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Maniac
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Gent, Belgium
Jul 1999 time: 06:33
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I've been having a look at the MY 2154 presend to see what we can do next year. If the Drones will attack us after all, I guess we should cash in all crawlers to hurry as much plasma garrisons and needlejets as possible. But what should we do if buster keeps his promise and doesn't invade us (for now)?
I guess hurrying a plasma garrison prototype with a crawler in Carseldine (base with command center) is an assured order. And also using two crawlers to hurry a Missile Tactical in Caboolture: if we build the prototype in that most southern base, we can immediately send it to a CyCon base and turn over control: then CC no longer has to prototype the missile weapon and needlejet chassis.
But what to build in the other bases?
Gold Coast is currently building a tree farm. If that base is still under PUT control next year, should we complete and possibly even hurry the tree farm after all, instead of a previous proposal to switch to Aerospace Complex? The hurry cost would probably be 40 credits. Too high o not?
Cairns: currently a research hospital. There's a majority to let it finish the research hospital instead of the Aerospace Complex. If we'd hurry it next turn , it would probably be 82 credits. Too high or not?
One thing when deciding what and when to hurry, is that the more we hurry, the longer it will take us to assemble the +- 330 credits necessary to rushbuild the Neural Amplifier, in case we want that SP. And the later we get 330 credits, the higher the chance the Hive-Drones will snatch the SP away before our eyes.
As for the remaining bases, Gardens Point would be an excellent base for an aerospace complex due to its high mineral production and having two talents (allows us to build a non-SAM needlejet without causing a drone riot). Then there is left Kelvin Grove, Daintree, Townsville, Cape York, Sunshine Coast and Longreach. Any suggestions for those?
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Maniac
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Gent, Belgium
Jul 1999 time: 06:33
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quote: Originally posted by GeoModder
Gardens Point: Colony Pod or Hab Complex.
The base will grow in 3 turns, both can be completed by then.
***
If you move those crawlers, can you keep an eye that the production of Gardens Point doesn't fall? It's for that population growth in 3 turns... |
IIRC Gardens Point production has increased with one mineral this turn.
As for population growth, a condenser square that was previously being worked by a Gardens Point crawler is now worked by a Cairns crawler (as that base had a nutrient shortage last turn). As a consequence Gardens Point growth is now only in 6 turns. So we have a little more time before we have to build a colony pod or costly hab complex. Could I therefore please suggest that we first build an aerospace complex and some needlejet, and only in a few turns the hab complex? 
quote: Caboolture: start Aerospace Complex (or interceptor prototype)
Carseldine: Trance Plasma Garrrison or Plasma Garrison
(after workshop off course)
Kelvin Grove: Command Center indeed! 2 are a minimum for a faction. |
As for Caboolture, personally I'd prefer the prototype, so we can send it to CyCon soon.
quote: For the rest: No real suggestions, instead of crawlers perhaps research hospitals or tree farms in some bases? |
You mean in those northern PUT bases? Isn't that risky? Who knows those bases will be under Drone control in a few years.
quote: O yes, let some of those little bases build colony pods!!  |
What would you do with the CPs?
***
Edit: Btw, what to do with the probes? Should we keep the librarians in our bases to protect against possible probe attacks (though what can they still steal from PUT?), but also making them vulnerable against needlejet attacks? Or station them around our bases so that our enemies don't know their location, and we can probe rape any conquered base?
Last edited by Maniac on 16-02-2004 at 00:57
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GeoModder
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The most erratic Overlord!
Jan 2004 time: 06:33
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quote: Originally posted by Maniac
Could I therefore please suggest that we first build an aerospace complex and some needlejet, and only in a few turns the hab complex? |
With Caboolture already building a plane, I agree with an AC.
quote: Originally posted by Maniac You mean in those northern PUT bases? Isn't that risky? Who knows those bases will be under Drone control in a few years.
What would you do with the CPs? |
Yes, it's too risky, you're right. But build a few colony pods, the reason is that we have to colonize the rest of the PUT island anyway, perhaps Daintree and Longreach CPs?
Further more, how about hurrying the CC in Kelvin's Groove? Less then 50 credits.
Wouldn't hurry any more, let us save energy for building NA in CC.
Btw, D:AP will be sended to CC next turn, I suppose?
When do you plan to send the PUT turn over?
I'm asking since we can use the whole 48 hours and already discuss more about CC in this time frame.
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Maniac
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Gent, Belgium
Jul 1999 time: 06:33
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quote: Originally posted by GeoModder
With Caboolture already building a plane, I agree with an AC.  |
Ok. 
quote: Yes, it's too risky, you're right. But build a few colony pods, the reason is that we have to colonize the rest of the PUT island anyway, perhaps Daintree and Longreach CPs? |
IMHO we shouldn't build any new bases anymore, but improve our existing ones. However I'd suggest we hold a poll about it. The bases building crawlers have low production, so we can still switch production next year without a penalty depending on the poll results.
quote: Further more, how about hurrying the CC in Kelvin's Groove? Less then 50 credits. |
Ok. 
quote: Wouldn't hurry any more, let us save energy for building NA in CC. |
I agree. 
quote: Btw, D:AP will be sended to CC next turn, I suppose? |
Indeed. 
quote: When do you plan to send the PUT turn over?
I'm asking since we can use the whole 48 hours and already discuss more about CC in this time frame. |
Oh ok, I can wait until the end of our time limit. It's just that there hasn't been much discussion on the CC turn despite there being plenty of time, so I supposed everybody was fine with the current plans, and it was all right to play the turn fast.
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