Given that R-112 has received a morale upgrade (and that Chiron Knights is partially damaged after its encounter with the spore launcher), should we get both the Knights and the Rolling Thunder thru a monolith (with one of them replacing R-112 in garrison duty) in order to get two veteran rovers down south?
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Game Discussion, Turn 2101 - 2120
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Originally posted by Andemagne
I also think that the topmost square of River Eurotas is better place for base.
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Battle Report MY 2112
- As suggested by Zeiter, the Chiron Knights started driving towards the eastern coastline. Great suggestion, as Captain Andemagnus discovered a Unity pod after using its first MP to move north. I didn't pop the pod with the second MP though for two reasons: 1) I'd hate to get worms without the ability to attack or flee from them. 2) It would suck if we got a materials pod now while the SC1 CP is nearly completed. In case we get one next year, we could get a full production item finished. So instead I moved the rover SE.
- Rolling Thunder is succesfully plodding through the fungus on (54.22) to move to (58.24) as ordered by Captain Googlie.
- R-112 CRV driving towards Santiago Citadel.
- Production in Sparta Command hurried with 5 minerals at a cost of 13 credits. This means only 4 minerals - the current SC1 production - need to be added to finish the CP: we'll have our first colony pod next year! Btw, don't worry about that drone in SC1. The production phase is dealt with before the drone riot check. As we'll get a CP next year, reducing the base size back to one, we don't have to worry anymore about Domai's Drones.
Sparta MY 2112 presend
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Originally posted by Maniac
Btw, don't worry about that drone in SC1. The production phase is dealt with before the drone riot check. As we'll get a CP next year, reducing the base size back to one, we don't have to worry anymore about Domai's Drones.
(Or are you saying that as the base technically hasn't gone into drone riot phase yet, and wouldn't until next turn all things being equal, it won't 'cos the production will precede that riot stage? (ie the population will drop back to 1)
G.
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and is there any advantage in moving the "drone" worker to a 1-1-1 river tile (we just get 1 more lab popint, but as soon as the extra pop is created we'll still be at next tech in 6 years status) - but we'd be carrying over 2 lab points towards the next tech rather than the current 1
(of course, we'd lose a nut credit that way, and pop growth (2/15ths versus 1/15th) is prolly more desireable right now than a single lab point (1 56th versus 2/56ths)
On reflection - it's better at the 2nut/1min that its at
G.
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so we got both rovers going south now? That's sounds fine. But I would eventually like to get something to finish exploring NW, North, and NE- Mt. Olympus.
in any case, one rover can stay on the east side of the narrow strip of land, the other can stay on the west side. that narrow strip of land may be larger though. It looks like it does on the west side.
and I do recomend popping any pods from the two souther rovers exploring south. We should get them before Yang. But of course remain cautious.
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Originally posted by Googlie
(Or are you saying that as the base technically hasn't gone into drone riot phase yet, and wouldn't until next turn all things being equal, it won't 'cos the production will precede that riot stage? (ie the population will drop back to 1)
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A great many and sometimes conflicting suggestions have been made for the rovers: exploring (58.24), moving a second rover south, garrisoning SC2 for a while, popping the crater pods after a base has been established there, exploring the hidden western crater tiles, exploring east & north of Sparta Command...
I've had a look at the map. To get all this done in the fastest possible time with the limited means we have, how about a rover path similar to this?
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Originally posted by Maniac
Indeed. The drone riot check for this turn, affecting the production of next turn, has already been done, and solved by the rover moved into base previous turn.
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A great many and sometimes conflicting suggestions have been made for the rovers: exploring (58.24), moving a second rover south, garrisoning SC2 for a while, popping the crater pods after a base has been established there, exploring the hidden western crater tiles, exploring east & north of Sparta Command...
I've had a look at the map. To get all this done in the fastest possible time with the limited means we have, how about a rover path similar to this?
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hi guys, sorry i haven't really posted;
hey i have been trying to read as much as possible to catch up and it looks like you are all doing a great job. i love the screenshots!
One thing i would change is your energy allocation
it said that you were on 10% psych?? whats the point in that, there is no way you are going to get enough psych to change a drone this early and the inefficiency caused by having the percentages all changed around like you have far out ways the benefits in my opinion.
We have got lucky with the pods so try and take advantage of this luck i reckon and accelerate even further ahead. --Slick
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according to the screen shot, R-112 is closer (count the tiles) to "south" than Rolling Thunder is, and Rolling Thunder is closer to the hidden squares to the north west from the 'Crater. why don't we send Rolling Thunder to NW and R-112 to South?My Words Are Backed With Bad Attitude And VETERAN KNIGHTS!
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Well, R-112 could certainly enter the rocky tile at 60:24 turn after next (and thus uncover the tile(s) due west of it) whereas Rolling Thunder would take an extra turn to get there.
But R-112 is needed in SC2 next turn to forestall drone riots there when the pop goes to 2 in 2114, and Rolling Thunder can't get there soon enough
But we could swap them the turn after (ie move Rolling Thunder to 57:21 next turn, and up to the base the turn after (when the CP will be 1 turn away from being completed, if rushed in 2114 for 18 ec's) and then move R-112 down the river in advance of the CP - it should make 58:22 that turn (which uncovers the tile just south of it) - then it could proceed east and south in support of Chiron Knights)
It gives us the better-morale unit anyway to confront Yang with if we do meet him to the south
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Originally posted by Googlie
But we could swap them the turn after (ie move Rolling Thunder to 57:21 next turn, and up to the base the turn after (when the CP will be 1 turn away from being completed, if rushed in 2114 for 18 ec's) and then move R-112 down the river in advance of the CP - it should make 58:22 that turn (which uncovers the tile just south of it) - then it could proceed east and south in support of Chiron Knights)
Oh yeah, I just used the turn simulator to play ahead to MY 2114, and normally we should then have 20 credits in reserve, while - if we put the second SC2 worker on the 1-2-1 crater tile - 19 credits should suffice to hurry the CP. Just enough credits in other words.
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