I basically agree
The Chiron Knights motorized squadron I suggest move downriver (are we agreed on Red River, or Rouge Riviere? - what would it be in Spanish?) in a NE direction - the river must eventually run into an ocean, so it'd be good to find where
I'd move R-112 Corazon Recon Vehicle east to try and find the headwaters of the northwesterly flowing river (Gunrunners' Creek, for want of a better name?) which I would guess is on 59:11 or 60:10. It could then proceed downriver back to SC2
The about-to-be-commissioned rover at SC2 (name? - how about Rolling Thunder Brigade - a highly decorated unit in The Spartan Chronicles?) can go straight west into 56:18 and then maniac can decide to go on to 55:17 or 54:18 after these tiles are uncovered by its first move (if a pod, change production at SC2 to a CC and pop the pod)
With 7 turns to pop2 in SC and 9 turns in SC2, and with Soc Flex being 5 turns away, these next 5 turns will largely be exploring turns
Question: should we interpose a defensive scout patrol in each base (3 turns) to give our 3 rovers free hand to explore and meet other factions?. Our pop growth rate will still allow 5 or 6 turns (depending on the base) to rush build colony pods at that time, provided we pop a 25ec's or 2 with the rovers
G.
The Chiron Knights motorized squadron I suggest move downriver (are we agreed on Red River, or Rouge Riviere? - what would it be in Spanish?) in a NE direction - the river must eventually run into an ocean, so it'd be good to find where
I'd move R-112 Corazon Recon Vehicle east to try and find the headwaters of the northwesterly flowing river (Gunrunners' Creek, for want of a better name?) which I would guess is on 59:11 or 60:10. It could then proceed downriver back to SC2
The about-to-be-commissioned rover at SC2 (name? - how about Rolling Thunder Brigade - a highly decorated unit in The Spartan Chronicles?) can go straight west into 56:18 and then maniac can decide to go on to 55:17 or 54:18 after these tiles are uncovered by its first move (if a pod, change production at SC2 to a CC and pop the pod)
With 7 turns to pop2 in SC and 9 turns in SC2, and with Soc Flex being 5 turns away, these next 5 turns will largely be exploring turns
Question: should we interpose a defensive scout patrol in each base (3 turns) to give our 3 rovers free hand to explore and meet other factions?. Our pop growth rate will still allow 5 or 6 turns (depending on the base) to rush build colony pods at that time, provided we pop a 25ec's or 2 with the rovers
G.
).
I'm not at all advocating an empty base police for about the entire game. Only for now in the beginning while we don't have any drone problems. Once our bases start growing to size 2 without any CPs being completed right after, and once we cross the first bureaucracy limit and thus get drones in bases even when they are at size 1, I'd be a heavy supporter of gradually increasing our base garrisons to no less than two per base.
)
. But we'll plan more for that once we find someone. It would be wasteful to develop the military too soon and pay costs for something we aren't using. but because of our -1 industry, we can't wait too long either.
) destroying the Crater?
Comment