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2144 End Turn and 2145 Discussion

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  • #16
    The CTO wants EcoEng unsurprisingly. We need to get a former fleet up and start road and condensing to the east.

    -- CTO #endgame
    #play s.-cd#g+c-ga#+dgfg#+cf----q.c
    #endgame

    Quantum P. is a champion: http://geocities.com/zztexpert/docs/upoprgv4.html

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    • #17
      On second thought clean reactor is 2 techs away from gene splicing and SotB & CPs give a better rate of return than crawlers on rocky mines will.

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      • #18
        Clean Reactors rock, the earlier the better, especially for us. And Neural Grafting is great at least for building Half a 300er SP on wheels...

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        • #19
          Originally posted by Whoha
          actually mead, the 1 time benefit could be 15 size 3 cities with 2 wonders. Still though 5 turns is a short time to wait.
          No, if that was to happen I would vote scortched earth.

          I would destroy the empire so that they would finish no higher than third (after the DA and Gaians).


          Mead

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          • #20
            How bout a former road east in the north, a former road east in the south and everyone else pumping out forest where it's not rainy.

            If we are going to ICS for now, lets cram in those new bases. These are some suggestions for base placement. A CP west of the forested nut bonus, a CP 2 squares from Imp Polymers, RFF and Whohabitat, and another CP 2 squares SE of Morgan Aerodynamics. I guess since it will take several moves to get the easternmost CP to a decent spot, we might as well move it north I guess until it gets within range of a rainy square. We could squeeze in 2 more bases in the far west, one north and one south. It would be a good idea to synchronize all the base building and then switch to demo shortly afterwards.

            It would still be nice to rush the a probe foil next turn, especially with that isle of the deep.

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            • #21
              Wow, arginine, you really want to pack them in tight. If possible, I'd like to spread them a bit further, so we have room for crawlers at some point. We still have some exploring to do, so we can play it by ear, I guess.
              "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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              • #22
                We can always remove those extra bases later. I figure we'll eventually end up doing that, but right now CPs are only 3 rows and they give back so much. Especially with the PTS & HGP for drone control.

                I also thought the crawlers would go on the rocky squares (which are mostly unless anyways), which give 4 mins mined & roaded.

                If we want to crawl nutrients we can leave the rainy squares unoccupied.

                As for energy, I suppose it would be worthwhile to crawl the 2 unused energy sites back to Morgan Industries. We can also stick in a Research Hospital there if we have extra cash.

                I guess we should also come up with the borehole grid we will want to use.

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                • #23
                  I agree with arginine

                  Greetz
                  http://www.danasoft.com/sig/scare2140.jpg

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