Enigma can you send me your turn 2152 asap?
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All minerals lost to support have been fixed, so we don't have any units draining minerals.
From the looks of things food is no longer a major issue for any of our bases, so we'll only need to build farms on top of nutrient bonus in the near future. You can acomplish alot of things with 47 terraformers.
Terraformers should build boreholes where shown in the following land planning picture.
Mine rocky (that isn't a designated borehole site), and road+forest as much as possible to push out fungus.
A 1,1,4 ship is wandering the southern oceans mapping the believer's coast. Another ship is puttering around near the north pole looking to pop unity pods (need to put something expensive in can we get free minerals to complete when we pop it next turn).
We're going to stockpile about 75% of our total production next turn so we'll have some extra money to spend when we decide to start the last two boom bases.
Buster offered us environmental economics. We declined for this turn as we need both SOTHB and environmental economics to leapfrog to neural grafting. Otherwise all our accumulated tech gets wasted on a tech we don't really want.
Pop boom will finish in michanpolis and vevtopia next turn, so tech rate should be over 200 labs per turn.
To keep golden age in the two growing bases pysch next turn should be set to 0% and vanderburg and Voltariograd should set 3 doctors.
New Moscow was interesting, I wanted to build a plasma garrasion there. However, we may need to build an extra ship there depending if our the data angels wins the bombardment war. So I set it up to do both.
If the data angel foil loses, cash the crawler in for a plasma garrison (it's a proto-type). Move the 4 mineral crawler to a forest instead. So 10 minerals is accumulated per turn. No loss of minerals overall, and we get an extra turn of stockpile. The turn following after that one, move crawler back to 4 mineral mine and can build an crawler immediately. Very efficient and we get more stockpile energy.
If the data angel foil wins, move the crawler to a forest and harvest an extra two minerals. That gives 14 minerals per turn. So we can build another laser foil in our following turn.
I'm not sure if I've forgotten anything.
_____________________________________________
All minerals lost to support have been fixed, so we don't have any units draining minerals.
From the looks of things food is no longer a major issue for any of our bases, so we'll only need to build farms on top of nutrient bonus in the near future. You can acomplish alot of things with 47 terraformers.
Terraformers should build boreholes where shown in the following land planning picture.
Mine rocky (that isn't a designated borehole site), and road+forest as much as possible to push out fungus.
A 1,1,4 ship is wandering the southern oceans mapping the believer's coast. Another ship is puttering around near the north pole looking to pop unity pods (need to put something expensive in can we get free minerals to complete when we pop it next turn).
We're going to stockpile about 75% of our total production next turn so we'll have some extra money to spend when we decide to start the last two boom bases.
Buster offered us environmental economics. We declined for this turn as we need both SOTHB and environmental economics to leapfrog to neural grafting. Otherwise all our accumulated tech gets wasted on a tech we don't really want.
Pop boom will finish in michanpolis and vevtopia next turn, so tech rate should be over 200 labs per turn.
To keep golden age in the two growing bases pysch next turn should be set to 0% and vanderburg and Voltariograd should set 3 doctors.
New Moscow was interesting, I wanted to build a plasma garrasion there. However, we may need to build an extra ship there depending if our the data angels wins the bombardment war. So I set it up to do both.
If the data angel foil loses, cash the crawler in for a plasma garrison (it's a proto-type). Move the 4 mineral crawler to a forest instead. So 10 minerals is accumulated per turn. No loss of minerals overall, and we get an extra turn of stockpile. The turn following after that one, move crawler back to 4 mineral mine and can build an crawler immediately. Very efficient and we get more stockpile energy.
If the data angel foil wins, move the crawler to a forest and harvest an extra two minerals. That gives 14 minerals per turn. So we can build another laser foil in our following turn.
I'm not sure if I've forgotten anything.
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