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2181-2190
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ok,but it dosnt need a rec commons. the 2 psych means 3 peeps can be kept happy. a crawler will get a benefit nowLast edited by Kataphraktoi; August 31, 2005, 07:00.
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Good proposal with DC and borehole. That will save us some cost for rec commons hurry.
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LIT got the former to the tile, so the former could use the current turn for road making. The benefit is that LIT will be able to drive away on the road next turn, since the road thanks to it will be ready next turn. What to do next? It might help another former or possibly give a ride to a crawler in 2189 for HSA. Still 3 turns though.
Sea transports with marine units (they have Doc Initiative for so long), or land transports as our LIT, or elite rovers - 3 move points. When bombers clear the base, they just drive in
We did not ask Gaians for air cover. If you think of it, bombers are not that good for it, also aliens do moves after us and before Gaians, so we are not protected from native life by their cover. Only Hive cannot hit us, since it is after Gaians. Maybe they know of some Hive bombers scouting that area? Notice, most of Hive bombers are outside bases.
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switch DC to using that borehole. make the citizin in RPS to some specialst. it now has 2 psych and can build crawler in 2 turns. only need minerals in RPS to reduce the rushbuy cost.
what the heck does that LIT do? some bug with formers i assume?
not sure how the spartans plan to advance without droppods. i guess im just not creative enough to fight without pods.how do you get units in?
cruisers? 
fat chance"probe window" might occur
nice to see the gaia covering our probe foil. did we ask them to?
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2186
- No drone riots in RPS. We got 80 votes now, as predicted. GL gets BR-6.
- Formers, pretty much done so far, as we discussed a lot earlier. Our sea former completed tidal harness. First one! we now have that tile 3-0-5. a good one.
- Many crawler rearrangements for this turn. This is in order to get everything ready for HSA in 3 turns. Expected PSA in 2189.
- New crawler in GP, I made some replacements on forests near KP and EM, so it can get 3 minerals now and be ready for HSA. Also GP may have a new one next turn.
- Delirium camp no longer needs 2 nutrients, so maybe rehome it to SH. Another one rotate in its place.
- GL can run on -1 nutrient and get forest instead of plain 2 nuts only. Then a crawler from FH may go closer to SH.
- Crawler from RPS may make one more popboom there, if taken to the place near FH.
- GM crawler move towards GL, replace with worker - no change in what we get there, just closer to SH and inland in general.
- Near HS and HG, crawler move towards HG 2 tiles to let HS use forest
- If GP and SH build 2 more crawlers within 3 turns, we may have enough of them.No more needed from near Delirium camp. - We have to decide, where the new colony pod from KC will go. We have some sensors for bases on southern shore. 23,75 for example. Or we go for north, or north western bases? like 15,53 or 19,47 ?
- We have 3 F-6 that need decision where to go:
EM, DC, RPS. I would move the EM to MP maybe, the rest to HG. Still we need one more F-6 for EM defense, unles the new one stays there
- Two B-6 return from patrol.
- BR-6 from GL move to Delirium Camp
- Rotate air cover above foil probe.
- Snake, should it try to find some mindworms near fungal tower? And by the way, what are chances of finding one there with a copter? - Our new foil probe with radar ability is named DPS Roze (DataAngel Probe Ship)
- Production items, like Geo proposed. Everything looks very reasonable. If we are going to get clean ability from Gaians soon, then we may wait a bit for clean formers, so let us make more crawlers now.
- Hurry:
FH - 13 EC full crawler
GM - 4 EC full AAA
KP - 6 EC, then Energy Bank there
MP - 9 EC, just to finish sea former
SH - 42 EC
Total: 74 EC. We need also hurry recreation commons in DC next turn, to avoid doctor - We are still economically weaker than some time ago.
51 EC/turn
136 labs/turn
Let us hope new bases/echelon/boreholes/solar/specialists will improve soon. - Growth:
GM - natural
KC - popboom
RPS - popboom if confirmed
SH - popboom - What do you think of a new base on 16,72, between MP and TL (Timberland)?
- Spartans attack 2 hive bases by air units. Hive has 14 bombers, no fighters.
- Hive Laborer's Throng or Fellowship City might be taken by Spartans, so our Foil Probe might get into that vicinity. A "probe window" might occur. Although I would not give that much chances. Knowing Spartans, they are too profesional for that. Although if they let Yang to kill their probe defenders. That happens on occasion.

- That's it for now. Please rewiev the mid save.
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whoops i realized you might have been assuming it was their from last turns recon,meaning only i cheated
well it was to confirm your suggestion so im innocent
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@forest:yes and it can be had for 6 EC
@geo:yes a cruiser and a airplane at 7,65. isnt that cheating tho??
i think FH crawler can be rushed for 19EC
GL has 4 energy 6 with bank
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Does GM have a general Drop Garrison in its que so we can do the trade.
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Building proposals
- Start a Rec Commons in SH (rushing would allow us to continue popbooming there I think)
- Hurry drop AAA in GM
- Start a crawler in GP
- Start a Hab Complex in HS
- Start a crawler or a Sioux in KC
- If sufficient cash, crawler production in FH might be rushed cheap
- Start an Energy Bank in EM
- Another air unit in GL? Energy Bank?
Spartans mentioned a cruiser near Mart Pact, let's scout for it!
I think former movements were already discussed last turn (the Fungy MK1 and the former in the LIT near RPS). I suppose the rest will still be busy. O yes, the free former near EM aids in the mine construction near GP and the free former near Timberland plants a forest. Takes less time to return minerals to Timberland then working for 14 more turns on another borehole.
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We most probably gonna have the turn within 18 hours. Any plans for 2186?
If I find some time today, I will prepare this too.
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i rush buildings all the time,i never or rarely build them.i dont do units except for my first 10-15 crawlers. so i wouldnt know how to get that seaformer if i wanted to.but i tested stuff this morning and think i got it now
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To avoid having you distracted: It's a habit of mine to work with smilies alot, and I just found it funny that you approved for something that was already done.Originally posted by Cataphract887
whats so funny? i must have missed something...
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And all of that above in the previous post was news to me just now...
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Geo has to answer this, but I think it is about, that you haven't noticed, that the turn had been posted. In fact it was 47 hours and 59 minutes.
Rush buying is obligatory in competetive human multiplayer games. Notice, that many facilities are often completed each turn one in a given base. E.g. you have over 10 mineral production (if that is the limit) then you arrange hurry, so you have in completion turn 10 minerals accumulated. Then you rush new building the same that turn, so in next you have again 10 minerals. 10 minerals is needed for cheap rush, otherwise cost is times 2. Facilities are always x2 (if above 10 minerals) in most efficiency settings, that I know of. Units are more complicated.
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