Continuing with the turn .....
I guess I still don't understand the precise hurry cost formula
I looked at the scout at Cratersouth (4/10ths completed, 3 mins added next turn, so 3 mins shy. Times 2.5 per min shouldn't that be 8 (rounded) Apparently not - still 2 mins short. So Cratersouth's scout won't complete next turn (but we do have 2 garrison units there for when the pop reaches 2 next turn)
So I haven't yet rushed the scout at Craterwest (tempted to do my old method of hurry price minus twice the minerals production)
But on a brighter note - Zak took Ind Auto off our hands in exchange for his Secrets of the Human Brain (so we can trance and armor crawlers for that SP !!!)
I'll do a fuller analysis tomorrow morning.
I guess I still don't understand the precise hurry cost formula
I looked at the scout at Cratersouth (4/10ths completed, 3 mins added next turn, so 3 mins shy. Times 2.5 per min shouldn't that be 8 (rounded) Apparently not - still 2 mins short. So Cratersouth's scout won't complete next turn (but we do have 2 garrison units there for when the pop reaches 2 next turn)
So I haven't yet rushed the scout at Craterwest (tempted to do my old method of hurry price minus twice the minerals production)
But on a brighter note - Zak took Ind Auto off our hands in exchange for his Secrets of the Human Brain (so we can trance and armor crawlers for that SP !!!)
I'll do a fuller analysis tomorrow morning.
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