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2110 end turn + 2111 discussion

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  • #16
    Before expanding north of MorMet, we should road and forest to it first. So says the CTO !.

    -- CTO #endgame
    #play s.-cd#g+c-ga#+dgfg#+cf----q.c
    #endgame

    Quantum P. is a champion: http://geocities.com/zztexpert/docs/upoprgv4.html

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    • #17
      Cw#e -- road to sites not already on the river.

      Another reason I prefer 2 to 3 is so we can plant a base on the eastern energy bonus. But if someone can show me some numbers on the pod probabilities that show we gain more on average by being next to the pod, I'm not closed-minded. AndiD, did you have something like this?
      "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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      • #18
        Only tested (accidentally, BTW) for sea pods. You don't gain more in the single event by popping pods next to bases, just the probabilty for worms (IoDs) gets distributed - in the case of sea pods - to resupply pods, rovers and kelp.

        BTW, I'd also vote 2 and 1 (in that order), since you don't need any roads to MorInd until magtubes, there is one energy more per turn, the spot on the energy bonus is perfect Sikander spacing and you save one turn in planting the base.

        If time is the concern, the damaged scout can pop that pod in four turns (edit: or in 6 via monolith) and if there's a worm (~15% if I transfer the IoD probability of shelf), we can quickly make another scout if needed or move the former into the base.

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