Reminders:
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A couple suggestions and questions based on the endturn save:
- Never ever put anything else than stockpile energy in the queue.
- To have a maximal chance of finding worms, move the scout rover in Southern Arcadia constantly between (0.58) and (1.59).
- To have a maximal chance of finding worms, move Rolling Thunder II constantly between (62.32) and (63.31).
- To have a maximal chance of finding worms in Northern Arcadia, move the hoplites as often as possible over (86.14) by making use of the rivers. Of course make sure that no other unit is on (86.14) while moving towards it.
- To have a maximal chance of finding worms in Northern Arcadia, the rover needs to move constantly between (83.33) & (84.32).
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A couple suggestions and questions based on the endturn save:
- I see the farmer in Ironholm has been placed back on the forest. As a consequence growth IH has had one nut too little to fill the nutrient tanks, and growth has been delayed a turn. IH will only need one surplus nut now to fill its nutrient tanks. Therefore I'd suggest to place a forester once again on the farm, and relocate that crawler on the condenser farm to an empty forest for minerals.
- To let Fort Buster popboom one extra pop, how about letting an FB crawler harvest that farm to FB's NE instead? That should give a 3-nut surplus. Then it would be possible to change a forester to a thinker, and thus prevent riots while still having a 2-nut surplus.
- Should we rehome some units away from our bioenhancement center bases (FS, OA & FB) to increase the available mineral production there? Also, should we reduce FB's mineral production, or don't we care about the ecological damage?
- Are there any bases where we want aerospace complexes or bioenhancement centers to prepare for an invasion? Might be useful to plan ahead, so we can upgrade some select crawlers.
- Shall we let a crawler work the new mine SE of SC1 next turn?
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