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arginine
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I don't think fungus effects ZOCs.
We have a base at pop 2, with 2 growing to 2 in 6 turns, 1 growing in 8 turns, and 1 more growing in 10 turns. We will have enough crawlers for the HGP in ~3 turns (with some rushing). If we are lucky, we will get doc: ini by 2140.
I would plant some forest near the chokepoint. Forest can be used by bases, provides the same defense as fungus, we can build in it, and it doesn't spawn worms.
A forest, sensor and road to the square SE of the defense team would work wonders. The monolith would be 1 turn away for instant healing. We can also put any unit near where the southern scout is to exert a zone of control, but at the same time not be attackable by Yangs forces 
As for the fungus growth, I'd wager on a fungal tower. I'd check to be sure. I'd like the scout at 90% damage to participate in attacking the tower (if feasible), and that would take several turns to get there. Fungal towers give good money, but there are strong against us FM fellows... Since we won't have our good scout unit in the area, I'd wait for the next availible nearby base to build a quick scout patrol.
Some exploration with armored defense team down south would be nice.
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