I don't think we disagree, Jamski...on the contrary, I'm an avid fan of early market, however....Market is only as effective as your early game infrastructure, and with the Morgan example, he's got no spiffy abilities such as a Police bonus to help mitigate Market's police penalty, which means at a minimum, rec commons everywhere before shifting to a Market stance (tho with Morgan, an early Market stance is not absolutely critical in any case, cos he can just run wealth and kick up the 1 energy per square).
I mean really early FM. Before even researching Social Pscyh. There is no need to build Rec Commons, as each base is building only colony pods and rushing the turn they grow to size two (having changed the worker to a doctor the turn previously) The Base Square, being immune to restrictions, is the important tile here, and you can generate an enormous amount of ecs early in the game by only planting bases. The sole aim is to get to Ind Auto first, because in my expericence this is often a major factor in deciding a game. Of course against the AI its not really an issue

But to *get* to that early Market stance, a short trip to Planned to help get the early infrastructure in place across the board can really make the difference....Planned/Wealth is even better in that regard. An excellent transitional model for three reasons: 20% cheaper crawlers in preparation for a big productivity spike, faster, cheaper early infrastructure at a time when you're sorely punished by restrictions, and in a tight race for SP's (especially if you're rabid about getting all of them!), that extra nudge can really make the difference.
Perhaps - but if you're spending on the edge, the ec cost of just one turn spent in Planned, and not in FM, is huge - not to mention the cost of actually changing - those 40ecs could have rushed a colony pod 4 turns faster for example. In FM the ability to rush EVERYTHING to completion more than compensates for the -10% cost of Planned.
-Jam
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