Good job on tech exchange. We still have Doctrine: Air Power as potential trade bait.
We need to decide in the next few years whether to build the Planetary Datalinks.
IoD will need to heal.
We should decide what we're doing with the gun foils and IoD's. We can give the gun foils to Deidre (so we don't have to pay support). We would like the IoD's back home.
BEFORE ENDING 2150:
(1) Change Athens to recycling tanks.
(2) Unload mindworm from southern IoD into Gatehouse Gate.
BETWEEN 2150 AND 2151:
(3) HQ builds colony pod mk2. Change to trance scout infantry.
(4) BRCM builds supply. Leave on supply.
(5) East builds colony pod mk2. Change to supply.
FOR 2151:
(6) Move East colony pod 2 sq. E, wait for East former to build road, and move 1 sq. NE.
(7) Gateway former moves 1 sq. W and plants forest.
(8) Sunken City plasma hoverboat and Drydock impact foil move into Athens.
(9) Move BRCM worker from 1-2-1 forest S of BRCM to 2-1-1 square.
(10) Move BRCM crawler 1 sq. S and crawl 2 min for BRCM.
(11) BRCM former moves 1 sq. NE.
(12) Seaview former 1 sq. SE of BRCM builds mine.
(13) HQ colony pod moves along road 1 sq. W, 1 sq. S, 1 sq. W.
(14) HQ former droid moves 1 sq. E, 2 sq. N.
(15) HQ former and HQ fungicidal former near Drydock move into Drydock and attempt to move 1 sq. NE.
(16) Ushuaia recon rover at HQ moves to Drydock and attempts to move 1 sq. NE.
(17) Drydock missile foil moves to nearest monolith and investigates.
(18) Damaged Drydock plasma hoverboat heads to monolith.
(19) Gibraltar sea colony pod and escort head west.
(20) Gibraltar former droid moves 2 sq. NE, 1 sq. E.
(21) Ushuaia former with movement point builds mine.
(22) Bay Area former builds road.
(23) Mindworm in Greenhouse Gate moves south, looking for Spartan non-combat units to attack. Never end its movement where a Spartan combat unit could be revealed. (E.g. if it moved 2 sq. SE, it shouldn't move another sq. SE, but it could move 1 sq. NE.) Mindworms don't suffer a hasty penalty for attacking with partial movement point. Stay in fungus (it gets a defensive combat advantage).
(24) Damaged IoD heads 1 sq. N and rests (it can recover to full strength in fungus).
(25) Drydock gun foil moves toward IoD.
(26) Mindworm in Last Rose of Summer moves along road toward Greenhouse Gate.
(27) Bay Area gun foil and undamaged IoD head SE (to join the other gun foil and IoD).
(28) Move Gibraltar trance recon supply 2 sq. SW of HQ to 1 sq. W of East and crawl 2 minerals for Gibraltar (freeing up square for new base).
(29) Move Seaview recon rover 1 sq. NE of Gateway 1 sq. W and hold.
We need to decide in the next few years whether to build the Planetary Datalinks.
IoD will need to heal.
We should decide what we're doing with the gun foils and IoD's. We can give the gun foils to Deidre (so we don't have to pay support). We would like the IoD's back home.
BEFORE ENDING 2150:
(1) Change Athens to recycling tanks.
(2) Unload mindworm from southern IoD into Gatehouse Gate.
BETWEEN 2150 AND 2151:
(3) HQ builds colony pod mk2. Change to trance scout infantry.
(4) BRCM builds supply. Leave on supply.
(5) East builds colony pod mk2. Change to supply.
FOR 2151:
(6) Move East colony pod 2 sq. E, wait for East former to build road, and move 1 sq. NE.
(7) Gateway former moves 1 sq. W and plants forest.
(8) Sunken City plasma hoverboat and Drydock impact foil move into Athens.
(9) Move BRCM worker from 1-2-1 forest S of BRCM to 2-1-1 square.
(10) Move BRCM crawler 1 sq. S and crawl 2 min for BRCM.
(11) BRCM former moves 1 sq. NE.
(12) Seaview former 1 sq. SE of BRCM builds mine.
(13) HQ colony pod moves along road 1 sq. W, 1 sq. S, 1 sq. W.
(14) HQ former droid moves 1 sq. E, 2 sq. N.
(15) HQ former and HQ fungicidal former near Drydock move into Drydock and attempt to move 1 sq. NE.
(16) Ushuaia recon rover at HQ moves to Drydock and attempts to move 1 sq. NE.
(17) Drydock missile foil moves to nearest monolith and investigates.
(18) Damaged Drydock plasma hoverboat heads to monolith.
(19) Gibraltar sea colony pod and escort head west.
(20) Gibraltar former droid moves 2 sq. NE, 1 sq. E.
(21) Ushuaia former with movement point builds mine.
(22) Bay Area former builds road.
(23) Mindworm in Greenhouse Gate moves south, looking for Spartan non-combat units to attack. Never end its movement where a Spartan combat unit could be revealed. (E.g. if it moved 2 sq. SE, it shouldn't move another sq. SE, but it could move 1 sq. NE.) Mindworms don't suffer a hasty penalty for attacking with partial movement point. Stay in fungus (it gets a defensive combat advantage).
(24) Damaged IoD heads 1 sq. N and rests (it can recover to full strength in fungus).
(25) Drydock gun foil moves toward IoD.
(26) Mindworm in Last Rose of Summer moves along road toward Greenhouse Gate.
(27) Bay Area gun foil and undamaged IoD head SE (to join the other gun foil and IoD).
(28) Move Gibraltar trance recon supply 2 sq. SW of HQ to 1 sq. W of East and crawl 2 minerals for Gibraltar (freeing up square for new base).
(29) Move Seaview recon rover 1 sq. NE of Gateway 1 sq. W and hold.
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