The turn´s here, had a short look on it.
Spartans sent us both techs in negotiation mode (not preaccepted), as Googlie already told us in the embassy.
We finished research on Progenitor Psych, next techs to chose from:
Doctrine: Initiative
Polymorphic Software
Social Psych
Fiel Modulation
Morgan Mussels is running low on nutrients; I´d say we switch one of the workers from forest to farm.
I had a message saying "Forest expands near Sector Cratersouth". Since I don´t remember a base of that name, I clicked on "Zoom to message", which caused SMAC to crash... hm, strange...![yeah right!](https://apolyton.net/core/images/smilies/hm.gif)
Mead Metal finished a colony pod, Whohabitat finished a former.
Mead Metal currently has a pop of two and will grow in 23 turns. Instead of this I would rather let it work a forest tile to the south, so that growth is stagnant but mineral output rises by one.
A crawler can be used to ship nutrients to that base if it is needed...
Money Valley is set to stockpile energy, although it didn´t build anything this turn? Was that intended? (I suppose so, since you guys put a lot of efforts into turnplaying).
Our research will take 5 turns gaining 64ec per turn, with 50% labs it could be lowered to 4 turns (we´d still be gaining 44 ec per turn)...
Spartans sent us both techs in negotiation mode (not preaccepted), as Googlie already told us in the embassy.
We finished research on Progenitor Psych, next techs to chose from:
Doctrine: Initiative
Polymorphic Software
Social Psych
Fiel Modulation
Morgan Mussels is running low on nutrients; I´d say we switch one of the workers from forest to farm.
I had a message saying "Forest expands near Sector Cratersouth". Since I don´t remember a base of that name, I clicked on "Zoom to message", which caused SMAC to crash... hm, strange...
![yeah right!](https://apolyton.net/core/images/smilies/hm.gif)
Mead Metal finished a colony pod, Whohabitat finished a former.
Mead Metal currently has a pop of two and will grow in 23 turns. Instead of this I would rather let it work a forest tile to the south, so that growth is stagnant but mineral output rises by one.
A crawler can be used to ship nutrients to that base if it is needed...
Money Valley is set to stockpile energy, although it didn´t build anything this turn? Was that intended? (I suppose so, since you guys put a lot of efforts into turnplaying).
Our research will take 5 turns gaining 64ec per turn, with 50% labs it could be lowered to 4 turns (we´d still be gaining 44 ec per turn)...
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