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Net Warrior
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Long Island, New York
Sep 2003 time: 00:34
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Agreed.
For that matter, if we chose to, we could avoid a rush build by placing the SP in the build window. That way we increase our chances of something more favorable than a mere former.
Last edited by Net Warrior on 07-07-2004 at 03:24
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smacksim
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Deputy Chairman of the Council of Lords of Gaia
Feb 2004 time: 00:34
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Net Warrior, you want to set scouts to build, or CPs? You said both, kinda .
My opinion is for GL:CP, FT:Scout
This would allow our FTime scout to head back to GL and get the other pod, re-homing to 3rd base after GL's CP is planted. while our independent continues north or explores a little bit more, or trolls the fungus.
As much as I agree that we need garrisons, remember, things are going very slowly here compared to a usual game. We are only 4 turns in! Only an AI would have built another scout at this point, in my experience. I think we can wait till 2115 to have garrisons. But scouts for trolling fungus, that's another matter entirely.
Suggested Turnplay time: 23:00 Apolyton time.
Suggested Moves: Former SW to build road, sliders are fine.
Suggested Queues: GL:CP, FT:S
-Smack
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Hydro
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Winfield, IL, USA
Jun 1999 time: 05:34
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Just got smacksim's PM. My theory on terraforming priorities:
1) increase nutrients to 2/sector (no problem here since everywhere is rainy)
2) built roads to speed expansion
3) build forests in flat or arid tiles, or moist tiles if have enough +2 tiles (at least 2/base)
4) optimize specials (nut/energy/mins) by removing fungus or rocky, then build improvement
5) selectively build special improvements, such as solar collectors (may be further down the list early)
6) build sensors to defend existing bases
7) build sensors in tile of new bases
So, I’m in the road camp. Early connectiveness = turn advantage.
As to building, I typically do:
former (rush)
scout
CP
But, I'll defer to others if a decision has already been made.
Hydro
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Net Warrior
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Long Island, New York
Sep 2003 time: 00:34
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Good idea about setting a schedule for upcomming turns. Next turn doesn't seem too complicated. We'll have to decide where to move our 2 scouts, what to do with the former, and what to build at Fallow Times. Also, be sure to remember to move the worker to the rainy rolling square in Fallow Times next turn.
I suggest, while moving through as much fungus as possible, exploring with the Independent Scout Patrol (ISP) and popping that southern pod with the Fallow Times Scout Patrol (FTSP). Build a CP at Fallow times.
I guess the plan is to road with the former, although solar-road would be ok by me. We are energy starved. At 15 turns to build a CP, we need to get to Planned SE ASAP to shave some time off our builds (another form of turn advantage).
Last edited by Net Warrior on 07-07-2004 at 16:15
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smacksim
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Deputy Chairman of the Council of Lords of Gaia
Feb 2004 time: 00:34
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Well, we shouldn't be informed if they get the message or not. Often you can 'see' that worldwide rainfall has changed as the game engine updates every tile to the new pattern, even far away.
Agree that we are desparately energy starved.
In some ways I like being 'behind' in tech for awhile. It keeps our opportunities open for stealing/trading to various plateaus. We have formers. That is the big thing. Just think. Some factions don't have formers yet. Another thing(s) about building a solar:
population speed is more important than tech speed, this early in the game, in general. Planned will help, so:
Tech in 3 infonets. That's pretty much that.
PlaNets in ?. We could finish a solar on the first turn of this, doubling our energy output, but, we lack the EC's to switch to Planned, and we give up a 1 or 2 turn advantage with the new CP, possibly, depending on how far we need to road.
What really needs to be calculated then is
- How long to CP build currently (I've forgotten)
- How many former turns, including moving will it take to road to a proper base site
- Do we therefore have enough time to solar and road
-S
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smacksim
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Deputy Chairman of the Council of Lords of Gaia
Feb 2004 time: 00:34
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Well, let's debate the issues before trying to outline our
Plan of Action for 2105
I'm for CP at Gaia's. Population turn advantage is the most important. Secondly, building a scout first will mean the CP, when it's born, will cause 1 support for Gaias. Not much, but a 'waste'. If we build the scout second, it'll be born after the CP has established a new base, so no support issues there. The new scout can go re-home if Gaia's builds yet another CP. Keep the support issues = 0 if possible.
I did hear ya the two other times you brought up building scouts. Like I said before, we are early into the game yet, security wise. The main thrust of scouts is to find a worm or pop pods this early. After 2115, that's another story.
Former: solar then road. We have a bit of a cushion on getting any road to a new base site done, hence the solar first, but it is a bit of turn-unadvantage to leave a square un-roaded with a former. The forest idea seems good, but is NW fungus? I'll have to look at the pic again. On the other hand, as Obs pointed out, the forest can wait. The turn advantage of roading into the new base site seems much more important to me now.
Fallow Time: I think we have time to make a former there and then a CP and not 'waste' too many turns at size 2.
What we really need are some ECs for rushing the GL colony pod and the FT former. Hopefully our new FT-scout will find one.
Our independent scout. Agree that NE is a good direction? Into the fungus we go.
After we debate a little I'll post 2 alternate 'Plans of Action' for voting. Not that anyone else is here Net I really appreciate you posting. It's getting awefully lonely here in Gaia without Obstructor.
-Smack
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