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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 #endgame in this thread
Just a former plan I've been considering, and I just wanted some comments, since it may be used ingame.
It's a plan that I use for my early restriction lifting play, so I don't know how viable it will be in this game. Since I get a later IA, I want to make the most of my first 4 workers.
What this means is that I need to get 8 nutrients in as few workers as possible and borehole the rest for max usage. So, the average base with rectanks produces 3 nuts, which means that I need 5 from somewhere else. Condensor+farm gives 4 on a rainy tile and a forest gives the last nut, 2 mins and 1 energy. Not counting the base square, this gives 14 mins and 13 energy.
Better is to build the base on a nut special for 5 nuts, farm/solar a rainy square or condense a moist one and drill 3 bores for 18mins/energy.
The final option if you can't afford to waste time moving the pod onto the nut special (if it exists) is to farm/solar it if on a rainy tile, condense it on a moist tile or farm/condense it if on an arid tile.
Most important is the feeding of bases with C-Pods, since they take too long to grow otherwise.
What do people think? I know the habcomplexes aren't that much of an issue for an IA-first approach (AndiD, what's the current plan for research?) and the advanced terraforming comes in much later, so does anyone have suggestions for early game T-Forming? My approach in early game is to upgrade one square according to the outline below, with most desirable first:
1. Forest nut special
2. Monolith
3. Rolling/rainy
4. Farm + Rolling/moist
5. Forest
Only one square is worth improving, since we will be trying to rush everything (can the CFO/CQO candidate confirm this?). |
Thought this was worth carrying across. Comments soon.
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CEO Aaron
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Everything has its price. Even you.
Aug 2002 time: 05:37
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As CFO, I can definitely confirm that we'll be using our credit stockpile to prioritize the completion of formers, recycling tanks and colony pods in the early going. My only advice for the terraforming department is that with a r-tank heavy approach, with high base-square production, roads are worth more than forests in the early game. The base square is the main source of income early on, so the more bases we get planted each turn, the better off we'll be.
So on the issue of base spacing, I definitely recommend a 1-square spacing arrangement for our first clump of bases. Sik's one on the diagonal is a viable option, but bear in mind our limited support arrangments and (probable) late discovery of Centauri Ecology makes the placement of bases on a grid problematic.
PS: As my title is conflicting with Chaunk's legitimate CEOship, I have no problem being referred to as CFO Aaron or CQO Aaron, or just plain Aaron.
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CEO Aaron
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Everything has its price. Even you.
Aug 2002 time: 05:37
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quote: Originally posted by Impaler[WrG]
Ok Aaron lets start getting down to buisness. I see most of our discusion has been happening over in the Turn 1 thread and we have worked out our initial gambit of tecs.
The current plan calls for late Recycling tanks but relativly early formers, barring a Pod Pop giving us BioGen we will be without Tanks for some time and will be former dependent. Fortunatly we can still get fast IA and start crawling also by placing our initial bases on a river and taking FM we will reap a great deal of early energy which can be directed towards research. |
A solid plan, given our large amount of available nuts. If we're highly lucky, the U-pod will give minerals or a monolith, for balanced pod production out of the capital.
quote: Chaunk seems to favor a very light defence for the early game expantion, though the Security department will undoutably request a few scouts for base defence. By building a healthy road network we can most effectivly stretch what few scouts we do build. |
Without tanks, I can't recommend any scout builds at all. IMO, we'll have to survive on unity rovers and free-scout clones until we get Planetary Networks, at which time we can crank out probe garrisons (0-2-1). That will conserve precious support for our formers and pod production.
quote: Our next isshue is what to build in our HQ base that will be founded next turn. Our choice will be very limited, we will have options of just Colony Pod, Scout, Sythmetal Garrison, Merchant Exchange and Stockpile Energy. Depending on what the Pod Pop gives (Nut bonus) us we might find that its possible to grow the base rapidly and produce a Colony Pod first. The safer option though is to produce a scout patrol imediatly. Presumably our initial scout will be exploring far from our Home Base and will be unable to defend it incase of Mind worms.
What are others thoughts on our first build? |
Again, I'm against the instant scout. If our nut intake is good, I'm in favor of an immediate CP, or using Merchant Exchange to bank up mins, with an eye toward switching to formers once Centauri Ecology is researched. My 2 ECs.
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All times are GMT. The time now is 05:37. Apolyton Time is 00:37. |
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