Just a former plan I've been considering, and I just wanted some comments, since it may be used ingame.
It's a plan that I use for my early restriction lifting play, so I don't know how viable it will be in this game. Since I get a later IA, I want to make the most of my first 4 workers.
What this means is that I need to get 8 nutrients in as few workers as possible and borehole the rest for max usage. So, the average base with rectanks produces 3 nuts, which means that I need 5 from somewhere else. Condensor+farm gives 4 on a rainy tile and a forest gives the last nut, 2 mins and 1 energy. Not counting the base square, this gives 14 mins and 13 energy.
Better is to build the base on a nut special for 5 nuts, farm/solar a rainy square or condense a moist one and drill 3 bores for 18mins/energy.
The final option if you can't afford to waste time moving the pod onto the nut special (if it exists) is to farm/solar it if on a rainy tile, condense it on a moist tile or farm/condense it if on an arid tile.
Most important is the feeding of bases with C-Pods, since they take too long to grow otherwise.
What do people think? I know the habcomplexes aren't that much of an issue for an IA-first approach (AndiD, what's the current plan for research?) and the advanced terraforming comes in much later, so does anyone have suggestions for early game T-Forming? My approach in early game is to upgrade one square according to the outline below, with most desirable first:
1. Forest nut special
2. Monolith
3. Rolling/rainy
4. Farm + Rolling/moist
5. Forest
Only one square is worth improving, since we will be trying to rush everything (can the CFO/CQO candidate confirm this?).
Now the revisions:
We landed well enough nutwise and on a river for rushing fun, so I suggest what we do is once we get our formers, each former roads + sensors to the new base site and drops a forest in the hope that it will grow to something useful by IA. Once we get formers 3 and 4 out, pair them up into 2 teams of 2 and eventually move them in squads of 3-4 as more come out.
--CTO #endgame
It's a plan that I use for my early restriction lifting play, so I don't know how viable it will be in this game. Since I get a later IA, I want to make the most of my first 4 workers.
What this means is that I need to get 8 nutrients in as few workers as possible and borehole the rest for max usage. So, the average base with rectanks produces 3 nuts, which means that I need 5 from somewhere else. Condensor+farm gives 4 on a rainy tile and a forest gives the last nut, 2 mins and 1 energy. Not counting the base square, this gives 14 mins and 13 energy.
Better is to build the base on a nut special for 5 nuts, farm/solar a rainy square or condense a moist one and drill 3 bores for 18mins/energy.
The final option if you can't afford to waste time moving the pod onto the nut special (if it exists) is to farm/solar it if on a rainy tile, condense it on a moist tile or farm/condense it if on an arid tile.
Most important is the feeding of bases with C-Pods, since they take too long to grow otherwise.
What do people think? I know the habcomplexes aren't that much of an issue for an IA-first approach (AndiD, what's the current plan for research?) and the advanced terraforming comes in much later, so does anyone have suggestions for early game T-Forming? My approach in early game is to upgrade one square according to the outline below, with most desirable first:
1. Forest nut special
2. Monolith
3. Rolling/rainy
4. Farm + Rolling/moist
5. Forest
Only one square is worth improving, since we will be trying to rush everything (can the CFO/CQO candidate confirm this?).
Now the revisions:
We landed well enough nutwise and on a river for rushing fun, so I suggest what we do is once we get our formers, each former roads + sensors to the new base site and drops a forest in the hope that it will grow to something useful by IA. Once we get formers 3 and 4 out, pair them up into 2 teams of 2 and eventually move them in squads of 3-4 as more come out.
--CTO #endgame
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