Here's your first 9 squares so you can start some discussion.
Announcement
Collapse
No announcement yet.
Game Discussion - Turn 2101 onwards
Collapse
X
-
Mmm, no bonusses in view...
For our first moves I propose to let the first colony pod go NW 1 tile over the river and let it stop there for the moment (only 1/3 movement spent then), then we have some extra view in that direction already. The second colony pod could go over the river due east (2/3 movement spent) and halt there temporarily.
We could decide then which direction to sent the Scout and Probe Team after reviewing from there... The first colony pod can always return to the starting position to found a base there, and the second colony pod is, in case the first won't be used to found a base on the starting spot, be used to found a base there since it is IMO also a good starting site (being flat).
-
With the second CP do you mean 2mps east or 1mp but a total of 2mp overall.
Secondly our probe could scout out a good bit along the river but I would be keen to find some resource squares.
Note our global posoition at 16, 88 which might invite us to believe other factions are located East and North.On the ISDG 2012 team at the heart of CiviLIZation
Comment
-
With the second pod I mean moving following the river, first NE (19.65, I guess), then SE (20.66 if I don't screw up the grid system). 2/3 of it's movement spent then for this turn, the remaining 1/3 can be used to found a colony there if by seeing the new map info we decide it's a good spot.
The whole point of moving those pods only part of their movement point is that some extra map info is gathered on which we may find resources already. If not, we need to decide on which direction to sent one of the the other units, and which.
Comment
-
Moving the Cpods 1 square along each of the rivers would be a good start.
If we see the end of the river, we send the probe team in the -other- direction.
If we don't, send the probe team downstream.
The Scout Patrol should probably go south one tile in search of what's in the black area, but I'd have to make that decision as our Cpods explore.
Comment
-
It will be more of a guess than anything.
We'll found both our bases this turn, but (provided the rivers don't run to fungus) that can be done 3 ways.
Moreover, in the Heart of Fire PBEM I saw the massive benefit starting a base on a nut special can have.
If we find a nut bonus, we might want to delay a base plant by a turn to start a base there.
+1 Energy (river) gets PWND by +2 Nutrients.
Comment
-
In case the cp's don't find anything interesting...
For the scout I suggest moving it first NE to 17.65 and then a jump due north. It doesn't matter if it can't do that with 2/3 movements, the point is to see what's there. I prefer the scout following this route because it only has 1 movement, the probe, having 2, can check further in any of the other directions.
Comment
-
Interesting re the techs, but see research thread for more detail.
I think Cent Ecol will be offered, first time round. And we will bel on a beeline for Ind Auto. Interestingly, unless I got it wrong (very possible) Doc: Flex keeps been offered, each turn.On the ISDG 2012 team at the heart of CiviLIZation
Comment
Comment