There have been made a few base location suggestions for our next two CPs. I thought I'd summarize them all in this thread, so we can decide what course to follow.
I had a bit of fun with Paint, and here is a map with the suggestions:
The White Proposal
SC1 CP goes to (63.23) - travel time 2 turns
SC2 CP goes to (57.21) - travel time 1 turn
SC1 CP Base would produce:
Base Tile: 2-1-2
First Worker: 2-1-0 rolling&rainy
SC2 CP Base would produce:
Base Tile: 2-1-2
First Worker: 2-1-1 rolling&rainy&river
Two bases taken together:
Nutrient Surplus: 4 nuts
Mineral Production: 4 mins
Energy Production: 5 energy
One base with ocean access
The Yellow Proposal
SC1 CP goes to (57.21) - travel time 2 turns
SC2 CP goes to (55.17) - travel time 2 turns
SC1 CP Base would produce:
Base Tile: 2-1-2
First Worker: 2-1-1 rolling&ainy&river (rrr)
SC2 CP Base would produce:
Base Tile: 2-2-2
First Worker: 2-1-1 rrr or 1-2-1 rolling&moist&river&crater (if we build a former first this could soon be increased to 2-2-1)
Two bases taken together:
Nutrient Surplus: 3-4 nuts
Mineral Production: 5-6 mins
Energy Production: 6 energy
One base with ocean access
The Green Proposal
SC1 CP goes to (66.24) - travel time 4 turns
SC2 CP goes to (53.11) - travel time 3 turns
SC1 CP Base would produce:
Base Tile: 2-1-1
First Worker: 1-1-0 rolling&moist (if we build a former first this could soon be increased to 2-1-0 - but I guess we'd build a gun foil or transport first instead)
SC2 CP Base would produce:
Base Tile: 2-1-2
First Worker: 2-1-0 rolling & rainy (or 1-2-0 sea mineral)
Two bases taken together:
Nutrient Surplus: 3-4 nuts
Mineral Production: 4 mins
Energy Production: 3 energy
Two bases with ocean access
***
Btw, if we would go with the yellow or green proposal for the SC1 pod, I'd suggest we move the Chiron Knights SW-W next turn and pop that pod west next turn. Because it will take ages before that pod ends up in a base radius.
I had a bit of fun with Paint, and here is a map with the suggestions:
SC1 CP goes to (63.23) - travel time 2 turns
SC2 CP goes to (57.21) - travel time 1 turn
SC1 CP Base would produce:
Base Tile: 2-1-2
First Worker: 2-1-0 rolling&rainy
SC2 CP Base would produce:
Base Tile: 2-1-2
First Worker: 2-1-1 rolling&rainy&river
Two bases taken together:
Nutrient Surplus: 4 nuts
Mineral Production: 4 mins
Energy Production: 5 energy
One base with ocean access
SC1 CP goes to (57.21) - travel time 2 turns
SC2 CP goes to (55.17) - travel time 2 turns
SC1 CP Base would produce:
Base Tile: 2-1-2
First Worker: 2-1-1 rolling&ainy&river (rrr)
SC2 CP Base would produce:
Base Tile: 2-2-2
First Worker: 2-1-1 rrr or 1-2-1 rolling&moist&river&crater (if we build a former first this could soon be increased to 2-2-1)
Two bases taken together:
Nutrient Surplus: 3-4 nuts
Mineral Production: 5-6 mins
Energy Production: 6 energy
One base with ocean access
SC1 CP goes to (66.24) - travel time 4 turns
SC2 CP goes to (53.11) - travel time 3 turns
SC1 CP Base would produce:
Base Tile: 2-1-1
First Worker: 1-1-0 rolling&moist (if we build a former first this could soon be increased to 2-1-0 - but I guess we'd build a gun foil or transport first instead)
SC2 CP Base would produce:
Base Tile: 2-1-2
First Worker: 2-1-0 rolling & rainy (or 1-2-0 sea mineral)
Two bases taken together:
Nutrient Surplus: 3-4 nuts
Mineral Production: 4 mins
Energy Production: 3 energy
Two bases with ocean access
***
Btw, if we would go with the yellow or green proposal for the SC1 pod, I'd suggest we move the Chiron Knights SW-W next turn and pop that pod west next turn. Because it will take ages before that pod ends up in a base radius.
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