,27) - move 2nd formers south-east, build forest over the farm, forest should build instantly, 1st former at (27,27) should go east to build a road.
Cancel terraformer at (24,22) - move noth-west and build condensor on nut
Cancel terraformer at (26,14) - road
Cancel terraformer at (20,16) - 2formers move north-west, build condensor
Cancel 2nd terraformer at (11,19) - 2nd former moves north-east, remove fungus, fungus should be removed, move 1st former at (11,19) north-east and build road
Cancel all terraformers at (13,17) - 2former move north, build condensor (can set condensor this turn so don't forgot next turn)
Cancel 2nd terraformer at (5,17) - 2formers move east, build condensor
Cancel terraformer at (8,18) - former move north-west, build condensor
Cancel terraformer at (18,22) - 2formers build road
Cancel terraformer at (16,20) - build road
Colony pods
Colony Pod (Jamski Clove) - goto (10,14), need to worry about building a sensor there. Can highjack the nearby nut farm for a turn to take care of food.
Find other colony pods and build cities where they currently are.
They should both build formers rushed fully.
Other Terraforming
Terraformer at (21,17) - build road
Terraformer at (21,15) - build road
Terraformer at (22,22) - move north-east build condensor
Terraformer at (20,32) - build road
Terraformer at (20,32) - move east, build road
Terraformer at (19,29) - move north-west build condensor
Terraformer at (20,30) - move north-west,north-west, build condensor
Terraformer at (20,30) - move north-west,north-west, build condensor
Terraformer at (11,23) - build road
Terraformer at (11,23) - build road
Terraformer at (3,17) - build road
Rehome both terraformers at (29,19), old "The Hive" base. One former is inactive, but can still be rehomed. Don't rehome the scout as it's independant.
The active terraformer at (29,19) after rehoming should remove fungus at (27,21).
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Pop booming
The following bases should have their food maximised.
Voltariograd - Bdrone level 2
Vanderburg - Bdrone level 2
Utopia Base - Bdrone level 1
Great Clustering - Bdrone level 1
First thing we set 20% pysch, 40% eco, 40% labs
# we're going to golden age 4 bases so it makes it worthwhile
Michapolis Pop Booming
Have 5 food only need 2 food. (3 nutrients wasted under current setup)
Crawler (18,28) - move north-west, crawl 1 nutrient
Rush buy network node by 62 ECs (so it completes next turn)
Rokossovkygrad Pop booming
Only need 2 food to finish booming.
Crawler (22,28) - move to (18,28) where the michapolis was, crawl 4 nutrients.
Crawler (24,24) the rocky mine - move to (22,28) where other rokossovky crawler was, crawl 4 nutrients.
Set all citizens as librarians (will have +2 food from all the crawled nuts)
Set all to libarians.
Crawler (14,21) - move Great Clustering, rehome, move north, crawl 2 nutrients
Vevtopia Pop booming
set production network node
rush buy network node 68 ECs
Voltariograd Pop booming
# Voltariograd requires a network node rush built next turn to keep booming effectively.
Set 1 doctor
# It will golden age
crawler (23,21) on nut bonus - move (24,24) rocky mine, crawl 7 minerals
crawler (26,20) - move (23,21) to nut bonus, crawl 4 nutrients
crawler (21,21) - move (20,22) south-west, crawl 2 minerals
# so we can crawl one of the mines to voltariograd and reduce the cost of rushing the network node next turn
Rush buy children's creche 36 ECs
#rush buy it so only 4 minerals till completion 10 minerals carry over
Jamski Clove Dismantling
# getting all the minerals to Jamski is important as the pop booming fails in Vevtopia and Michanpolis if the base doesn't rebuild next turn.
# btw welcome to the crawler dance
- set build recycling tank
- rush buy 4 ECs (1 mineral)
- set build colony pod
# because it costs 8 ECs or something huge to rush 1 mineral as a colony pod
crawler (23,17) On the energy bonus - move (19,19) crawl 2 minerals
#moving it into range of the 7 mineral bonus to save money rush buying the network node in vanderburg later
crawler (24,14) - move (23,11), crawl 2 minerals
#making space for more crawlers near jamski clove that will be rehomed.
crawler (23,13) - move (Jamski clove), rehome, move south onto sensor, crawl 2 minerals
# will have to move the worker at jamski to one of the unroaded forests
crawler (24,18) - move (jamski clove), rehome, move west, crawl 2 minerals
crawler (23,15) - move (jamski clove), rehome, move rocky mine (24,18), crawl 4 minerals
#when jamski uproots next turn 12 minerals from the crawlers will also be counted in vanderburg when they rehome.
Vanderburg Pop booming
# Vanderburg requires a network node rush built next turn to keep booming effectively.
Set 1 doctor
# make it golden age next turn
crawler (honghu Konghu) - move vanderburg, rehome, move energy bonus (23,17) crawl 6 energy.
# the extra energy allows it to get a 2nd talnet
crawler (20,14) - move vanderburg, rehome, move farm (20,16), crawl 2 nutrients
Rush the children's creche by 28 ECs
# amount of minerals per turn is 6, 12 minerals will appear from crawler rehomes from the jamski clove rebuild.
#However, 3 extra units supported so extra support cost of 2 minerals.
#10 minerals needed so the network node next turn can be rushed easily.
# effective production next turn is 16 minerals.
# Basically rush the production so 6 minerals used to finish the children's creche and 10 minerals carry over.
Food reallocation Utopia Base
Utopia Base is Bdrone level 1, and poor on energy so will need to get to size 4 by gathering nutrients
Swap the worker on the monolith (in Utopia base) with the worker on the nut (in static university).
Food reallocation Great Clustering
Great Clustering is Bdrone level 1, and poor on energy so will need to get to size 4 by gathering nutrients
Remove the worker from the 0-1-1 square and put it on the 0-2-1 by letting it automatically allocate.
Other moves
Rover (28,24) - move (32,22)
#This is important as it stops the mindworms from landing in multiple places.
Speeder Probe (17,27) - move to Static University
Googliegrad - change Children's Creche to recycling tank
Jamski's Prison Cell - change crawler to former
New Base1 - Former
New Base2 - Former
New moscow - Former
Static univeristy - should only need 1 extra mineral to complete next turn rush buy by 3 ECs
Prevent drone riot in "New Base" near "broken heart hill"
Kommuniza City - build scout
scout (kommuniza city) - move new moscow (don't rehome)
scout (new moscow) - move New Base, rehome
Crawler (21,29) - move New Base, rehome, move farm, crawl food
Infiltrate University
Transport (94,28) - move (89,29)
Probe (89,29) - move (88,30), move (88,32), infiltrate Academgorodok
Other details
When you finish you need to fiddle around with the workers, if there is a spare forest then you can sometimes make use of it by reallocating workers between bases. Or moving a crawler to a different forest. Generally try and keep crawlers on roaded squares, so they're easy to move and rehome.
Don't rush buy too much with the extra money. We'll need to buy two network nodes next turn. If the above moves are followed exactly we'll need about 112 ECs to rush those two network nodes. If the rover is moved correctly 40 ECs of that will come from killing mindworms. Stockpile will also give extra, but without a simulator it's hard to say.
Drones will definiately need flexibility put in the diplomancy window and set to accept. They may want other techs too if they intend to tech steal from the university next turn.
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