Plan of Action for 2112
Move northern scout south to base #2
Rush CP at Gaia's Landing for 30 ECs
Continue to explore Uranium Flats with spore launcher (Note: the eastern edge of the Uranium Flats is cut off in the image. It does not connect to land through an archipelago.)
We should also pull the scout patrol out of Gaia's Landing and continue to explore right around HQ, since we won't need it for drone control next turn. We could really use a few extra credits with which to rush the CP at base #2 (will cost 15 if we do it as soon as possible).
Decisions:
Found two more pods, though they're still not on fungus. If we pop them, the worst that will happen is that mindworms will come out and attack the spore launcher, at 1:2 odds. If we wait much longer, they'll have 3:2 odds. I say we pop an adjacent pod (say the one to the north) we also explore the uranium flats. Others want to wait on the pods, but we've found 6 of them already (plus one more already popped). What say you?
Move northern scout south to base #2
Rush CP at Gaia's Landing for 30 ECs
Continue to explore Uranium Flats with spore launcher (Note: the eastern edge of the Uranium Flats is cut off in the image. It does not connect to land through an archipelago.)
We should also pull the scout patrol out of Gaia's Landing and continue to explore right around HQ, since we won't need it for drone control next turn. We could really use a few extra credits with which to rush the CP at base #2 (will cost 15 if we do it as soon as possible).
Decisions:
Found two more pods, though they're still not on fungus. If we pop them, the worst that will happen is that mindworms will come out and attack the spore launcher, at 1:2 odds. If we wait much longer, they'll have 3:2 odds. I say we pop an adjacent pod (say the one to the north) we also explore the uranium flats. Others want to wait on the pods, but we've found 6 of them already (plus one more already popped). What say you?
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