Just as a technicality then, who should we vote for Lal?
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Turns 2161- 2170
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If our probe was returned it didn't go to KP. Our probe had two move points. I think it has been destoyed by Zak.
In the meantime Iwould like to stay on the good side of Yang because he discovers it (Doc: Air) in 2168.
No new techs but as Mart noted we will get Doc: Air in 2170 when Lal discovers it.
Oh and it was the Gaians who called the elections.
Lots of decisions this turn guys re builds.
Also what shall I put in KC (in the short term for the sea pod pop). Tree Farm, Research Hospital?On the ISDG 2012 team at the heart of CiviLIZation
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Sorry, my error. there is a Commando probe team of ours in Enigma Machine. And we only ever had three, so...
I recommend a seaformer in KC, for constructing a tidal harnass on that energy bonus tile. O yes, of course, the pod pop. Whatever costs more I guess?
Again, we didn't receive SSF this turn while Yang, Lal and Morgans have it.
But if only Lal and Yang have it from the factions we have contact with, how can we receive it then? We need 3 infiltrated/pacted factions to have it before we receive IIRC?
Btw, we can see an IoD in the sea between our territory and Lals'. I gather that's roughly the position of the Spartan fleet near us then.
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Woho!! Nicely done, Herc!
But for probing, there's simply no urge to go to the Spartans before we have enough probes on the move to make it successfull. And stealing a tech from Yang will cause vendetta, you know that.
Btw, have you already checked if Yang is near our borders again? the rover one move east, and then NW again?
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I am actually going to save the turn to let you guys have a look.
Where do we want that new colony pod to go? I am think of the high arid tile at 27,77 but it needs development. I guess the new colony should head toward the forest rich 34,66 tile.
btw take a look at the arid mineral tiles around Gooliplex. Three of them are giving two minerals as they are. Supply crawler heaven or what.On the ISDG 2012 team at the heart of CiviLIZation
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Sure is there near Googlieplex, I'm awaiting the turn and will try to look at it during dinner.
O yes, did you know we have to rename Verres' Loft? Drogue seems to have a new gf.
And are we 'Hercules Geo' nowadays as faction leader.
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Some proposals:
- SE sliders to 40/20/40
- Hurry Heavens Gate production for 48 ec's
- Upgrade Heavens Gate scout to police scout for 10 ec's
- Hurry crawler in Kahlu Probe with 2 ec's
- Start former production in Googlieplex
- Start Childrens Creche in Snowflake's Haven
- Start former production in Rock-Paper-Scissors
- Put an RPS worker on the sea nut tile.
- Hercules Station: perhaps changing production to crawler?
- Change the forest worker in HS to 19,51.
O yes, Yang refuses to speak to us. The other two are rather polite in their refusals.
Edit: haven't checked yet if Snowflake's Haven won't riot with the slider change, the base grows next turn. But that could be solved by upgrading the scout there.Last edited by GeoModder; March 29, 2005, 18:33.
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Just reviewing the turn. It is not good we again did not receive any techs from our special ability.
Especially SFF. I would at least do more military units in RPS, and after we get Tree farm in EM - there too, after boosting production of course. And we can relocate now some crawlers for minerals in KC, Hercules great congratulations for such lucky pod popping
More details soon, this turn is really very full of events.
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Shortly about new base location. I thought it might be 31,67. Exactly the place the former is doing a road, which will be completed in 2166 - next turn. It is 5 tiles from Verres Loft, so we can establish that base next turn, having 1/3 move point left. The former may then serve as temporary garrison unit. We also need a COP ASAP.
This will use some of those forest tiles, but later we may create yet another coastal base somewhere to north-east. This 31,67 will cover the territory and 29,67 when with road connect the base to the road grid nicely.
If we do that base. A COP from SH if enters a flat 29,67 this turn, it will reach that new base in 2166. Then we do there a Police unit?
SH may do one more COP yet.Last edited by Mart; March 29, 2005, 21:48.
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Regarding Events- Our commando probe team in EM tells me, it has been interrogated and sent back home. Headquarter base is destination in that case.
Regarding moves, turn adjustements- As proposed:
economy 40%
psych 20%
labs 40%
This gives us +83 labs/turn and 49-13-3 = +33 EC/turn. - Remove stockpile energy from queue in KC after the Tree Farm. The bug works that way, that after facility or SP stockpile must NOT be in the queue. The queue should be empty.
- I think to gain 1 mineral in KP we need to spend 3 EC, not only two.
- Upgrades, as Geo proposed, HG and SH to police.
- Garrison and Plasma Defender on monoliths - defending units.
- Crawlers:
Crawler 19,69 1 tile south then minerals.
Crawler 19,71 1 tile south then minerals.
Crawler 26,68 (near SH) 2 tiles south to 26,72 then nutrients.
Crawler 26,66 1 tile south and then minerals. This is to get next turn the tile 28,74, which is forest on river or 30,74 so that first one later gets worked - better energy this way. - Former near SH do road then solar collector.
- If KC places a worker on that sea energy resources, it has then total 6 psych, and no drone problems.
- Proposed new buildings:
EM - no change
GX - no change
Gplex - former
HG - hurried
HS - no change
KP - no change
KC - mineral pod, no change
RPS - LIT, this is till we have SFF. Then we might make some 6-1-1 and 6-1-2
SH - COP
VL - Supply crawler - Let us consider
- Do we build Hab Complexes and try to pop boom to size 14? or
- Do we switch to FREE MARKET? sometime in the near future.
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How about free market for some limited time - in order to get a lot of energy for hurrying all those hab complexes? Then we switch back to Planned.
Anyone tried that?
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