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  • 2110 end turn + 2111 discussion

    Moved NW scout North. Pod to it's west yay!
    Moved SW scout West. Pod to it's south!
    Attacked spore launcher with E scout. Had good odds, 10:6 IIRC, and won, but the scout is badly damaged. I recommend we bring it back to MorMet and disband towards a former.

    Speaking of formers, our tech situation is much clearer now. We pop both pods next turn, and we don't even need to break out of 50/0/50 to get CentEcol in 2 turns

    This means our next two builds at MorInd and MorMet can be formers, suitably rushed to completion asap.

    Now would also be a good time to think about where to place the next two bases. See post here.
    Attached Files
    Last edited by Chaunk; July 16, 2004, 16:06.
    Play hangman.

  • #2
    Power graph again. Seems the hive and uni both planted new bases last turn (Again, just I think's...) although I haven't seen last turns power chart yet. Will open up the old turn and have a peak. The PK's have also risen above the spartans, and I believe this is tech not pop as they are level with ourselves and the angels. More or less anyway!
    Attached Files
    Play hangman.

    Comment


    • #3
      Western view...

      Man turn reporting is starting to be a bit spammy....
      Attached Files
      Play hangman.

      Comment


      • #4
        Eastern view

        Attached Files
        Play hangman.

        Comment


        • #5
          Potential bases. I've only marked out three options, please feel free to suggest others. I like 1 and 3.

          1 because of the availability of the monolith and the sea. Should be a good productive base for a while. Also on a river which is a useful bonus at this stage.

          3 instead of 2 because of the pod to it's south. Planting the base at 3 will take an extra turn over 2, but it will enable a completely safe pod pop by being next to the pod. It also doesn't crowd MorMet out at all. It can still use the 2-1-2 square next to MorMet too, so it's all good on that front too.
          Attached Files
          Play hangman.

          Comment


          • #6
            I can get 10 posts from reporting a group of turns for the moo2 demo game :P

            whats the rationale behind going for formers before colony pods? we can rush the cps after getting the formers?

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            • #7
              2 squares directly up from morgan met might be another good place for a base.

              but thats in the future I like founding on the river for now.

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              • #8
                Originally posted by Whoha
                I can get 10 posts from reporting a group of turns for the moo2 demo game :P

                whats the rationale behind going for formers before colony pods? we can rush the cps after getting the formers?
                Yep, rushing the pods along. The idea being we always rush the turn after growth which is a fixed time. Hence, so long as we can rush the former and still get 10 mins towards the CP, it's all gravy
                Play hangman.

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                • #9
                  I'd prefer planting pods at positions 1 and 2.

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                  • #10
                    Turn posted.
                    Play hangman.

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                    • #11
                      Originally posted by CEO Aaron
                      I'd prefer planting pods at positions 1 and 2.
                      I like 1 and 2 too.


                      I like that they will be planted and productive as soon as possible.

                      Mead

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                      • #12
                        Pods!

                        Base sites -- 1 and 2 -- 2 first, because it gets +1 mineral and +2 energy. Site three gets one less energy per turn, and loses a turn. Over time, those are more important than the pod pop, IMO.
                        "Give to Caesar what is Caesar's? Pay no attention to Caesar. He doesn't have a clue what's really going on." -Cat's Cradle

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                        • #13
                          I'd vote for 1 and 3, just because of my preference of not building bases within other base's radii.
                          However, I am not an AC guru, so I will go with those who are AC gurus. 1 and 2.
                          Anyway, we're Morgans. Energy is the lifeblood of the economy, and the economy is the lifeblood of Morgan Industries.

                          "He who controls the sources of energy, controls Planet."

                          -CEO Nwabudike Morgan, "The Centauri Monopoly"

                          Goody pods are great! Cent Eco without losing eco
                          Lone Amigo Insurance:
                          "We're your only friend!"

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                          • #14
                            Turns up so I'll play that shortly, probably 3 hours or so.

                            My reason for prefering 3 is the pod. Lets suppose we go to site 2, and pop the pod (At the same time as from site 3!) using the former we will doubtless make there as our first unit. We might well get worms out of the pod which then attack and destroy the former. That would cause us to lose far more turn advantage than we gain because we'd need to rush a scout to defend the base, and rebuild the former.

                            Building at site three entirely eliminates this possibility. We may well instead pop a net node (at least 2 labs points per turn, plus saving many mins or e.c. compared to building it), a nut bonus (growth every 8 turns not 11), a monolith (trading 1 energy for 1 min ) or any of many other good events. Zero chance of worms or xeno fungus.

                            Although we save a turn in base placement going for 2, we may gain much more over time using 3. Not to mention (except in this ironic way) the extra space around the core bases.
                            Play hangman.

                            Comment


                            • #15
                              You mean you never get mindworms popping a pod with a base? I never knew that! Change my vote to 3 instead of 2.
                              Lone Amigo Insurance:
                              "We're your only friend!"

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