I've played a 2157 turn with the updated simulator, so here are a few suggestions based on it: 
I apparently forgot to put stockpile energy in the build queue in Tegea Harbour. Meaning production will immediately start on a new Crypteia next turn. So if we want to produce something else, we should not forget to change it.
The sensor array on the Eurotas will already be finished next year, and two formers will be free for other duties. What should they do?
The crater forest near FB will be finished. Should we move the RG 3-1-0 farmer towards the new 1-3-1 forest?
Fort Superiority: should we move the 3-0-2 worker to the monolith? Then we produce one less nut, but more minerals and an extra credit due to the stockpile energy bug next year. FS now produces 21 mins though, while 20 is the maximum effective amount this year: 1O mins remaining to complete the CP, and only 10 mins can be forwarded to the next production item. Therefore I'd like to suggest to move Spartan Kel to Fort Superiority and rehome it to that base, thereby using up that extra mineral for support. To compensate for garrison purposes, we'd need to move the SC2 elite hoplite to Fort Liberty.
MY 2158 Sector Craterwest will grow to size 3. To prevent drone riots or having to appoint a doctor, may I suggest moving Shrek from SC4 to SC3? This would of course mean we'd have to turn the SC4 forest worker into a doctor instead, but since that worker is less productive than SC3's workers, it matters less. To compensate for garrison purposes, a SC3 hoplite would have to move to SC4.
To hurry a transport cruiser in Gythium Harbour with the crawler nearby:
1. Go to the unit workshop and design some unit with plasma armour.
2. Set production in Gythium Harbour to that unit.
3. Cash in the nearby crawler to hurry the unprototyped unit with 30 minerals.
4. Go back to the unit workshop and retire the unit design you created a minute ago.
5. GH production has now been reset to "stockpile energy". You can now change production to anything you want (in our case a transport cruiser), still keeping the # of minerals you had before retiring the unit design.
6. Additionally hurry GH transport production with 2 minerals (5 credits), so it'll be finished next year.
Change the SC2 2-1-0 worker to the now free 1-2-2 river forest (after the crawler has been cashed in).
New FB crawler: move to (55.19) in preparation for hurrying GH production MY '58.
What to do with 2NS' supercrawler?

I apparently forgot to put stockpile energy in the build queue in Tegea Harbour. Meaning production will immediately start on a new Crypteia next turn. So if we want to produce something else, we should not forget to change it.
The sensor array on the Eurotas will already be finished next year, and two formers will be free for other duties. What should they do?
The crater forest near FB will be finished. Should we move the RG 3-1-0 farmer towards the new 1-3-1 forest?
Fort Superiority: should we move the 3-0-2 worker to the monolith? Then we produce one less nut, but more minerals and an extra credit due to the stockpile energy bug next year. FS now produces 21 mins though, while 20 is the maximum effective amount this year: 1O mins remaining to complete the CP, and only 10 mins can be forwarded to the next production item. Therefore I'd like to suggest to move Spartan Kel to Fort Superiority and rehome it to that base, thereby using up that extra mineral for support. To compensate for garrison purposes, we'd need to move the SC2 elite hoplite to Fort Liberty.
MY 2158 Sector Craterwest will grow to size 3. To prevent drone riots or having to appoint a doctor, may I suggest moving Shrek from SC4 to SC3? This would of course mean we'd have to turn the SC4 forest worker into a doctor instead, but since that worker is less productive than SC3's workers, it matters less. To compensate for garrison purposes, a SC3 hoplite would have to move to SC4.
To hurry a transport cruiser in Gythium Harbour with the crawler nearby:
1. Go to the unit workshop and design some unit with plasma armour.
2. Set production in Gythium Harbour to that unit.
3. Cash in the nearby crawler to hurry the unprototyped unit with 30 minerals.
4. Go back to the unit workshop and retire the unit design you created a minute ago.
5. GH production has now been reset to "stockpile energy". You can now change production to anything you want (in our case a transport cruiser), still keeping the # of minerals you had before retiring the unit design.
6. Additionally hurry GH transport production with 2 minerals (5 credits), so it'll be finished next year.
Change the SC2 2-1-0 worker to the now free 1-2-2 river forest (after the crawler has been cashed in).
New FB crawler: move to (55.19) in preparation for hurrying GH production MY '58.
What to do with 2NS' supercrawler?
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