Some suggestions for discussion:
When the Command Nexus is completed, scrap the command center in Santiago Citadel for 20 credits.
In the MY 2149 endturn save, the third former on the RG rocky minerals tile has been put on alert instead of mining the square. Could this former be reactivated next year and be put to work still the same year?
Sidenote for Googlie: I checked and my settings were to cancel unit orders with clicking on them. Still, last year I could reactivate the alerted MT hoplite succesfully at the beginning of the turn, but not the alerted SC2 hoplite or the former. Were you able to do that?
Worker relocations
Relocate the RG 3-1-0 worker to the 0-3-1 mineral tile. Growth will indeed always occur when the nutrient tanks are completely filled. Even when on the turn before growing you give the base an even or negative nut production.
Relocate SC2 forest worker to 2-1-0.
Relocate SC1 3-1-0 worker to the forest.
Relocate GH 2-1-0 worker to the 3-1-0.
Goal of these last three: SC1's nut tanks are completely filled, so high nut production is no longer necessary. Therefore SC1 can better work the 1-2-2 forest, as that base doesn't lose an energy to inefficiency.
Unit rehomings
Switch SC2 garrison (homed to GH) and a SC1 garrison, to prepare for a possible rehoming to GH of the SC1 garrison.
FB production to a hoplite, to escort the SC3 CP.
In case we'd want to concentrate support in SC4 and free up RG, which will soon become a highly productive base:
Switch the FB hoplite (homed to SC4) and a RG hoplite from place.
Switch the FB hoplite (homed to RG) and a SC4 hoplite from place. Rehome the RG hoplite to SC4.
Switch the other SC4 hoplite to SC3. Replace it with a SC3 hoplite, to be rehomed to SC4.
When the Command Nexus is completed, scrap the command center in Santiago Citadel for 20 credits.
In the MY 2149 endturn save, the third former on the RG rocky minerals tile has been put on alert instead of mining the square. Could this former be reactivated next year and be put to work still the same year?
Sidenote for Googlie: I checked and my settings were to cancel unit orders with clicking on them. Still, last year I could reactivate the alerted MT hoplite succesfully at the beginning of the turn, but not the alerted SC2 hoplite or the former. Were you able to do that?
Worker relocations
Relocate the RG 3-1-0 worker to the 0-3-1 mineral tile. Growth will indeed always occur when the nutrient tanks are completely filled. Even when on the turn before growing you give the base an even or negative nut production.
Relocate SC2 forest worker to 2-1-0.
Relocate SC1 3-1-0 worker to the forest.
Relocate GH 2-1-0 worker to the 3-1-0.
Goal of these last three: SC1's nut tanks are completely filled, so high nut production is no longer necessary. Therefore SC1 can better work the 1-2-2 forest, as that base doesn't lose an energy to inefficiency.
Unit rehomings
Switch SC2 garrison (homed to GH) and a SC1 garrison, to prepare for a possible rehoming to GH of the SC1 garrison.
FB production to a hoplite, to escort the SC3 CP.
In case we'd want to concentrate support in SC4 and free up RG, which will soon become a highly productive base:
Switch the FB hoplite (homed to SC4) and a RG hoplite from place.
Switch the FB hoplite (homed to RG) and a SC4 hoplite from place. Rehome the RG hoplite to SC4.
Switch the other SC4 hoplite to SC3. Replace it with a SC3 hoplite, to be rehomed to SC4.
Comment