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Mead
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quote: Originally posted by CEO Aaron
I'd prefer planting pods at positions 1 and 2. |
I like 1 and 2 too.
I like that they will be planted and productive as soon as possible.
Mead
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TheLoneAmigo
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I'd vote for 1 and 3, just because of my preference of not building bases within other base's radii.
However, I am not an AC guru, so I will go with those who are AC gurus. 1 and 2.
Anyway, we're Morgans. Energy is the lifeblood of the economy, and the economy is the lifeblood of Morgan Industries.
"He who controls the sources of energy, controls Planet."
-CEO Nwabudike Morgan, "The Centauri Monopoly"
Goody pods are great! Cent Eco without losing eco
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TheLoneAmigo
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You mean you never get mindworms popping a pod with a base? I never knew that! Change my vote to 3 instead of 2.
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AndiD

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SOO of Morgan Industries, ACDG3
May 2004 time: 06:35
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Only tested (accidentally, BTW) for sea pods. You don't gain more in the single event by popping pods next to bases, just the probabilty for worms (IoDs) gets distributed - in the case of sea pods - to resupply pods, rovers and kelp.
BTW, I'd also vote 2 and 1 (in that order), since you don't need any roads to MorInd until magtubes, there is one energy more per turn, the spot on the energy bonus is perfect Sikander spacing and you save one turn in planting the base.
If time is the concern, the damaged scout can pop that pod in four turns (edit: or in 6 via monolith) and if there's a worm (~15% if I transfer the IoD probability of shelf), we can quickly make another scout if needed or move the former into the base.
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