Zakharov has been very difficult. First he ends the pact kicking our units out. Now he starts a vendetta. He is running democratic, free market and knowledge.
Democratic and free market are probably the worse choices for waging war.
Because he has all the techs we have and is ahead in armor, we have to outmanuever and outproduce him.
Mir presents an opportunity. It has only one defender. If we can take Koppernigk Observatory and put in a transport with land units abroad, we can occupy Mir if we can knock out the single defender with air power. Mir contains all of Universities secret projects. If we can hang onto Mir, University loses its immunity to probe teams. Or we could destroy Mir.
BEFORE ENDING 2166:
(1) Hurry recreation commons at Xanadu for 54 credits (full payment).
(2) Xanadu doctor becomse 3-0-0 worker.
(3) Seaview worker moves from 3-1-1 square to 1-2-1 forest (the extra two nutrients will be wasted).
(4) Seaview worker moves from 4-0-5 square to to 4-0-3 nutrient bonus square.
(5) Panama worker moves from 0-1-0 square to bonus energy square.
(6) Change Panama to fusion sea colony pod.
(7) In design workshop, add deep radar to fusion sea colony pod to create fusion sea colony pod mk2. Hit apply and upgrade all future production of fusion sea colony pod to the mk2 model.
(8) Bay Area worker moves from 2-0-2 square to 1-2-1 forest square.
(9) Hurry Bay Area fungicidal fusion sea formers mk2 for 6 credits (partial payment).
(10) Change Seaview to supply.
(11) Change Fleet Anchorage to recreation commons.
BETWEEN 2166 AND 2167:
(12) If Zakharov contacts us, only end vendetta if he pays us. Do not end pact or give into extortion.
(13) HQ builds trance scout infantry. In design workshop, add comm jammer to trance plasma garrison to create 1-3+t-1*2 ECM, Trance ECM plasma garrison. Change HQ to ECM plasma garrison.
(14) BRCM builds fusion sea formers. Change to X fusion penetrators.
(15) Bay Area builds fungicidal fusion sea former mk2. Change to 0-3-5*2 Deep Radar Fusion Cruiser Transport.
(16) Drydock builds X fusion penetrator. Change to fusion cruiser transport.
(17) Xanadu builds recreation commons. Change to fusion sea formers.
(18) Sunken City builds fusion sea colony pod mk2. Leave as fusion sea colony pod mk2.
(19) Gateway builds supply. Change to fusion sea colony pod mk2.
(20) Tu es Petrus builds trance scout infantry. Change to recreation commons.
(21) Athens builds colony pod mk2. Change to supply.
FOR 2167:
(22) Big Easy doctor becomes 3-0-0 worker.
(23) Gibraltar skimship supply moves to mineral bonus and crawls 2 minerals for Gibraltar.
(24) HQ (green) trance scout at HQ moves 1 sq. W, 1 sq. N and investigates monolith.
(25) HQ trance scout 2 sq. SE of Drydock moves into Drydock and holds.
(26) Drydock X fusion penetrator moves west to Morgan Interstellar (it can be done in a year).
(27) Bay Area gun foil 1 sq. E of Suez moves 1 sq. E, 1 sq. N, 1 sq. NW and holds.
(28) Seaview fusion sea colony pod moves 1 sq. E, 1 sq. N, 1 sq. NW and establishes "The Battery."
(29) Change The Battery production to fungicidal fusion sea former mk2.
(30) Gateway former droid in jungle builds road.
(31) Suez worker moves from 1-2-1 square to 1-2-1 forest square 1 sq. SE of Suez.
(32) Gateway supply at Gateway moves 2 sq. S and crawls 2 minerals.
(33) BRCM sea former moves to bonus nutrient and cultivates kelp farm.
(34) Suez fusion marines at East moves to HQ monolith and investigate.
(35) Seaview former 1 sq. SW of BRCM builds road.
(36) BRCM fusion sea former at BRCM moves 1 sq. W and cultivates kelp farm.
(37) Sunken City fusion sea colony pod mk2 moves 2 sq. NE, 1 sq. N and establishes "Sea World." Change production to recreation commons. Change worker to doctor. Re-home plasma hoverboat.
(38) HQ fungicidal former 1 sq. SW of Panama removes fungus.
(39) Gateway fungicidal former 1 sq. SW of Panama builds road.
(40) Drydock gun foil at Panama moves toward Sunken City.
(41) Drydock fusion interceptor near Training Camp moves 2 sq. E, 2 sq. N, 1 sq. NE, 2 sq. N, 1 sq. NE and 1 sq. E to get to Fleet Anchorage (following water is safest bet because we've been destroying sea units).
(42) Look for some nice targets for missile needlejets in Fleet Anchorage.
(43) Missile needlejets in Spartan territory outside Fleet Anchorage return to Fleet Anchorage.
(44) Athens colony pod at Athens moves 1 sq. SE, 1 sq. S, 1 sq. E.
(45) Pre-boil IoD 2 sq. N by NE of Morgan Interstellar moves 5 sq. SW to The Battery and waits.
(46) Gateway trance scout 1 sq. NW of The Battery moves into The Battery, re-homes and holds.
(47) Pre-boil IoD moves 1 sq. N.
(48) Boiled Eggplant missile needlejet at Boiled Eggplant rests.
(49) Boil IoD moves into Boiled Eggplant and holds.
(50) Bay Area missile foil near Boiled Eggplant moves into Boiled Eggplant and holds.
(51) Krusty Krab missile needlejet at Midway holds.
(52) Sunken City colony pod at Manifold Nexus Central establishes "Manifold Nexus Central."
(53) Change MNC production to trance scout infantry.
(54) Pre-boil mindworm at MNC holds.
(55) Tu es Petrus trance scout at Tu es Petrus holds.
(56) Bay Area fungicidal sea former at Bay Area moves 2 sq. W, 2 sq. SW, 1 sq. S, 1 sq. W.
(57) Ushuaia former 2 sq. SW of Ushuaia moves 3 sq. NE.
(58) Tu es Petrus missile foil at Tu es Petrus attacks Water to Wine.
(59) Gibraltar missile foil at Krusty Krab occupies Water to Wine.
(60) Rename Water to Wine.
(61) Change production of Water to Wine to trance scout infantry.
(62) Gibraltar missile foil at Water to Wine re-homes and holds.
(63) Syrtis worker moves from 1-2-1 forest square 1 sq. E of Syrtis to 1-2-1 forest square 2 sq. N by NE of Syrtis.
(64) Syrtis supply 2 sq. NE of Syrtis moves 1 sq. S and crawls 2 minerals for Syrtis.
(65) HQ supply 1 sq. SE of HQ moves to 1 sq. W of HQ and crawls 2 minerals for HQ.
(66) BRCM supply 1 sq. W of East moves to 1 sq. SE of HQ and crawls 2 minerals for BRCM.
(67) East supply 1 sq. S of East moves to 1 sq. W of East and crawls 2 minerals for East.
(68) HQ crawler 2 sq. S by SE of East moves 1 sq. NW and crawls 3 minerals for HQ.
(69) East worker moves from 1-2-1 square to 1-3-1 forest canyon square 2 sq. S by SE of East.
(70) BRCM worker moves from 1-2-1 square 1 sq. S of BRCM to 1-2-1 square 2 sq. SE of BRCM.
(71) Seaview supply 1 sq. NE of BRCM moves to 1 sq. S of BRCM and crawls 2 minerals for Seaview.
Note: Between 2168 and 2169, we will discover MInd/Machine Interface and be able to construct the Cyborg Factory. We need to deny Zakharov the bioenhancement centers at all of his bases. The Cyborg Factory cost 400 minerals. We'll need the trance rover supply (180), seven crawlers (30 minerals each) and ten minerals of production by HQ.
We're moving the supply crawlers so they can all enter HQ is 2169.
Democratic and free market are probably the worse choices for waging war.
Because he has all the techs we have and is ahead in armor, we have to outmanuever and outproduce him.
Mir presents an opportunity. It has only one defender. If we can take Koppernigk Observatory and put in a transport with land units abroad, we can occupy Mir if we can knock out the single defender with air power. Mir contains all of Universities secret projects. If we can hang onto Mir, University loses its immunity to probe teams. Or we could destroy Mir.
BEFORE ENDING 2166:
(1) Hurry recreation commons at Xanadu for 54 credits (full payment).
(2) Xanadu doctor becomse 3-0-0 worker.
(3) Seaview worker moves from 3-1-1 square to 1-2-1 forest (the extra two nutrients will be wasted).
(4) Seaview worker moves from 4-0-5 square to to 4-0-3 nutrient bonus square.
(5) Panama worker moves from 0-1-0 square to bonus energy square.
(6) Change Panama to fusion sea colony pod.
(7) In design workshop, add deep radar to fusion sea colony pod to create fusion sea colony pod mk2. Hit apply and upgrade all future production of fusion sea colony pod to the mk2 model.
(8) Bay Area worker moves from 2-0-2 square to 1-2-1 forest square.
(9) Hurry Bay Area fungicidal fusion sea formers mk2 for 6 credits (partial payment).
(10) Change Seaview to supply.
(11) Change Fleet Anchorage to recreation commons.
BETWEEN 2166 AND 2167:
(12) If Zakharov contacts us, only end vendetta if he pays us. Do not end pact or give into extortion.
(13) HQ builds trance scout infantry. In design workshop, add comm jammer to trance plasma garrison to create 1-3+t-1*2 ECM, Trance ECM plasma garrison. Change HQ to ECM plasma garrison.
(14) BRCM builds fusion sea formers. Change to X fusion penetrators.
(15) Bay Area builds fungicidal fusion sea former mk2. Change to 0-3-5*2 Deep Radar Fusion Cruiser Transport.
(16) Drydock builds X fusion penetrator. Change to fusion cruiser transport.
(17) Xanadu builds recreation commons. Change to fusion sea formers.
(18) Sunken City builds fusion sea colony pod mk2. Leave as fusion sea colony pod mk2.
(19) Gateway builds supply. Change to fusion sea colony pod mk2.
(20) Tu es Petrus builds trance scout infantry. Change to recreation commons.
(21) Athens builds colony pod mk2. Change to supply.
FOR 2167:
(22) Big Easy doctor becomes 3-0-0 worker.
(23) Gibraltar skimship supply moves to mineral bonus and crawls 2 minerals for Gibraltar.
(24) HQ (green) trance scout at HQ moves 1 sq. W, 1 sq. N and investigates monolith.
(25) HQ trance scout 2 sq. SE of Drydock moves into Drydock and holds.
(26) Drydock X fusion penetrator moves west to Morgan Interstellar (it can be done in a year).
(27) Bay Area gun foil 1 sq. E of Suez moves 1 sq. E, 1 sq. N, 1 sq. NW and holds.
(28) Seaview fusion sea colony pod moves 1 sq. E, 1 sq. N, 1 sq. NW and establishes "The Battery."
(29) Change The Battery production to fungicidal fusion sea former mk2.
(30) Gateway former droid in jungle builds road.
(31) Suez worker moves from 1-2-1 square to 1-2-1 forest square 1 sq. SE of Suez.
(32) Gateway supply at Gateway moves 2 sq. S and crawls 2 minerals.
(33) BRCM sea former moves to bonus nutrient and cultivates kelp farm.
(34) Suez fusion marines at East moves to HQ monolith and investigate.
(35) Seaview former 1 sq. SW of BRCM builds road.
(36) BRCM fusion sea former at BRCM moves 1 sq. W and cultivates kelp farm.
(37) Sunken City fusion sea colony pod mk2 moves 2 sq. NE, 1 sq. N and establishes "Sea World." Change production to recreation commons. Change worker to doctor. Re-home plasma hoverboat.
(38) HQ fungicidal former 1 sq. SW of Panama removes fungus.
(39) Gateway fungicidal former 1 sq. SW of Panama builds road.
(40) Drydock gun foil at Panama moves toward Sunken City.
(41) Drydock fusion interceptor near Training Camp moves 2 sq. E, 2 sq. N, 1 sq. NE, 2 sq. N, 1 sq. NE and 1 sq. E to get to Fleet Anchorage (following water is safest bet because we've been destroying sea units).
(42) Look for some nice targets for missile needlejets in Fleet Anchorage.
(43) Missile needlejets in Spartan territory outside Fleet Anchorage return to Fleet Anchorage.
(44) Athens colony pod at Athens moves 1 sq. SE, 1 sq. S, 1 sq. E.
(45) Pre-boil IoD 2 sq. N by NE of Morgan Interstellar moves 5 sq. SW to The Battery and waits.
(46) Gateway trance scout 1 sq. NW of The Battery moves into The Battery, re-homes and holds.
(47) Pre-boil IoD moves 1 sq. N.
(48) Boiled Eggplant missile needlejet at Boiled Eggplant rests.
(49) Boil IoD moves into Boiled Eggplant and holds.
(50) Bay Area missile foil near Boiled Eggplant moves into Boiled Eggplant and holds.
(51) Krusty Krab missile needlejet at Midway holds.
(52) Sunken City colony pod at Manifold Nexus Central establishes "Manifold Nexus Central."
(53) Change MNC production to trance scout infantry.
(54) Pre-boil mindworm at MNC holds.
(55) Tu es Petrus trance scout at Tu es Petrus holds.
(56) Bay Area fungicidal sea former at Bay Area moves 2 sq. W, 2 sq. SW, 1 sq. S, 1 sq. W.
(57) Ushuaia former 2 sq. SW of Ushuaia moves 3 sq. NE.
(58) Tu es Petrus missile foil at Tu es Petrus attacks Water to Wine.
(59) Gibraltar missile foil at Krusty Krab occupies Water to Wine.
(60) Rename Water to Wine.
(61) Change production of Water to Wine to trance scout infantry.
(62) Gibraltar missile foil at Water to Wine re-homes and holds.
(63) Syrtis worker moves from 1-2-1 forest square 1 sq. E of Syrtis to 1-2-1 forest square 2 sq. N by NE of Syrtis.
(64) Syrtis supply 2 sq. NE of Syrtis moves 1 sq. S and crawls 2 minerals for Syrtis.
(65) HQ supply 1 sq. SE of HQ moves to 1 sq. W of HQ and crawls 2 minerals for HQ.
(66) BRCM supply 1 sq. W of East moves to 1 sq. SE of HQ and crawls 2 minerals for BRCM.
(67) East supply 1 sq. S of East moves to 1 sq. W of East and crawls 2 minerals for East.
(68) HQ crawler 2 sq. S by SE of East moves 1 sq. NW and crawls 3 minerals for HQ.
(69) East worker moves from 1-2-1 square to 1-3-1 forest canyon square 2 sq. S by SE of East.
(70) BRCM worker moves from 1-2-1 square 1 sq. S of BRCM to 1-2-1 square 2 sq. SE of BRCM.
(71) Seaview supply 1 sq. NE of BRCM moves to 1 sq. S of BRCM and crawls 2 minerals for Seaview.
Note: Between 2168 and 2169, we will discover MInd/Machine Interface and be able to construct the Cyborg Factory. We need to deny Zakharov the bioenhancement centers at all of his bases. The Cyborg Factory cost 400 minerals. We'll need the trance rover supply (180), seven crawlers (30 minerals each) and ten minerals of production by HQ.
We're moving the supply crawlers so they can all enter HQ is 2169.
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