Good job on diplomacy. Congratulations on the diplomatic pact with the Gaians!
Could you edit your report to include the map the Gaians gave us?
Note that we are now producing 19 labs/12 credits per turn. If the slider were at 50%/50%, we would be producing 17 labs/15 credits.
So the trade off between labs and credits is 2 labs for 3 credits.
From Deidre's map, we know where the Hive and Gaians are. We can infer that the University is located in the unknown area of the map.
BETWEEN 2125 AND 2126:
(1) Zoom out so you can see both the Believing plasma hoverboat and the Spartan laser squad. See where Spartan laser squad goes. Since we have units near the Spartan, I'm not worried about losing track of this unit.
(2) See where Beliving plasma hoverboat goes. Keep your eyes sharp. If this one gets out of range of our gun foil, it will stop appearing on the map.
FOR 2126:
(3) Move damaged South gun foil to monolith and investigate.
(4) HQ (independent) former droids move 1 sq. SE and plant forest (this is for South's second worker).
(5) HQ crawler 1 sq. W of HQ moves to 3 sq. NW of HQ and waits.
(6) North crawler 1 sq. S of North moves to 1 sq. W of HQ and crawls 2 min for North.
(7) HQ crawler 2 sq. SE of North with 1 movement point moves to North, re-homes, moves 1 sq. S of North and crawls 2 min for North.
(8) HQ crawler 2 sq. SE of North with 1/3 movement point crawls 2 min for HQ.
(9) Seaview recon rover moves 3 sq. E and 1 sq. N.
(10) BRCM recon rover remains 2 sq. away from Spartan laser squad (if laser squad has moved away, move 2 square; if it hasn't moved, move 1 square; if it has moved closer, remain at current location; we don't want to contact laser squad until we have both recon rovers and plasma sentinels concentrated).
(11) East plasma sentinels move 1 sq. N.
(12) BRCM former moves 1 sq. NW (to prep a square for BRCM's second worker).
(13) Seaview gun foil moves 1 sq. S and moves so it ends up next to the Spartan laser squad if possible (we want to keep an eye on the Spartan laser squad's movements).
(14) Undamaged North gun foil moves in an easterly direction.
(15) Damaged North gun foil rests.
(16) Westernmost South gun foil moves 1 sq. W, then 1 sq. SW (to uncover every possible unexplored square).
(17) Move East worker to farmed canyon square.
(18) Hurry Recreation Commons at HQ for 38 energy credits (full payment; otherwise we'd have to turn a worker into a doctor to avoid a drone riot).
(19) Rename North to "Drydock."
Notes:
(1) Remember pod popping rules.
(2) Between turns, if you look close enough, you can see AI units moving.
(3) In moves (5) - (8), the three crawlers switch places to enable one HQ crawler to re-home to North. Note the same crawler is involved in moves (5) and (8).
(4) In moves (9) and (11), we're moving up two units to join the unit closest to the Spartan. In move (10), we want the forward unit to end up 2 sq. away from the Spartan. If it ended up next to the Spartan without being stacked with the plasma sentinels, the Spartan could attack at 2-1 odds.
(5) The Seaview gun foil wants to end up next to the Spartan. Since it is a sea unit, the Spartan can't attack it. It is an observer.
(6) The westernmost South gun foil can reveal more squares by going to the limit of its movement. Depending on elevation, it can see up to two squares inland.
(7) The farmed canyon square SE of East is a 2-2-0 square, which is as good as the freshwater mineral bonus nutrient.
(8) We need to hurry the recreation commons at HQ or change a worker to a doctor because HQ will increase in size. HQ already has a drone at size 2 even with a garrison and the Human Genome Project. At size 3, it will have two drones, which will put cause a drone riot.
Could you edit your report to include the map the Gaians gave us?
Note that we are now producing 19 labs/12 credits per turn. If the slider were at 50%/50%, we would be producing 17 labs/15 credits.
So the trade off between labs and credits is 2 labs for 3 credits.
From Deidre's map, we know where the Hive and Gaians are. We can infer that the University is located in the unknown area of the map.
BETWEEN 2125 AND 2126:
(1) Zoom out so you can see both the Believing plasma hoverboat and the Spartan laser squad. See where Spartan laser squad goes. Since we have units near the Spartan, I'm not worried about losing track of this unit.
(2) See where Beliving plasma hoverboat goes. Keep your eyes sharp. If this one gets out of range of our gun foil, it will stop appearing on the map.
FOR 2126:
(3) Move damaged South gun foil to monolith and investigate.
(4) HQ (independent) former droids move 1 sq. SE and plant forest (this is for South's second worker).
(5) HQ crawler 1 sq. W of HQ moves to 3 sq. NW of HQ and waits.
(6) North crawler 1 sq. S of North moves to 1 sq. W of HQ and crawls 2 min for North.
(7) HQ crawler 2 sq. SE of North with 1 movement point moves to North, re-homes, moves 1 sq. S of North and crawls 2 min for North.
(8) HQ crawler 2 sq. SE of North with 1/3 movement point crawls 2 min for HQ.
(9) Seaview recon rover moves 3 sq. E and 1 sq. N.
(10) BRCM recon rover remains 2 sq. away from Spartan laser squad (if laser squad has moved away, move 2 square; if it hasn't moved, move 1 square; if it has moved closer, remain at current location; we don't want to contact laser squad until we have both recon rovers and plasma sentinels concentrated).
(11) East plasma sentinels move 1 sq. N.
(12) BRCM former moves 1 sq. NW (to prep a square for BRCM's second worker).
(13) Seaview gun foil moves 1 sq. S and moves so it ends up next to the Spartan laser squad if possible (we want to keep an eye on the Spartan laser squad's movements).
(14) Undamaged North gun foil moves in an easterly direction.
(15) Damaged North gun foil rests.
(16) Westernmost South gun foil moves 1 sq. W, then 1 sq. SW (to uncover every possible unexplored square).
(17) Move East worker to farmed canyon square.
(18) Hurry Recreation Commons at HQ for 38 energy credits (full payment; otherwise we'd have to turn a worker into a doctor to avoid a drone riot).
(19) Rename North to "Drydock."
Notes:
(1) Remember pod popping rules.
(2) Between turns, if you look close enough, you can see AI units moving.
(3) In moves (5) - (8), the three crawlers switch places to enable one HQ crawler to re-home to North. Note the same crawler is involved in moves (5) and (8).
(4) In moves (9) and (11), we're moving up two units to join the unit closest to the Spartan. In move (10), we want the forward unit to end up 2 sq. away from the Spartan. If it ended up next to the Spartan without being stacked with the plasma sentinels, the Spartan could attack at 2-1 odds.
(5) The Seaview gun foil wants to end up next to the Spartan. Since it is a sea unit, the Spartan can't attack it. It is an observer.
(6) The westernmost South gun foil can reveal more squares by going to the limit of its movement. Depending on elevation, it can see up to two squares inland.
(7) The farmed canyon square SE of East is a 2-2-0 square, which is as good as the freshwater mineral bonus nutrient.
(8) We need to hurry the recreation commons at HQ or change a worker to a doctor because HQ will increase in size. HQ already has a drone at size 2 even with a garrison and the Human Genome Project. At size 3, it will have two drones, which will put cause a drone riot.
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