We built the HGP in Impaler Polymers. Yeah.
Turn Summary:
Pop 10, Energy 53
Tech Cost 203
47 Tech per Turn, 167 Accum
Years per tech 5, Tech in one year (foils)
Will we have a truncation problem?
Income 39 before stockpile bug.
Uni switched to produce Virtual World after we completed HGP. No one else is producing SPs.
Gaians
Pop 11
Frontier, Planned, Wealth
Hive
Pop 44
Police State, Planned, Survival
Data Angels
Pop 12
Frontier, Planned, Wealth
Spartans
Pop 11
Frontier, Planned, Survival
Potential Rushes
Morgan Mussels (3 min production)
needs 37 - 6 = 31 ECs to rush crawler
Morgan Vulcanology (4 min production)
needs 22 - 8 = 14 ECs to rush crawler
City of ZZT (5 min production)
needs 25 - 10 = 15 ECs to rush crawler
Potential New Base at (25,17) if we build it (3 min production)
needs ?? - 6 = ?? to rush former/scout/probe
I suggest rushing Morgan Vulcanology, City of ZZT, and Potential new base at (25,17).
Production changes:
Swap Vander Eudamonics former for a probe foil next turn.
Consider swaping the *-2-1 probe in RFR for a *-1-2 probe so we can use it to infiltrate Yang. Add Stockpile to the build que.
Base building:
Establish a base on the river at (25,17) with the RFR CP. Let it work the forest north near it. Although I would like to get a base established on the chokepoint, it is better to get a base at (25,17) up and running now. Plus, if we establish it now, we start getting more ECs now, and it can turn out former next turn that we can use to road down to the chokepoint for another CP to travel in a couple of years.
Establish a base at on the river at (21,9) between the min special and the Pod. It will take 3 years to get the CP from SSR to (21,9), but I see no other site as useful right now.
Move the Probe near the chokepoint north into the fungus.
Garrison Impaler Polymers.
I realize that it is deep in our terrain, but I am a little concerned that it has only one population, is undefended, contains our only SP, and is ajacent to some fungus. Lets park one of our eastern scouts there just as precaution. Although I usualy like to go garrison 'light' the consequences of losing the HGP to a rouge MW are too great.
Which way are we going to send the Mead Metal scout?
Is he going to explore the NE or NW?
If you all like I can play and post the turn.
Mead
Turn Summary:
Pop 10, Energy 53
Tech Cost 203
47 Tech per Turn, 167 Accum
Years per tech 5, Tech in one year (foils)
Will we have a truncation problem?
Income 39 before stockpile bug.
Uni switched to produce Virtual World after we completed HGP. No one else is producing SPs.
Gaians
Pop 11
Frontier, Planned, Wealth
Hive
Pop 44
Police State, Planned, Survival
Data Angels
Pop 12
Frontier, Planned, Wealth
Spartans
Pop 11
Frontier, Planned, Survival
Potential Rushes
Morgan Mussels (3 min production)
needs 37 - 6 = 31 ECs to rush crawler
Morgan Vulcanology (4 min production)
needs 22 - 8 = 14 ECs to rush crawler
City of ZZT (5 min production)
needs 25 - 10 = 15 ECs to rush crawler
Potential New Base at (25,17) if we build it (3 min production)
needs ?? - 6 = ?? to rush former/scout/probe
I suggest rushing Morgan Vulcanology, City of ZZT, and Potential new base at (25,17).
Production changes:
Swap Vander Eudamonics former for a probe foil next turn.
Consider swaping the *-2-1 probe in RFR for a *-1-2 probe so we can use it to infiltrate Yang. Add Stockpile to the build que.
Base building:
Establish a base on the river at (25,17) with the RFR CP. Let it work the forest north near it. Although I would like to get a base established on the chokepoint, it is better to get a base at (25,17) up and running now. Plus, if we establish it now, we start getting more ECs now, and it can turn out former next turn that we can use to road down to the chokepoint for another CP to travel in a couple of years.
Establish a base at on the river at (21,9) between the min special and the Pod. It will take 3 years to get the CP from SSR to (21,9), but I see no other site as useful right now.
Move the Probe near the chokepoint north into the fungus.
Garrison Impaler Polymers.
I realize that it is deep in our terrain, but I am a little concerned that it has only one population, is undefended, contains our only SP, and is ajacent to some fungus. Lets park one of our eastern scouts there just as precaution. Although I usualy like to go garrison 'light' the consequences of losing the HGP to a rouge MW are too great.
Which way are we going to send the Mead Metal scout?
Is he going to explore the NE or NW?
If you all like I can play and post the turn.
Mead
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