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Net Warrior
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Long Island, New York
Sep 2003 time: 00:17
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Hi all, Sorry I haven't been around for a while. I'm not up to speed on the game yet but two things I've noticed:
(1) at Flowers Preach we could move the crawler to drag the 4 nuts and work the forrest instead for +1 nut for that base at no cost.
(2) at Red Water Spring, we could work the 2-1-1 tile instead of the 1-2 tile and (a) grow the base in 5 turns instead of 8, and (b) gain 1 energy which would boost our research from 8 turns to 7 turns. This would cost 1 mineral but we could always rush the rec commons when needed.
Oh, and in general I think we're better off building crawlers before rec tanks. I like getting mineral production as high as possible as soon as possible in the early game. It will be easier to build the rec tanks once we have a few more crawlers in place.
Last edited by Net Warrior on 27-12-2004 at 05:29
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Chaos Theory

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Missouri / Misery; CC
Oct 2002 time: 04:17
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Reassigning the crawler at The Flowers Preach. Reassigning the worker at Red Water Springs would just cause us to need a doctor sooner, as ECs are in short supply.
It would be inefficient to change rec tanks already well past 10 minerals. Rec tanks are also somewhat cheaper to hurry, mineral for mineral, than crawlers, and yield more factors of production (1 food, 1 mineral, 1 energy) than most crawlers right now (2 food or 2 minerals).
Going 60 Econ/40 Labs would cause us to take 3 more turns to get Ecological Engineering, and provide about 9 more ECs/turn.
We are pursuing techs the Hive likely would not get for a while, but other human factions would want or pursue. Once we get Environmental Economics, we should probe-rape Yang, but before then we do need our own research.
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Net Warrior
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Long Island, New York
Sep 2003 time: 00:17
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Moving our worker from the 1-2 tile to the 2-1-1 tile at Red Water Spring last year would still have saved us a year on research. So we either rush a rec commons for 20 EC's and have an extra worker for 3 turns, or use a doctor for the drone because growth there increases from 7 turns to 4. How bad is that? Doesn't anyone else at least want to offer an oppinion?.
Proper worker/crawler coordination should allow each worker to pull in some energy. We should move our crawler from 59,67 to 58,70 so that the following year it can move to 54,72 and free up some forrest tiles for worker adjustments. Even with the pending growth in the area of Skeletal Woods, there are still extra tiles there for this.
Also, why are we still building that pointless sea former? Let's bite the bullet and swirch to a crawler.
What about probing Society Grid? Other oppinions please?
Last edited by Net Warrior on 29-12-2004 at 17:53
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Chaos Theory

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Missouri / Misery; CC
Oct 2002 time: 04:17
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quote: Originally posted by Net Warrior
Moving our worker from the 1-2 tile to the 2-1-1 tile at Red Water Spring last year would still have saved us a year on research. So we either rush a rec commons for 20 EC's and have an extra worker for 3 turns, or use a doctor for the drone because growth there increases from 7 turns to 4. How bad is that? Doesn't anyone else at least want to offer an oppinion?.
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It's misleading that moving that worker would decrease the reported turns left. We'll finish the research in 2160 regardless of that particular worker, as explained in the turn report thread. It is not useful to hurry up growth just to make the new pop unit a doctor, at the cost of mineral production. Hurrying the rec commons is normally the best way to deal with this, but we need ECs for cutting the land bridge and possibly probing units.
quote:
Proper worker/crawler coordination should allow each worker to pull in some energy. We should move our crawler from 59,67 to 58,70 so that the following year it can move to 54,72 and free up some forrest tiles for worker adjustments. Even with the pending growth in the area of Skeletal Woods, there are still extra tiles there for this.
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I'll take a look at that, then
quote:
Also, why are we still building that pointless sea former? Let's bite the bullet and swirch to a crawler.
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Because we can lower the land bridge for an acheivable energy cost, and it's our only strategy for stopping Yang before D:AP.
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What about probing Society Grid? Other oppinions please? |
Certainly a possibility, though the tech we get may not be particularly useful for a while.
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Net Warrior
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Long Island, New York
Sep 2003 time: 00:17
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ok, quickly then, without looking at the game again for details: There is a peice of high ground in the fungus near our former. We put the SL there. We build a sensor to boost the defence for all those fungus tiles there. We plant more fungus and try to lure Yang into it. We hold our MW's where they are for as long as possible and then drop back to the fungus. We probe Yang and hope for HEC, PolySoft, or NonLinear Math. We go to 60 Eco and 40 Labs, retarding our research by 2 years but increasing our EC's to 27 or 28 per year. We build more probes and try to subvert one of Yangs units (the Impact Artillery would have cost 164 EC's IIRC). Depending on what tech we steal, we build more Inf units (laser Inf at least for the counterattack). Eventually, in the worst case, we burn down our base there and keep fighting on.
We can't stay where we are too long becasue Yang has 2 commando Inf there we we can't afford to lose even one MW.
Also, our SL is a hatchling so we should send it over for a morale boost if we have the time.
Last edited by Net Warrior on 30-12-2004 at 17:14
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