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2112 end turn + 2113 discussion

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  • 2112 end turn + 2113 discussion

    Wow, that was fast. It is our turn again. I do not have the authority to make any moves, so I didn't make any. Oh, we got centauri ecology, but university is still in the lead with tech...
    Last edited by arginine; July 18, 2004, 01:14.

  • #2
    Wow we have a thread before I even played

    Playing now.
    Play hangman.

    Comment


    • #3
      Very interesting turn!

      Centauri Ecology

      Planetary networks is our goal. Tech cost 79. Currently in 10 but we'll get it well before then.

      Decided not to pop the pod next to the NW MorInd scout. It's in the fungus so there'd be a good chance the scout would not survive if worms came out. Instead started to recall it to MorInd so it can be disbanded towards a former.
      Independent SW scout moved east.
      Eastern scout moved East too.

      MorInd and MorMet grow next turn so doctors set this turn.

      Note that we still have one more turn to decide about base spacing.
      Attached Files
      Play hangman.

      Comment


      • #4
        Western view. Note the lovely coast
        Attached Files
        Play hangman.

        Comment


        • #5
          Eastern view. Arid and fungusy seems to be the name of the game for the east
          Attached Files
          Play hangman.

          Comment


          • #6
            Powergraph:
            Hive rose again. The uni did not rise. Lal rose roughly equivilently with the Angels.
            The Gaians have 3 pop and the angels 4. Since the angels rise happened this turn (Can someone confirm this for me? The powergraph effect is a bit confusing since pop doesn't usually make an impact until the turn after it was there if that makes sence. Their rise this turn seems consistant with 2 pop not a tech, but it's a bit odd methinks. Perhaps it was last turn they grew?) it's reasonable to assume they're working 2 nut squares as we are since they planeted their bases before we did. It's also reasonable to assume the Gaians are working a nut bonus as they've gotten faster growth than us.
            The Angels are the only faction without Centauri Ecology. They are the only faction with IndBase other than us. No other faction has IndEcon yet (Possibly excepting the ai, although I think that's unlikely). The Gaians have InfNetworks.
            Brother Lal leads in wealth.
            Attached Files
            Play hangman.

            Comment


            • #7
              I strongly suggest to use one of our first terraformers to build a road northwest. Settling near that rainy min bonus on a river will boost our faction like nothing else will...
              Heinrich, King of Germany, Duke of Saxony in Cyclotron's amazing Holy Roman Empire NES
              Let me eat your yummy brain!
              "be like Micha!" - Cyclotron

              Comment


              • #8
                Alas though, that rainy mins bonus is on flat ground, so it's only a 2-2-1 by default Planting a base on it seems a good option though, especially since it's also on a river.
                Play hangman.

                Comment


                • #9
                  How about foresting it at once (and perhaps boreholing later)?

                  Comment


                  • #10
                    For our next turn I think we should start moving our southern scout further south, we want to meet Yang and figure out how close he is. We should be making plans to grab as much land as possible in the "neck" area that will connect us.
                    Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche

                    Comment


                    • #11
                      Yeah, I second that. Do we really need to cash in the northern scout? I´d also like to explore the fertile coast, even if it´s a somewhat low priority...

                      We need to find a balance between claiming land to the south and planting productive bases for our former fleet...
                      Heinrich, King of Germany, Duke of Saxony in Cyclotron's amazing Holy Roman Empire NES
                      Let me eat your yummy brain!
                      "be like Micha!" - Cyclotron

                      Comment


                      • #12
                        Turn posted as soon as I finish this post

                        I think cashing in the northern scout is close to essential. With our lower support we simply can't afford to have a non police duty scout draining one min per turn. Currently thats not an issue but when we get a former it will be if we want to carry on expanding. Hopefully we'll pop a unity rover or something and can carry on exploring but it's not a big issue.
                        Play hangman.

                        Comment


                        • #13
                          I can confirm that from the minigame. A forest on a mineral special allows thinking about having more than one unit supported by the base working that spot - and that only until it grows to size two so no real possibility.

                          With IA and crawlers it's something different but only then. Hopefully the western (independent) scout pops a unity rover or at least an ogre next time...

                          (Does anyone know what pod results have been disabled by the Creator?)

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                          • #14
                            I am most definitely NOT in favor of keeping our scouts further afield if it costs us precious minerals. We've cleared of ample sections of map, and can continue a more moderate pod-popping campaign while we conduct the critical business of establishing new bases and beginning our terraforming endeavors.

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                            • #15
                              Well we should send the Indepented scout to make contact with Yang that wont cost us any minerals. A handfull of other scouts will be needed to guard our bases from mind worms though.
                              Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche

                              Comment

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