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#endgame
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of the town of ZZT
Dec 2003 time: 15:37
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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?).
Now the revisions:
We landed well enough nutwise and on a river for rushing fun, so I suggest what we do is once we get our formers, each former roads + sensors to the new base site and drops a forest in the hope that it will grow to something useful by IA. Once we get formers 3 and 4 out, pair them up into 2 teams of 2 and eventually move them in squads of 3-4 as more come out.
--CTO #endgame
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arginine
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I think a C-pods are expensive if used just grow bases. I would rather rehome some crawlers to a base, and have them crawl some farm w/ condensor squares.
That does make efficient use of squares. 1 condensor & 2 boreholes is nearly equivalent to 6 forest squares (with a tree farm), so only half as many squares needed. That is also, about 3 times as much terraforming time, assuming the forest does not spread.
Your post did give me a bizzare strategy. (I did some quick testing, and can post the saves if you want). A size 1 base will get only unhappy. The human genome project will make it a content citizen. So that means you could crank out tons of size 1 bases, and not have to worry about unhappyness. Especially, since secret projects effect happiness last (tested), we don't have to worry about unhappyness from troops out of our territory. We could even do a grid, in which each base gets its own borehole. With Morgan, you can get nice energy at the base square. With FM and wealth, a regular base square gets 6 energy. With police state, each base can support 3 free units...
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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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I too am leery of the police/market combination. If your goal is quelling drones, facilities and specialists are far more suited to Morganite strengths. If your goal is to support more units, building superior mineral industry is the Morganite way to get there.
Besides, you don't need police to make a Morganite ICS work. FM/-/Wealth for your SE choices. HGP+PTS, rushing Rec Commons when the bases are planted for the paltry cost of 52 ECs. Each site will require a 2 nut square or a nut-crawler to accomodate the 3 population's nutrient needs until RTanks can be built, but just those facilities can keep your drones in check indefinitely. Switch to green/fundy once the efficiency gets large enough, and you're ready for your war footing. Creches in each base are used to overcome the -1 morale net penalty, other facilities would be Biolabs, Network Nodes and hopefully you can wrap up the PEG.
With this strategy you don't enjoy the vast support that a Yang ICS would offer, but there's hordes of energy, which easilly make up for it, imo.
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arginine
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I don't intend for that strat to be viable. It might be possible to make it a viable strat after much tweaking, but it is worthless now. I am for the PTS, but I don't think we will get it, because we have to get the HGP if we want to pop boom...
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arginine
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as for terraforming gangs, instead of infantry transports, 2 terraformers, one terraforming every other turn will do just as well.
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arginine
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Rover former... Those cost 5 rows vs 2 for a standard t-former. It's worth it for forming flat squares. I'm not so sure for a rolling squares. I guess, a good terraforming gang would have 3 formers and 1 rover former. It would move about 2/3 a square and maybe build a sensor every 5 squares.
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