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2181-2190
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Oh, I see you're back now, Mart. Was just busy with the endturn in case you didn't showup.
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I am not sure about drop probing. We recently saw how difficult it is. I think still a regular probe team sneaking from a foil transport to a base 2 tiles away from coastline is better. You do not end up defenseles for one turn in hostile territory. Drop probe teams are excellent for fast probe garrisons.
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O btw, that no-one saw this before.
Gaians founded a new base in the middle of the "Mysterious ring of Monoliths", without defender, sensor or probe.
Perhaps airdropping a dropprobe to the other part of our continent in preparation of an infiltration attempt?
Or else create a "drop COP" unit in the workshop and upgrade the COP in GeoMatrix to that?
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How about rushing the AC in HS?
One thing tho, I didn't take into consideration drone popups, since I don't understand how that works. Would increasing the pop in HS really give 2 extra drones in that base or factionwide?
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Checked the turn.
Mart, if you switch in EM one Technician to a worker on a fungus field, and change the other Technician to a Thinker + in KC switch one Technician to a worker that rainy tile (23.59) and rush a rec commons + switch all Thinkers in the other bases (except EM) to Technicians, we have 2 pop extra, 54 ec income and lab research still finishes in 2190.
In my opinion this justifies a bit more a switch to 20% psych allocation. The extra pop will give extra output for those 2 bases, and next turn we could try the same with for instance SH if we rush a rec commons there as well.
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Regular choppers count as police, I confirmed this for myself in the Naval Clash game.
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Ok, then I switched to 20% psych. We have then:
121 labs/turn
60 EC/turn
This gives us PSA in 6 turns, but we can later increase labs a bit.
- In this case, HS can grow next turn, and it has 1 talent now. Still risk, 2 drones will appear.
- KC, Geo you are right, we might have more citizens there, and rec commons are good there. Colony pod may be made this one turn later, and we might have pop boom in KC too next turn. Thus I would support the idea of rec commons hurrying there yet this turn. This though will lower income and labs. (I left cp for the time being, but if there is no objection I would do as Geo says).
- GL may use a forest for worker instead of thinker, but ecodamage would go high. We already lost a tile to fungus in the base radius. It is now 7, so I would leave it.
- Patrols gave no result. I made some short ones. Unity chopper spoted no units in the ocean near PK.
- New base - Timberland, will for sure have drone in it. Would unity chopper count as police? I think regular choppers do count as police.Attached Files
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Mart, please be sure to post an endsafe before forwarding it, I like to check it for the slider situation and specialists.
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Um, I hope the cp in Kodycryptor will finish in one turn then? For the base will surely grow coming turn...
Even so, the nut output of Kodycryptor will continue to be high enough for popbooms. Isn't it wise to finally put a rec commons there?
Formers on their way to the new borehole could stop for a turn or two to construct a solar collector just south of RPS.
I advice to move the probe foil near Heavens Gate, Yang is starting to build a naval unit in a base nearby.
And where possible I sure would like to start with crawler production.
For freeing Lal, it's of course a good one, but there's no safe place left on the landmasses for him to start anew. Unless of course the game is capable of letting him start in the oceans somewhere, but that would mean only delay of execution with the strong Spartan navy. Not to mention the difficulty amassing sufficient probes for such an attempt in the heart of the Spartan homeland while we even can't infiltrate the faction. If we could create a fleet of 3 probe foils and let them attack a single coastal base, we could finally do that as well.
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Yes to all that Mart.
Move foil north and towards Spartan territory but still in International waters.
New base name: Timberland (after Forester)
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Some other thoughts. Maybe our Missile infantry should be relocated to EM? Just for counterstrikes in case of attack?
Sorry the red numbers for crawlers are not visible.
We also should schedule some new place for next base for KC colony Pod.
Any ideas for new base name next turn - south from Gplex?
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2184
- Riots in EM. The only thing that comes to my mind is that both HS and KC had population growth. This slightly changed something in drone level and our hq base rioted. I would be for this reason for increasing psych level to 20% and having more room for manipulation between thinkers and technicians. also some safety distance could be held, like 1 more talent in EM and some other more important bases in order to avoid such riots. I'm sorry I could not foresee this one.
- new building items:
FH - supply crawler
GL - Beaver BR-6 (BR has radar, B-6 is obsolete, but we have 2 units)
GX - Geomatrix - we got command center there. Let us do some infantry there. Network node is quelling drones, and still police can take like 2 or 1 more citizen. So Drop-AAA, 1^-<3>-1
Gplex - supply crawler, as suggested
KC - colony pod as suggested
MP - Switch to seaformer, as suggested
RPS - Snake copter, 4e-1-10. is this proposed here? - Hurrying:
SH - 2 EC
DC - 2 EC - Workers:
EM - one more thinker should do fine, but consider rising psych to 20 %. Anyway this turn should be no population growth.
HS - the worker from 1-1-1 can be placed on rocky with solar. 0-1-2. This prevents pop boom next turn, since HS would have only +1 nutrient.
KC - worker from 2-1-0 can be made a specialist. We may then have 2 technicians and 2 thinkers. (Consider 20% psych though) - Crawlers. Some relocation towards SH. Also I tried to calculate how many will we have for HSA. I marked like 11 crawlers, and we need 9 or 10, depending on minerals present in the base. It is still good to have one spare just for the case. HG would get nutrients next turn.
- Formers. The 2 that just finished the borehole near the RPs may go to near Kc location for a new one, or maybe to the one already being made near SH. That would give us 4 formers working on 1 borehole and faster completion.
Boreholes near Gplex, I thought of actually 2 of them there, but before one could be made, the forest might be placed there, coz borehole would take a lot of time, so worker might work in the forest. I think it is worth it.
I would start rising land south of GL. The sooner the better. - What to do with probe foil east from Gaian territory? Move north?
- Air patrols:
HG - one towards hive and one NW waters
MP - unity chopper towards PK land and back - Sioux from GL relocate to HG, through RPS
- What do you think of an action of freeing Lal from Spartan prison? Something Geo you did in Naval Clash? We might schedule it in the future. Spartan Colonels would get perplexed again...
- Anything more?
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