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  • AAs converging on U3.
    I intend to get the HGP, for excessive ICSing and some GA booming.
    I don't have Biogenetics yet, but I figure I'll have it shortly.

    U3 has growth in 2 by working the nut bonus, and as such makes a Scout patrol for drone control.
    It's already made a Formers, which start to farm the nearby nut bonus.

    My scout patrol is right next to the pod at 50,22. I wonder what it contains?
    Scout rover to 64,22 - failed to move onto the monolith, so it will make different moves next turn.

    Rover moves to 64,48, thus ending my turn.
    with 2 Cpods on the way, and more being spammed - it is only a matter of time until I have the highest population.

    With High population and Gun foils, Governorship is probably mine.
    Get the Empath Guild, and my victory will be assured!

    Turn to Chaunk.
    Attached Files

    Comment


    • If you moved the chopper over the square, maybe that cancelled it. Choppers can't pop pods, but they can fly over pod squares.

      As for the MW theory, if the MW was there you would have seen it.

      Comment


      • Rover & Probe move to (29,39) towards Concordat of Worms.
        Formers -> (23,29) start clearing fungus.
        Scouts heading towards bases for drone control.

        END TURN

        I think it takes me longer to type this little explaination than it does to play... lol
        Attached Files
        Play hangman.

        Comment


        • a nothing turn

          Miner moved towards Carnoustie
          mindworm roamed thru fungus

          ENDTURN
          Attached Files

          Comment


          • Enigma's turn

            Sven had a jump in the tech chart.
            It seems he's contacted ChaDawn!
            He's also offering to trade IA for SocPsy... which is unacceptable.
            I talk to ChaDawn once, he trades AppPhys for SocPsy.

            He's seething, so I can't get Chaunk's comm frequency. I hope Chaunk can get the comm frequency for me - so we can start trading stuff.

            Rover at 64,22 to 61,23, repairing and getting an upgrade to Veteran.
            Finally pop a pod at 50,22 and get...
            Energy resources. Fat lot of good it does out there, but at
            least it wasn't a Xeno bloom.

            AAs converge on U3, Colony pods keep coming.
            Rover to 63,49. Tries to get the pod... fails.
            Scout to 59,41.
            Formers on Overflow ridge build a road.
            ------

            I wonder if I want the HGP or the WP? With all that other
            tech, restriction lifting is a fair way away.
            Otoh, having craploads of pods will beat having crapoloads of formers.
            Attached Files
            Play hangman.

            Comment


            • Scouts move to bases for drone control in two turns time.
              formers still forming
              rover & probe move towards cha-dawns base int' crater. Not sure if I want to take it, but I think I do
              sliders to 20/10/70 for tech next turn.

              END TURN
              Attached Files
              Play hangman.

              Comment


              • Hmm - serious miscalculation last turn - should have rushed Carnoustie's Colony Pod. Pop increased, but immediately base went into drone riots 'cos of no sentry there (it's the miner, off exploring), so had to take worker off the mineral tile (had to keep the 2 nut tile worked) so now the completion is another 2 turns away (next turn I'll rush and the turn after I'll get the colonists off their asses and moving)

                Miner heading back towards Carnoustie (though not so urgent now, as by the time he gets there it'll again be a 1-pop base) via the piece of wreckage that I think I've already researched.

                Mindworm heading east thru the fungus

                Chopper fully repaired, but left it in the base (how come the pilots, strutting aroiund Carnoustie with their shredders holstered, cant do garrison duty? - must speak to these bums)

                ENDTURN
                Attached Files

                Comment


                • /me wonders if Googlie did that miscalculation on purpose

                  Great, so Chaunk's stormin' crater, I'm spammin' MJ, and Googlie's...
                  ...
                  ...
                  Alive.

                  Comment


                  • -Turn start-
                    Sven's got the balls to build a forward base near the Monsoon Jungle - Operation Impact Foil is still good to go.

                    U2 grows, I won't be able to keep it under drone control for too long.
                    I need both forests and crawlers. Forests seem more important, so I'm building a Formers.
                    This will take me over my supply limit, so I'll have to rehome the other former.

                    Road completed at Overflow Ridge, roading down to U3.
                    Colony pod moves, U4 at 51,37 is my agenda.
                    My other moving Cpod will go to 51,33 to found U5.

                    Rover to 57,23, preparing to pop that pod.
                    Scout at Cape Disappointment tries to move over fungus...
                    Finds a Spore launcher! Gotta kill it before it gets my AAs...
                    Kill it, Scout's to 20% power but has a morale upgrade.

                    Pop a pod at 64,50 to get a Fungal Bloom. >_<''
                    Pop a pod at 65,39 to get 75 ECs.
                    I'll save them, and go Wealth once I cash my AAs in on a project.

                    ChaDawn is noncommital. I could get Chaunk's commlink, but it would cost me ECs - I'd rather not do that.
                    Such ends my turn!
                    GL getting bases up - I think you'll need it.
                    Attached Files

                    Comment


                    • Rover took Concordat of Worms. Cha-Dingle called up and asked for Ethical Calculus for peace. I said "Hahahahahahaha HA!". It cried. It then asked for a truce, no tech change. I said it was on drugs. Ah well, vendetta it is then

                      Will rename Concordat of Worms when i think of a good name.

                      Probe moved into concordat of Worms.

                      Scout in Concordat of Worms rushed for 24 e.c.

                      Scout->OptiCommons()
                      Scout&AA->DataDeCentral()

                      I have 5 tech accumulated... Very interesting... Didn't know you got tech when you captured a base. Will have to test that effect more.

                      END TURN
                      Attached Files
                      Play hangman.

                      Comment


                      • Yeah - if you have "spoils of war" checked in the game rules set up you get one each time you capture a base

                        CMN's usually disable it when the CyCon are in a game 'cos that's their faction advantage

                        Comment


                        • 2116:

                          > rushed the Carnoustie CP to 1 turn (cost 9 ec’s)
                          > worm popped the pod at 19:69, to reveal a minerals tile
                          > chopper heading north to see what’s up at the “New Colony Here” site at 13:31
                          > miner laboriously makes his roundabout way to Carnoustie
                          > moved St Andrew’s worker to newly forested nut tile – I lose one lab point (and next tech in 6 instead of 5) but gain 3 turns in completion of next pop, and I have the ec’s to rush the CP there
                          Attached Files

                          Comment


                          • Spoils aren't on. Chaunk got an extra turn's worth of lab points in the capture, and so did I when I playtested it.

                            Comment


                            • Playing turn now.

                              Comment


                              • -turn begin-
                                Scout at Cape Disappointment moves south.
                                Rovers to 65,49
                                Rovers to 67,37

                                AAs converge on U3. I'll wait for some crawlers before getting the Virtual World.
                                Cpod on 51,37 will build next turn,
                                U5 planting on 51,33 in 3 turns.

                                Setting doctors in U1 and U2, both will grow next turn.
                                The 7th base will take me over my b-limit, so I'll need a drone-reducing SP to keep the ICS moving.

                                I set my bases to produce Porkbarrels (expensive supply crawlers),
                                in preparation of popping the pod.
                                You can switch production and switch it back the same turn, so if I don't get a minerals pod then I won't have lost any minerals.

                                Yes, it's a minerals pod! If I hadn't switched production I'd be royally screwed right about now!
                                /me is thankful for the pod in Life is only a Game educating him and saving his ass

                                I buy Chaunk's comm frequency from ChaDawn for Industrial Base.
                                Time to get the trading going!

                                Oh, Googlie:
                                Since you're a bit behind, I'll donate you some tech once I get in contact with you.
                                Attached Files

                                Comment

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