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2115 end turn + 2116 discussion
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All other human factions are at size 3. edit: AngelsGaiansmust have produced a CP.
Disbanded MorgMet scout toward former, then rushed it for 12 ec's. MorgInd scout will disband inside base next turn, allowing former to be rushed for about 25 ec's. The two CP's can found bases and rush formers for a similar price. We can use the eastern former to pop the pod. Should we try to auto-complete a Node?
Vet indie scout will continue SE.
See base location thread for decision on CP movement. I went with the majority, against my judgement.Last edited by jtsisyoda; July 23, 2004, 02:02."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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ok now on to the south. One of the bases should start a probe, rest cp i think.
U can try for the net node too
to endgame:
We should make a road to the south real quickly (Yang is in the south and we want him to stop landgrabbing in our direction)
can u make a path that is quickly laid?
on the end we can build a sensor and or a forest before the base is founded.
I think this is fairly crucial.
What about making a SWAT team (probe-synth-inf) to defend our homelands, they dont need support and wil come in handy
Greetz
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Well the next turn is already here. I suggest everybody check in frequently to see what's going on. Even a thumb's up/down would be welcome if you don't have time to post much."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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For this turn, I presume we build the bases in the predetermined locations. We rush formers in base square 1 (or wait a turn and save 9 energy), and we put base square 3 build on netnode in hopes of a completion pod.
I presume all bases will quickly build formers, and then switch to CPs. We will have 2 more colony pods ~9 turns from now and 2 more 12 turns from now. 6 bases is the first b drone limit. What will we do with those other 2 pods? Until we get the HGP, we can't get beyond the first limit without using psych or doctors or turning towards demo (which we need ethical cal to do).
If we decide to go foward with this: We will have 8 bases, and have to pacify them.
Question: Will those 2 bases be worth the effort to pacify 4 bases? A forest square will yield 2 mins and 2 energy. An average base square will yield 1 min and 5 energy. Use of doctors will cost 8 mins and 8 energy / turn. Use of psych will cost us 16 energy per turn. The output of 2 bases will be about 6 mins and 14 energy (assuming use forest and no specials). It would seem the costs are about even regardless which way we go.
However, I am not taking into account the costs to build those 2 colony pods, the value of the new colonies to expand later, or their use in holding territory.
If we go infonets -> IA -> biogen, we will have the tech to build the HGP in ~15 turns. I wonder if any of the humans have gotten around to tech trading. We could go to SofB and put our energy to use, but we'd have to minimize rush building to maximize its utility.
I propose we put the free and experienced scout we have on base duty, and make and send an armored litigation team. The litigation team will have better defense, be immune to zones of control, can bribe and infiltrate shortly after contact. Do probe teams get experience for victory in combat?
I think a board meeting soon would be a good idea.Last edited by arginine; July 23, 2004, 01:21.
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Probes do get morale upgrades for successful operations.
I think 15 turns is a little pessimistic for HGP. We can build the crawlers for it while we're still researching Biogen.
I think you're on track when you say the extra colonies (a couple, anyway) have value for their potential to blossom after HGP.
I'll be starting a new thread for the next turn in a minute..."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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