Go ahead and contact the treaty partners.
I'd suggest we wait until Morgan has discovered Industrial Automation.
The risk in contacting a faction that we have only a truce with is that they may declare vendetta. Let's wait another turn.
FOR 2123:
(1) South (independent) former cultivates farm.
(2) BRCM gun foil moves 1 sq. SE, 2 sq. S, 1 sq. SW
(3) South gun foils move west.
(4) North gun foils move east.
(5) Rush South recon rover for 8 energy credits (3 min).
(6) Change BRCM doctor to worker on square 1 sq. N of BRCM (1-1-0 square). (We don't need doctor if Human Genome Project is built OR colony pod is rushed.)
(7) Partially rush BRCM colony pod for 21 energy credits (8 min).
(8) Rush East plasma sentinel for 19 energy credits (7 min).
Potential issues:
(1) I recommend hurrying the South recon rover.
(2) BRCM colony pod is nice, but it may cost too much to rush. If it is rushed this turn, the forest will just be completed on the turn the new base is built.
(3) East plasma sentinel is more optional. The sooner we build the plasma sentinel the sooner we can start building another colony pod.
The issue is how much energy credits do you want to keep in reserve. Energy credits should be used to speed things up. We're currently earning 10 energy credits per turn. We also gain some energy every time we complete a facility. We will also gain some energy from unity supply pods.
If we have a lot of energy, the AI's will demand more for techs.
On the other hand, it costs 40 ec's to upgrade a 1-1-1 scout to a 1-3-1 plasma sentinel.
A recreation commons costs 40 mins. Assuming we already have 10 mins accumulated, it would cost 60 ec's to rush.
I'd suggest we wait until Morgan has discovered Industrial Automation.
The risk in contacting a faction that we have only a truce with is that they may declare vendetta. Let's wait another turn.
FOR 2123:
(1) South (independent) former cultivates farm.
(2) BRCM gun foil moves 1 sq. SE, 2 sq. S, 1 sq. SW
(3) South gun foils move west.
(4) North gun foils move east.
(5) Rush South recon rover for 8 energy credits (3 min).
(6) Change BRCM doctor to worker on square 1 sq. N of BRCM (1-1-0 square). (We don't need doctor if Human Genome Project is built OR colony pod is rushed.)
(7) Partially rush BRCM colony pod for 21 energy credits (8 min).
(8) Rush East plasma sentinel for 19 energy credits (7 min).
Potential issues:
(1) I recommend hurrying the South recon rover.
(2) BRCM colony pod is nice, but it may cost too much to rush. If it is rushed this turn, the forest will just be completed on the turn the new base is built.
(3) East plasma sentinel is more optional. The sooner we build the plasma sentinel the sooner we can start building another colony pod.
The issue is how much energy credits do you want to keep in reserve. Energy credits should be used to speed things up. We're currently earning 10 energy credits per turn. We also gain some energy every time we complete a facility. We will also gain some energy from unity supply pods.
If we have a lot of energy, the AI's will demand more for techs.
On the other hand, it costs 40 ec's to upgrade a 1-1-1 scout to a 1-3-1 plasma sentinel.
A recreation commons costs 40 mins. Assuming we already have 10 mins accumulated, it would cost 60 ec's to rush.
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