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2118 end turn + 2119 discussion

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  • #16
    I hate pink and absolutely refuse to use it.

    Thinking waaay ahead, the western energy special can eventually be raised, creating a few more land squares and giving +1 to any nearby solars. The extra land created would shield site #4 from probe ships.

    ****

    The next turn is up already. Chaunk, are you caught up yet?
    Last edited by jtsisyoda; July 26, 2004, 15:59.
    "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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    • #17
      we'll need to determine the next city sites wont we?

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      • #18
        Since we're going to switch to Wealth before Morg Proc grows to size two, the CP will complete too early due to +1 industry. We can delay production, but this wastes I think four minerals. Maybe we could use this as an opportunity to build a probe of some sort. We can rush it two turns from now, and be in good shape to rush the CP later, because we'll have 10 mins by the time it grows. One way to look at it is we're sort of getting a four min discount on whatever we want to build. I suggest a simple unarmored infantry probe (defense attorney) if we don't want to invest too much. There is a lot of fungus around there, though, so maybe a synth defense attorney is a good idea. Or we could go straight for infiltrating Yang with a standard probe.
        "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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        • #19
          Yes, we should determine base sites. Sites 1, 2, and 5 have the most support so far, by a narrow margin, I think. The eastern former has just enough time to road N of Morg Vulc then NW, before the CP comes out for site 1. Site 5 doesn't really need a road to it yet since we have the river. The road to site 2 will be complete this turn.
          "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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          • #20
            Jt, if you could play this next turn I'd apriaciate that. I'll be able to play from the following turn onwards.

            Infantry probe sounds like a good idea. Lets keep it in the base. Even though it's surrounded by fungus, probe defense is always good.

            Site 5 needs a road more than others, even if that road only goes from the energy bonus to the next river. It's so very far away that a CP will be travelling for ages before it gets to the base site, which can only be a bad thing.
            Play hangman.

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