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2117 end turn + 2118 discussion

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  • 2117 end turn + 2118 discussion

    It's our turn.

  • #2
    More long term view for a second: Do we pack in cities to the first b-drone limit? and after that do we spread out more? or still pack them in? Once we get wealth base squares become quite productive.

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    • #3
      I am under the impression our permanent cities will be given plenty of room ~15 base squares. We can pack in ****ty or temporary cities. We'll probably go to 7 cities, ie 1 above the drone limit. The 7th city will probably have a doctor. It will just produce 1 min, 5 energy, and support 1 unit.

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      • #4
        I'll play the turn shortly.

        Arginine, Morgan's max pop before hab domes is 11. A more realistic range is 6-10 squares per base, depending on the strategy in use, of course.

        Whoha, I think we are at the point where we need to try for Sikander spacing. (Placing them with one square empty on the diagonals between bases.) An example is placing a city two squares north of Morg Met (where we're currently roading to). I don't advocate rigid spacing, though. It's just a guide.
        "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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        • #5
          Here's the save.

          All other player factions are at size three.

          The pod pop didn't auto-complete a Node, but we got a nutrient bonus.

          I worked both energy bonuses this turn so we can complete Plan Nets this turn.

          All cities are working on Cp's for now, although I suspect after Plan Nets we'll want a probe or maybe even two. (Defense and Offense?)

          A former is roading north of Morg Met as planned. Also roading the energy bonus next to Morg Ind... forest next maybe. For our southern former, I tried going SW to explore a little, but only found fungus... roading anyway. The nut bonus will be roaded and forested.

          Where will our next base sites be? This is key, so we can road to the sites now.
          Attached Files
          "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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          • #6
            West view:
            Attached Files
            "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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            • #7
              East view:
              Attached Files
              "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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              • #8
                After a little thought, I recommend doing only roads until we put down our next few bases. Having a base up and running two or three turns early makes a forest seem nothing in comparison.
                "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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                • #9
                  1. Our scout's current location would make an ok base site. It's five squares away from Morg Proc, which if roaded, means the CP from there is only in limbo for one turn.

                  2. SW of the eastern monolith might be a good spot. A base should take advantage of that monolith, and it's hard to do without crowding Morg Vulc. We could road the energy bonus, then the base site... a CP from Vulc can create a base on the same turn it is created.

                  3. The site SW of the min bonus and NE of the fungus pod might be good, too. It's on a river, the min bonus will be equivalent to a monolith, and we can pop the otherwise dicey fungus pod with impunity. There will also be space for another base at the other end of that river.

                  4. Two squares west of Morg Ind would be good for a crawler factory, but not a CP factory.

                  5. Directly north of the western monolith might be good, too. There's a river, and it would be sufficiently far from sites 1 and 4.
                  "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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                  • #10
                    I reckon we'll only need one Legal Team until we meet the other humans. There's no point in spending early gametime on an extra Lawyer when there's nothing to defend against yet. The AI does not often use probe teams, at least in my experience.
                    Lone Amigo Insurance:
                    "We're your only friend!"

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                    • #11
                      I agree that extra lawyers on retainer isn't extremely useful, but what else can we build? Too many formers would mean a support hit, while too many CP's would mean excess b-drones. Facilities at this point tie up the build queue for too long. At least lawyers would be useful eventually.

                      There is a small possibility the Angels will pop a Unity Foil, and transport their Probe around. That's how the Drones infiltrated Uni in the last DG.
                      "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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                      • #12
                        Giving our cities more squares means more they can crawl from, so that might be worth it considering the hab dome limit.

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                        • #13
                          For def, since we don't want anything overly expensive, we could go for the 7th CP, and have it build / support a scout. That base will have a doctor, so all it will do until the HGP, is bring in energy and try to build crawlers. We might want to make this base go on the min rich flat square in the NW. (3 mins instead of 1) On the other hand, the minerals square when forested and crawled, it will give 4 mins.

                          I'd like a base down south, but I can't see if there is fungus blocking such a road on this monitor.

                          Any other spots would be fine, as long as they can work a monolith and are not on the coast (easy sites for lawsuits)

                          The non colony producing base might could build an armored legal team, and send it to Yang. Armor is only 10 mins more for a 1 move team. If it survives infiltration, we can use it as def.

                          Since, we can always turn some of our bases into ****ty bases later or move them, I have no problems with crowding in bases right now.

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                          • #14
                            Morgan Proc is pretty much surrounded by fungus.
                            "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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                            • #15
                              I think we should have the Morgan Processing Former start building a southbound road by next roading through that rock square east of its current location and then 3-4 more spaces south with our scout patrol leading the way and poping any pods we find along the way. Forests should be our next pirority after roads are built, one spot that would benifit form a forest is the river tile SW of Morgan Industries, hopefully forest will expand their of its own accord but if it dosent I think it would be a worthy near term project.
                              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

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