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Mead
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quote: Originally posted by Whoha
My 2 cents, throw econ to 100%, build those wonders asap. |
Let's consider increasing the econ. Maybe not to 100% because of ineffciency losses, but perhaps 70, 80, or 90%.
Once the turn comes down, lets see what moving the sliders will give us.
Mead
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jtsisyoda
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COO, Morgan Industries, ACDG3
Jul 2003 time: 00:36
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Quite a discussion! Page two. 
I tried moving the sliders on the old turn. If we go 60% econ, we get 7 extra ec's, but lose 11 labs. That's not too bad. If we do 70/30, we gain no additional ec's, but lose more labs. If we do 80/20, we get 3 more ec's than 60/40, but lose an additional 15 labs. Ouch. So IMO 60/40 might be worth it, but anything further is too wasteful for almost no gain at all.
Waiting even just a few turns with those 6 crawlers might seem beneficial. That's 12 minerals/turn... that's almost half a crawler per turn. But we have to consider the new CP's that are coming out:
Money V can rush 11 mins of a CP in 2136. Found base in 2138.
SSR will complete a CP in 2139 without rushing. Found base in 2141 or 42.
Mor Vul can rush 9 mins of a CP in 2135. Found base in 2137 or 38.
Imp Pol can rush the last 10 14 mins of a CP in 2137. Found base in 2138.
RFR can rush 11 or 12 mins of a CP in 2136. Found base in 2139.
As you can see, we'll need to go 20% psych even before we can build the HGP. (Assuming we still did it at Imp Pol in 2139.) This will drain 2-3 energy/base/turn, times 12 bases = ~25-30 energy/turn. Compare that to the 12 minerals/turn from those 6 crawlers. The gain from delaying HGP is mostly illusion.
Last edited by jtsisyoda on 06-09-2004 at 20:30
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arginine
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Is this support for SCs instead of CPs until we get the SPs? I have no objection to such a move. The crawlers will be useful if we don't get a SP. 7 2 nut CPs will get growth really fast 
We might want to make SC 'factory' bases. Namely bases near lots of 2 min squares. 2 such places would be around the top of the mountain, and the forest to the west. A factory base will have several crawlers homed to it. Each base would have a production of 10 mins ideally.
Turn 0: 0 mins built.
Turn 1: 10 mins built
Turn 2: 20 mins built, rush the last 7 for 17 energy.
Turn 3: 10 mins built. (thanks to rolling over) we could stockpile energy, then change it over instead. New crawler leaves base.
Turn 4: 20 mins built, rush the last 7 for 17 energy..
Turn 5: 10 mins built. (thanks to rolling over) we could stockpile energy, then change it over instead. New crawler leaves base.
etc.
We have 8 crawlers next turn. We need 16 to get both SPs. If we churned out 1 crawler a turn. We'd have 16 by 2142...
Going to 20% psych with our current 7 bases will lower our ECON income by 4 / turn. I am not counting LABS right now. We can get tech later.
Last edited by arginine on 06-09-2004 at 20:43
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