Originally posted by Googlie
So we found Fort Westcrater next turn on 55:17? (to retain the ability to build 4 crater bases) Set production to a rover scout (see below)
So we found Fort Westcrater next turn on 55:17? (to retain the ability to build 4 crater bases) Set production to a rover scout (see below)
Btw, do you mean set production to a rover scout or a rover former (for pod popping)?
If you mean a scout rover, do we still need any rovers for exploration? After all, we've got two rovers going south, and a third soon exploring the remaining NE corner (most likely) of our peninsula. So if we want to continue exploring and pod popping, the ocean seems the way to go.
Of course we still need military units for garrison duty.
But for our first Crater base, if we don't get a materials pod, how about we build an infantry former? That could plant a forest on the nut bonus for a great 3-2-2 tile, and start building roads and farms in the crater.
Next turn move SW to 50:14 (opens up that last black tile) then south on to the river/nut tile, ready turn after to move downriver and pop the pod in the fungus in the new base radius at 54:18 (having changed Westcrater's production to a rover former just before - if not a completion, we can change back without the minerals penalty)
Do the same thing at Sparta Command (change to a rover former) and pop that pod with Chiron Knights and flip back to a regiular former if unsuccessful
Do the same thing at Sparta Command (change to a rover former) and pop that pod with Chiron Knights and flip back to a regiular former if unsuccessful
(btw - why no Colony pod at SC1. We pop 2 there in 6 and a pod would complete in 7 turns (with the extra pop working) versus a former first then a pod (prolly 12 turns in total, once the second pop worker is factored in) Sure we can rush, but it's almost better wasting that 1 mineral next turn to change (assuming no good podpop) than spending the hard earned ec's to rush more than a couple of turnsworth)
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