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Skanky Burns
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Skanky Bastard Quartermaster
Aug 2001 time: 14:37
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quote: Originally posted by Googlie
So we start with 2 colony pods and a unity rover.
Found 2 bases and produce scouts? research cent ecol?
If food sufficient to grow to 2 first, then produce colony pods. Discover Cent Ecol in the meantime. Start Doc Flex
Found 2 more bases and produce formers, rush buying - to use that first free row of minerals for 21 to 23 ec's each, and change to scouts thereafter.
So by turn 10 or so we have 4 bases, 4 scouts, 2 formers and a Unity Rover
What now? |
quote: Originally posted by Googlie
Actually, to continue on, I see we have already a suggestion:
Make sure we either start on, or build, a coastal base, then we produce a gun foil or 2 after getting Flex, to better explore/bully/extort our neighbors.
There is always "build" competition for colony pods, land and foil probes, impact rovers, formers, and, yes, eventually crawlers.
So what are our priorities? |
quote: Originally posted by Zeiter
I'd say generally we should try to get colony pods out there as soon as growing to size 2 allows. If a Cpod has to wait because a base won't be at size 2 by its completion, then the priorities should probably go:
1. formers
2. more scouts
3. rec tanks after we get Biogen, or possibly more formers
4. a foil for scouting the seas.
A lot depends on terrain.
Also, will we be going uber-ICS base placement? (Meaning, mostly 2 tiles from base to base? I think that could help offset our industry penalty in the early game somewhat if we get more bases out there more quickly. But again, a lot depends on terrain. This ICS strategy is only good if there are several workable tiles near each base. If we find ourselves in a resourced-strapped dunes/fungus environment, our focus needs to be on formers instead of new bases. |
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