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Maniac
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Gent, Belgium
Jul 1999 time: 06:37
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quote: Originally posted by Zeiter
I'm actually beginning to lean more towards Goolgie's suggestion of planting both bases on the second turn. |
quote: Originally posted by Googlie
I'm leaning towrads planting the flag in 2101 with Sparta Command |
Cute. Everyone has reversed their previous opinion. 
quote: Originally posted by Googlie
Battle Ogre II |
Are you serious? If only that weren't a writing error: we could probably level a few factions before they even knew what hit them. 
Anyway, I tend to agree with Googlie and building Sparta Command first turn too. Then we can pop the pod first turn already, and if it's a resource bonus or monolith, we'll be able to work that square one turn earlier than we would if we planted both bases on the second turn. 
quote: If a monolith, move the worker to it (becomes tech in 5, with sliders at 20/10/80), or if a nut, or river + nut, move the worker as well, and in any of these 3 situations, change the production to a colony pod |
If we'd pop a monolith, our population could grow in 11 turns, while our CP would be finished in 8 turns IIRC. So in that case I'd personally opt for a rover. In the other situations I agree with directly building a CP though. 
quote: If anything else gets popped, change back to a scout or rover |
If we had to choose between a scout or rover for our first production now, I'd personally always opt for the rover. Sure, it costs 11 minerals more, meaning we'd finish our CP later. But on the other side a rover can act as a more mobile police unit and will explore and pop pods faster. And I think the faster pod popping will soon pay back the bigger rover cost, eg a unity pod with 50 credits allowing us to hurry the next production item in Sparta Command. 
quote: summary: doc flex, then infonets, then plan nets |
Don't forget Centauri Ecology first! 
Btw, IIRC yesterday I've checked whether the CentEcol->DocFlex->InfoNets->PlaNets was possible, and I think PlaNets wasn't available as a choice for our fourth tech. So this means we'd have to choose another tech in between. Good possibilities seem:
Applied Physics (for a Nonlinear Maths and impact gun beeline)
Industrial Base (for a Inustrial Automation and crawler beeline)
Social Psych (for an Ethical Calculus and population boom beeline)
I guess the choice would depend on our terrain surroundings, Hive hostility/friendliness, etcetera...
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Maniac
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Gent, Belgium
Jul 1999 time: 06:37
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As Zeiter suggested, I already did the moves a majority seemed to agree about :
- Build Sparta Command where we are.
- Change production to a command center.
- Pop the northern pod with the unity rover. We got a monolith. I decided not to get a morale upgrade right now, but instead let the rover move one tile further, as we can always get a morale upgrade later, and I thought the extra map info now might be useful to better decide the location of our second base.
- I put the Sparta Command worker on the monolith. The base will now grow in 11 turns. A colony pod would be finished in 8 turns - too early. Therefore I set production to a scout rover for the reasons stated a few posts higher:
quote: If we had to choose between a scout or rover for our first production now, I'd personally always opt for the rover. Sure, it costs 11 minerals more, meaning we could finish our first CP there later. But on the other side a rover can act as a more mobile police unit and will explore and pop pods faster. And I think the faster pod popping will soon pay back the bigger rover cost, eg a unity pod with 50 credits allowing us to hurry the next production item (eg a CP) in Sparta Command. |
Of course production can still be changed if you want to, as this is only a midturn save.
- I set the energy allocations to 30 econ / 10 psych / 60 labs. This way we get 1 credit and 3 labs per year instead of 2 of each.
- As the rover discovered a river in the north, I decided not to move the CP south yet. With the new map info, personally I'd suggest to move the second CP one tile north to the monolith. Then next year we could first move the rover down the river course, and depending on the terrain it discovers, move the CP one tile north or west to build a base near the river banks.
Download the midturn save here.
Screenie. Sorry for the hideous base graphics. 

If within the hour I get a positive comment to proceed with the course of action suggested above, I'll play the turn already and post it in the turn tracking thread if that's all right. If not, it'll have to be for tomorrow. Unless of course someone else wants to play the rest of the turn when it becomes clear there is a majority for a certain course of action. 
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Zeiter
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That looks like an excellent place for a base, on the river tile that the rover is currently on. The two bases could then trade on and off working the monolith, as needed. The 2nd base would also get +1 energy in the base square, right off the bat. The river could also be useful in that when the 2nd base produces a CP, the river will speed its movement to the next base site. So, I agree, moving the 2nd CP north seems to be the way to go.
BTW, what shall we name the 2nd city?
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Kody
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If life's standing still and your soul's confused
Jun 2003 time: 14:37
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quote: (And, Maniac, as the river wasn't there from the partial grid Kody posted, didn't you create it when you popped the pod?) |
The river was just out of visible range before. The pod was just a monolith.
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Zeiter
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Ah yes, we could move the CP two tiles on the river and found it with 1/3 movement point remaining. That's a very good possibility. Next turn we can use the rover to scout along the river to see what that area looks like.
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Kody
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If life's standing still and your soul's confused
Jun 2003 time: 14:37
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quote: If you go to the F2 Labs screen, you'll see that there is already one labs accumulated towards our research. Any idea what caused this? |
Every time you pop a pod you get 1 lab point.
With starting positions. 2 in this case, I think the starting positions weren't completely fair. But Drogue says they're fair so they must be.
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Kody
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If life's standing still and your soul's confused
Jun 2003 time: 14:37
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DP
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Zeiter
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Hmmmm, I also noticed that we could pop that pod to the north next turn instead of exploring more of the river. The downside is that the rover will only get 1 move (vs. 6 moves along the river) and won't be scouting in the direction of likely future base expansion.
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Zeiter
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Wow, I must say that is some beautiful terrain. Look at all those rolling/rainy tiles!
Are we still agreed to move the CP two more tiles down the river, and build it on that flat/moist river square? Then perhaps we should switch its production to a CC, then pop the pod near the new city. It would be great if we got a nutrient bonus.
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:37
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quote: Originally posted by Zeiter
Wow, I must say that is some beautiful terrain. Look at all those rolling/rainy tiles! |
I agree - I take back all those snide comments I made about my scenario-test start sites being better!!
quote: Are we still agreed to move the CP two more tiles down the river, and build it on that flat/moist river square? |
That has my vote
quote:
Then perhaps we should switch its production to a CC, then pop the pod near the new city. It would be great if we got a nutrient bonus. |
I'd be inclined, again, to put a Command Center into production before popping the pod in case we get a facs completion goody (which we couldn't, obviously, get if we had a colony pod a-building). Then pop the pod. We'll have 9 out of the ten boxes filled in any event, so unless we popped a nut special a colony pod would come too quickly, so another rover would be my choice, then a colony pod.
G.
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Maniac
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Gent, Belgium
Jul 1999 time: 06:37
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Santiago Citadel on coordinates (58.18) 
quote: Originally posted by Googlie
I'd be inclined, again, to put a Command Center into production before popping the pod in case we get a facs completion goody (which we couldn't, obviously, get if we had a colony pod a-building). Then pop the pod. |
Does that mean you would prefer to move our rover on (58.20) as soon as possible to the Unity pod location? Or would you first want to explore the two remaining river tiles (56.20) and (57.21) before going to the pod location? In that case though the rover will only have 2/3 movement points left to pop the pod, with thus 1/3 chance that it won't be popped this year. Should that happen, would you want to continue command center production under the hope that we still get a materials pod next year, or would you immediately switch to rover production to prevent a mineral loss?
Edit: Btw guys, do you want to continue using this thread for all turnplay comments and suggestions, or use Googlie's 2101-2120 turn reporting thread? Just asking so I know where to post turn reports.
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:37
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Torn .... torn .... torn ....
The more i look at our position the more I like the option of moving the colony pod its full 3 mp's downriver, and getting to 57:21 to found the base there in 2104, on what is either a lake or a shoreline (and we can use the rover to determine which by some advance exploration)
Last edited by Googlie on 06-07-2004 at 18:16
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All times are GMT. The time now is 05:37. Apolyton Time is 00:37. |
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