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  • Turn 2196

    Been a while since I did one of these

    I've got the turn, opened it and now just need some time to take stock of it all. Gonna produce a few tables of who has what etc. soon-ish.

    Other than that, the midturn is attatched. I've done nothing but changed doctors to thinkers in all bases that allow it.

    If anyone has any information regarding diplomacy that'd be useful, but I'll PM various players to see what the score is. The Spartans are annoying. They're a couple of techs ahead of us, and larger in pop. I kinda feel the need to cut them down to size Give us a decade or so

    C.
    Attached Files
    Play hangman.

  • #2
    Cheers to our new (weekday) turnplayer
    no sig

    Comment


    • #3
      My notes on the turn

      Sliders set to 40:20:40 Tech in 3 turns, 233 ec/turn gained. 50% of bases in GA.

      Impaler Polymers - starving. res hospital needed in 3 turns
      Mead Metal - GA Boom this turn, final turn. resHosp needed soonish.
      Micha Archives - Starving, no big deal.
      Money Valley - GA Boom this turn, final turn. ResHosp needed, but more potential nuts needed first.
      Morgan Construction - Heh. Perim defense and Aerospace needed soon. Probes neeeded. Punishment sphere possibly too. ack!
      Morgan interstellar - rush childrens chreche poss, but no gain as nut box not filled. Need more nuts.
      Morgan Mines - rec commons rushed. Need more t-forming. aerospace soon!
      Morgan Mussells - hab complex rushed this turn (76). Water formers would be nice, aero complex next.
      Morgan Robotics - Will need hab complex in the next 10 turns. Building aero complex. No need to rush.
      Morgan transport - poss rush on tree farm, +1 nuts +2 mins. 102 ec too expensive though? Would also probably induce GA, but no boom as no CC.
      Morgan Vulcanology - GA and growth in 6 turns, assuming no sats before then. No rush on resHosp. technician set to maximise econ.
      Paramiria - set to supply crawler, but this base and all the ones on our eastern coast are in big trouble. Without areospace complexes, they're vulnerable to air drops by the spartans, and they are in range (Most especially Morgan Mines.) This needs to be fixed asap, and will as a bye product, enable more sat production. This is a good thing. 2 mins/turn is far too low a production though, so crawler continued. Note that an aero complex will be rushed in all our coastal bases asap.
      Red Fungus Resort - maintaining GA more important than growth, so a thinker set to counteract drones. Production changed to Aerospace complex (6 min wasted)
      Scorpi Ski Resort - will boom this turn, then no more till hab complex installed. Aerospace complex started, completes in 4 turns, then hab complex next.
      Vander Eudaimonics - coastal so Aerospace complex set. Completes in 6, but will probably be rushed. Will pop boom this turn.
      Wohoabitat - hab complex being built (not rushed), as will boom this turn after rearranging workers.
      Yoda Soda - production set to supply crawler. Needs much t-forming.
      Argi Narnia - will not grow any more until sats, so aerospace complex set instead of reshosp (8 min wasted)
      Chaunk Curry Corp - will grow in four turns, so res hosp continued. After which, will need sats.
      Choke on this - no change.
      City of ZZT - childrens creche set, GA continued.
      Hindenburg habitat - Aerospace complex set to produce. GA stopped for the moment, as continuing it will not induce boom, so stopping it grows faster.

      Notes for next turn (And diplomacy etc.)
      Our main problem is lack of nuts. This is easy to solve with sats, but then sats need aerospace complexes which we don't have. Therefore, we're gonna build some. We have lots of ec's, but with fusion, we should get a lot more because of engineer specialists.

      I have spoken to CT about a fusion leapfrog, which he seemed positive about. Before I post the turn, I will speak to him about a straight tech trade of MMI for orbital spaceflight. That will also help us both get to advanced spaceflight and shard weapons quicker.

      This game is definatly moving quickly into the end game phase. War will break out in the next 20 turns, probably sooner. If we are the target in the next 10, we will lose this game. It's my hope that can be avoided.
      Attached Files
      Play hangman.

      Comment


      • #4
        Re: My notes on the turn

        Originally posted by Chaunk
        ...
        Micha Archives - Starving, no big deal.
        ...
        Just found this one... HOW DARE YOU!
        Heinrich, King of Germany, Duke of Saxony in Cyclotron's amazing Holy Roman Empire NES
        Let me eat your yummy brain!
        "be like Micha!" - Cyclotron

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        • #5
          It'll be fixed before anyone dies horribly and slowly. Don't worry about them (too much)
          Play hangman.

          Comment


          • #6
            Re: My notes on the turn

            Originally posted by Chaunk
            aramiria - set to supply crawler, but this base and all the ones on our eastern coast are in big trouble. Without areospace complexes, they're vulnerable to air drops by the spartans, and they are in range (Most especially Morgan Mines.) This needs to be fixed asap, and will as a bye product, enable more sat production. This is a good thing. 2 mins/turn is far too low a production though, so crawler continued. Note that an aero complex will be rushed in all our coastal bases asap.
            You better rush them
            What type of idiot quotes himself
            -paramir

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