I had a look at the endturn and made some notes for next year:
- As we get Fusion Power next turn, we can change all our thinkers to engineers. Except perhaps Arcadia University
- ARC will waste four minerals if we don't act. To put this situation to good use, how about the following crawler moves:
Crawler (86.54) moves three tiles south to N of HW and harvests some nutrients. The turns after the crawler can rehome to Hero's Waypoint and harvest nuts on that bonus tile south of ARC. That way the base can popboom longer.
Then some further shuffling to fill up the emptied mines:
(85.51) to (86.54)
(79.51) to (85.51)
(75.53) to (79.51) - 75.53 can be used to popboom B112 further. - The same problem with Fort Buster btw. Its mineral output will have to be reduced to 17 to prevent waste
- It wasn't necessary to move FS off working the borehole. Remember there is ten minerals carryover
- Gythium Harbour will riot next turn. I had changed a doctor to a thinker to prevent this, but it has been changed back to a thinker. While riots prevent mineral production, energy production continues, so I suggest we change three forest workers and two condenser farmers to engineers. That'll reduce the mineral output to zero.
In the endturn you posted Fort Soup has accumulated 97 of the necessary 120 minerals to launch a sky hydroponics satellite. And FS is producing 23 minerals, so just enough to finish the satellite.

That's quick.
[*]Now researching Retroviral Engineering.[*]Forest expansion near Messena and Fort Sol.[*]Added a few neat and cost-effective unit designs in the unit workshop. More ideas are welcome![*]Did the base management of the Arcadian bases (build orders ok?). Even for Arcadia University it's better to have all engineers btw. Per thinker that is switched we lose 4.8 labs (counting in the +20% research bonus) but gain 6 credits. FS & TH still have some thinkers for the psych boost, so they can popboom without riots.
Even if we want to continue civil production, ie crawlers, formers, colony pods..., building bioenhancement centers in our most productive bases is a good idea. Because being elite, all our units built there will gain an extra movement point, which is especially useful for our formers, but also makes crawler placement more flexible and easier etc.
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