If the Fungus does not force us to make specialists of citizens, we can leave it. Planting Forest is better, especially in places where it will have room to grow.
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MY 2171 Planning & Execution Thread
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Turn looks great.
Originally posted by Googlie [*]Tegea Harbour - a crawler, for all that lovely forest
[*]Vladivostok - a CDF
[*]Fort Buster - an B-6 (an Aerospace there)[*]Olympus Academy - a B-6 (Aerospace complex)
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Originally posted by Googlie [*]Cats SC and CW currently straddling Sector Cratersouth – how about moving N and E respectively and defungussing and farming that rolling river cratertile there (would give a 2-2-1 worker some creative employment)
Originally posted by Googlie
I ususally hate using formers to clear fungus when they can plant forests or farms, but at some point, to ensure the pop growth in the RG basin, that fungus needs clearing
Regarding the RÃo Grande formers, one option could be to send the new RG formers a tile SE and build a road on the flat tile. The two formers NW of RÃo could split: one moving north to build a road on the rocky tile, and the other one moving a tile SW to build a road on that flat tile. The formers could then all converge again to build two forests and a mine together at greater speed, making use of the already built roads.
Btw, IIRC you suggested first to plant a forest on (60.16) - the tile W of OA. May I suggest to switch back to your original suggestion? I did the math some months ago, and where possible it's cheaper to let the citizens harvest their own condenser farm nutrients than to let crawlers bring it in. So when we construct condensers, it's better to do so on rolling tiles: that way we also get an extra mineral when working the tiles. The flat tiles are in this option better forested.
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MY-2171 final moves (following Maniac's suggestions):- Terrafprming
- Tomcat FB-1 moves 1 tile N and commences roadbuilding on that rocjy square, preparatory to eventual mining
- Tomcar SCW-1 moves 1 tile SW and commences roadbuilding
- Tomcat RG-2 moves 1 tile SE and commences roadbuilding
- Tomcat SCW-2 moves to defungus tile S of FB, joined by Tomcat SC-1
- Tomcats OA-2 and OA-3 change focus from farming to forestry on the tile W of OA
- Tegea Harbour - changed to a former
- Valdivostok - changed to a former
- Fort Buster - changed to a crawler
- Olympius Academy - changed to a crawler
Do we want to set the sliders to 90/0/10 for maximum revenue this next turn (54 ec's, and 12 lab points. we just need 11 lab points for Planetary economics)
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Save looks good. Made one little change to something I suggested myself: changing the formers W of AO to planting forest. I now changed one to building a road first. This will allow both formers to move to their next terraforming project without wasting a turn, in fact gaining us a terraforming turn.
Btw, I don't understand, for what do we need lots of cash, as Modo and you say? If I understand correctly, hurrying FS' hab complex and the Jaded Jaguars (70c), but anything else besides that?Attached Files
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Rushinf facilities, even after using the MM; upgrading Unity Rovers into something worthwhile (Steppenwolves, maybe) and B-4's into B'6's - all for the attack on Lal
But it's only for 1 turn, and in the context of our next tech costing +/- 825 lab points, carrying over 30 isn't going to do much for us
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Originally posted by Googlie
Rushinf facilities, even after using the MM; upgrading Unity Rovers into something worthwhile
and B-4's into B'6's - all for the attack on Lal
I assume we won't attack anyway before our western taskforce is near Peacekeeper shores, so would I assume correctly we've still got three turns or so before we can start an attack - sufficient to build two B-6s in FS or so?
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Ah - posts crossed.
Maniac's turn (above) is now the endturn, and has been posted to the general turnthread
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No response from the Gaians or Morgan re our AV offer - maybe the A's have been at work asking them not to build it (or respond to our overtures - I'm sure the G's told the A's and possibly Morgan told the G's, as part of mutual leapfrog discussions)
So the A's can research Cyberethics themselves (or get it from Lal or Zak) as well as Planetary Economics
And if, as we believe, the AI game engine prompts masters to give slaves techs only when the slave delivers one to the master, dare we risk giving (selling) PE to Zak (with the expectation that he'll call up Lal to offer it to him, get NG, and when we then call Zak back, we'll get gifted NG by him)
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Hey!!!
I just twiddled with Maniac's Sim using the scenario editor to change Zak's builds, and plop a Spartan ginfreighter just outside a base that I've set to build the PDL
Moving a Sparta crawler to a Uni base building a Secret project prompts us if we want to assign it to assist SP completion
here it is to see for yourselves - just move the ginfreighter south into the Uni base
So let's think about giving Zak PE and maybe he'll start the SP (that way, too, he won't trade the tech while he's building it)
And even if we can't extort the base from him, better he has it than any of the other 3 teams, if we can't have itAttached Files
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Btw, I don't understand, for what do we need lots of cash, as Modo and you say? If I understand correctly, hurrying FS' hab complex and the Jaded Jaguars (70c), but anything else besides that?From hell's heart I stab at thee; for hate's sake I spit my last breath at thee. Ye damned whale!
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Not only that. We have B4s that could be upgraded to B6s, as stronger defenders become available to our enemies. Also, we should think about upgrading Hoplites, CDFs, and Rovers to combat versions ahead of events, so that we have them ready when they are needed, and not a turn later. I would prefer to upgrade all units as soon as possible, but I as long as no threat is imminent, we can slack a bit, saving the cash for other things. Still, it would be good to keep a high reserve for emergencies. All in all, we need more cash than we can make, and that will not change any time soon...Seriously. Kung freaking fu.
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