Notes:
(1) Maritime Control Center costs 300 minerals. We have two trance rover supply each worth 180 minerals. If we go with Doctrine: Initiative, we can start building more supply crawlers.
(2) Social Engineering slider is set to 100% lab. We'll have to bring this down if we don't pop some resupply pods. While rushing is nice, there are plenty of useful techs to research. Question for discussion: there are opportunities to build and hurry network nodes. At this point, we can trade one credit for one lab. If we hurry a network node that has 10 minerals accumulated, it will cost 140 credits. Let's say that it will produce a bonus of 3 labs. Is it worth spending 140 now so that we have an extra 3 labs per turn 14 turns earlier (and also freeing up the base 14 turns earlier to produce other things) or would we rather invest 140 labs so our research is done 3 turns earlier?
(3) Formers are working toward the following expansion base sites: (1) west of HQ; (2) east of East; (3) north of Gateway. I would also like to see a former working toward the inland river square in fungal fields.
(4) Formers are also working toward making every square worked as productive as possible. We're building a few sea formers with that in mind.
(5) As Lt. Bodissey reminded us concerning Drydock, there are plenty of opportunities for network nodes.
(6) After the IoD is finished exploring, I'd like to use it as a transport for a colony pod to the Manifold Nexus Central island. It would give us a base.
(7) Similarly, I'd like to consider sending a sea colony pod to the Atlantic Ruins.
(8) I think the key to our military strategy is control of the seas through the Maritime Control Center, cruisers (both come from Doctrine: Initiative), and the most advanced weapons and armor and control of the air from needlejets (Doctrine: Air Power) and copters (Mind/Machine Interface, which will require Neural Grafting in addition to Doctrine: Air Power).
(9) We're close to Deidre on the power bar. It will be more difficult to maintain our pact now that we are a competitor.
(10) To get techs faster, we can (1) allocate more energy to labs; (2) build network nodes; (3) build solar collectors; (4) build tidal harnesses and crawl energy; (5)establish more bases; and (6) switch to knowledge once we've traded for cyberethics (Zakharov has cyberethics).
(1) Maritime Control Center costs 300 minerals. We have two trance rover supply each worth 180 minerals. If we go with Doctrine: Initiative, we can start building more supply crawlers.
(2) Social Engineering slider is set to 100% lab. We'll have to bring this down if we don't pop some resupply pods. While rushing is nice, there are plenty of useful techs to research. Question for discussion: there are opportunities to build and hurry network nodes. At this point, we can trade one credit for one lab. If we hurry a network node that has 10 minerals accumulated, it will cost 140 credits. Let's say that it will produce a bonus of 3 labs. Is it worth spending 140 now so that we have an extra 3 labs per turn 14 turns earlier (and also freeing up the base 14 turns earlier to produce other things) or would we rather invest 140 labs so our research is done 3 turns earlier?
(3) Formers are working toward the following expansion base sites: (1) west of HQ; (2) east of East; (3) north of Gateway. I would also like to see a former working toward the inland river square in fungal fields.
(4) Formers are also working toward making every square worked as productive as possible. We're building a few sea formers with that in mind.
(5) As Lt. Bodissey reminded us concerning Drydock, there are plenty of opportunities for network nodes.
(6) After the IoD is finished exploring, I'd like to use it as a transport for a colony pod to the Manifold Nexus Central island. It would give us a base.
(7) Similarly, I'd like to consider sending a sea colony pod to the Atlantic Ruins.
(8) I think the key to our military strategy is control of the seas through the Maritime Control Center, cruisers (both come from Doctrine: Initiative), and the most advanced weapons and armor and control of the air from needlejets (Doctrine: Air Power) and copters (Mind/Machine Interface, which will require Neural Grafting in addition to Doctrine: Air Power).
(9) We're close to Deidre on the power bar. It will be more difficult to maintain our pact now that we are a competitor.
(10) To get techs faster, we can (1) allocate more energy to labs; (2) build network nodes; (3) build solar collectors; (4) build tidal harnesses and crawl energy; (5)establish more bases; and (6) switch to knowledge once we've traded for cyberethics (Zakharov has cyberethics).
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