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Chaunk
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CEO of Morgan Industries, ACDG3
Apr 2002 time: 05:37
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quote: Originally posted by Impaler[WrG]
Move Both Colony Pods SW and the scour North or West depending on how the landmass is shapped.
Next turn Found a base with one Pod and then pop the Pod with our other CP as it travels along the river. Nothing Dangerous should come out of a Pod adjacent to our first base. Continue moving the second CP down the river as far as it will go and found another base on the same turn.
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I like this We wouldn't be able to get a net node from the pod though, as it'd be earlier than we could have infnet (And should we pop that from the pod, our tech rate would become terrible... but there's not much we can do about that really)
quote: Originally posted by Impaler[WrG]
The proposed tec Path is ofcorse a compromise, if nothing better (as in earlier BioGen) can be found then I would go with it. |
Earlier bioGen can be done, but only at the expence of indauto. Not an option IMHO 
quote: Originally posted by Impaler[WrG]
I also agree with Chaunk on going light on Garrison troops. We should use our first scout to "scout" out some Pods, our first base can then make a second scout and start it off in some direction that we think more bases will be planeted in leaving our first base unguarded for a bit. Our Second Base will make a third scout that will serve double duty by defending both bases. When we get our 3rd and 4th bases built we will likly be in FM and running out of territory to explore or if we have been fighting worms we likly have a damaged scout so that second scout can return to guard one of thouse expantion bases freeing it from the task of imediatly creating a defender. The other expantion base though can make a defender for a total of 3 defenders for 4 bases a resonable ratio. I myself offten go as low as 2 bases per 1 defender though I doupt most of yall would be that riskay. You end up performing a lot of Defensive combat ofcorse but early in the game worms fight at a huge disadvantage and its invariably a win. |
I often go until 2150 without making another scout patrol beyond the ones made by my first two bases. 3 defenders for the entire faction isn't uncommon for a long time... In MP, they'd be augmented by a defensive probe network though, hopefully by 2135 or so. In my current MP game as Morgan, 2143 I have probe defenders in every base, and only two scouts, both independent (I popped a cloning pod). Probe garrisons are the way forward as Morgan IMHO.
quote: Originally posted by jtsisyoda
Previously you suggested InfNet, IndEcon, CentEco, IA, Biogen. Does that work, too? Depending on how things progress, that might be better. We can save that discussion for a few years from now. |
Yep, that works too. IndEcon & FM first would help our tech rate, but may hurt our expansion with no formers for roads. Lets discuss that when we're closer to InfNet.
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Archaic
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Washed up SMAC/X University Specialist
Nov 2001 time: 15:37
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Your beeline sounds about the best option we're going to get at this point Chaunk. I say, go for it.
If Cent. Eco. and Ind. Econ. are pretty much interchangeable on that beeline without wrecking anything else.....I'd be tempted to say go for Cent. Eco. first. The bases can't build CP's forever, and we'll run into a place without a rainy tile sooner rather than later most likely.
However, Ind. Econ. will at least mean our next tech following it will come in sooner. We go for Cent. Eco. first, and we slow down the beeline.
Not to mention that Cent. Eco. can be found in pods, or traded.
So....Ind. Econ. first IMO. It might slow down some of our expansion slightly, but better that be slowed a little than our research grind to a virtual halt. There'll likely only be, what, 5 turns of waiting between Ind. Econ. and Cent. Eco. anyway, assuming we go FM the same turn we discover it?
Last edited by Archaic on 01-07-2004 at 03:06
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Chaunk
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CEO of Morgan Industries, ACDG3
Apr 2002 time: 05:37
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Whoha, I agree somewhat. The problem is that the time between EcolEng & EnvEcon is only one tech, which is about 5 turns to build a borehole onto an energy bonus and get the extra energy pre-restriction lifting. Post restriction lifting, that energy bonus only provides 2 energy more, and it'd still provide 2 energy under a base.
7+1+2+1 is borehole (under FM) + river + energy bonus + ME? 11 energy is really nice, but it's still only +2 energy from the energy bonus, like the +2 from the min bonus in that case. Energy bonuses aren't nearly as important as min or nut bonuses unless you find one on a nice hill and solar and crawler it pre-restrction lifting.
jtsisyoda, -SafaN- et al. I really loathe bases inside each others radii, but other than that I agree, we need to get our bases up and running sooner rather than later. The problem is that pod. If when we've moved SW, theres another square to the SW that'd be great for an HQ, then I still don't think we should build the HQ there because of the pod. I'd rather build the base imediatly to the SW of our start spot, and then pop the pod with the other CP when there's no fear of worms or xenofungus and only a "free" tech to worry about.
Lets wait till next turn to decide when we can see a little more of the map I guess.
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