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Maniac
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Gent, Belgium
Jul 1999 time: 06:29
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I've played a 2157 turn with the updated simulator, so here are a few suggestions based on it: 
I apparently forgot to put stockpile energy in the build queue in Tegea Harbour. Meaning production will immediately start on a new Crypteia next turn. So if we want to produce something else, we should not forget to change it.
The sensor array on the Eurotas will already be finished next year, and two formers will be free for other duties. What should they do?
The crater forest near FB will be finished. Should we move the RG 3-1-0 farmer towards the new 1-3-1 forest?
Fort Superiority: should we move the 3-0-2 worker to the monolith? Then we produce one less nut, but more minerals and an extra credit due to the stockpile energy bug next year. FS now produces 21 mins though, while 20 is the maximum effective amount this year: 1O mins remaining to complete the CP, and only 10 mins can be forwarded to the next production item. Therefore I'd like to suggest to move Spartan Kel to Fort Superiority and rehome it to that base, thereby using up that extra mineral for support. To compensate for garrison purposes, we'd need to move the SC2 elite hoplite to Fort Liberty.
MY 2158 Sector Craterwest will grow to size 3. To prevent drone riots or having to appoint a doctor, may I suggest moving Shrek from SC4 to SC3? This would of course mean we'd have to turn the SC4 forest worker into a doctor instead, but since that worker is less productive than SC3's workers, it matters less. To compensate for garrison purposes, a SC3 hoplite would have to move to SC4.
To hurry a transport cruiser in Gythium Harbour with the crawler nearby:
1. Go to the unit workshop and design some unit with plasma armour.
2. Set production in Gythium Harbour to that unit.
3. Cash in the nearby crawler to hurry the unprototyped unit with 30 minerals.
4. Go back to the unit workshop and retire the unit design you created a minute ago.
5. GH production has now been reset to "stockpile energy". You can now change production to anything you want (in our case a transport cruiser), still keeping the # of minerals you had before retiring the unit design.
6. Additionally hurry GH transport production with 2 minerals (5 credits), so it'll be finished next year.
Change the SC2 2-1-0 worker to the now free 1-2-2 river forest (after the crawler has been cashed in).
New FB crawler: move to (55.19) in preparation for hurrying GH production MY '58.
What to do with 2NS' supercrawler?
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:29
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quote: Originally posted by Maniac
I apparently forgot to put stockpile energy in the build queue in Tegea Harbour. Meaning production will immediately start on a new Crypteia next turn. So if we want to produce something else, we should not forget to change it. |
I suggest a crawler, to work that mine at 1:21. freeing the worker to work a forest tile giving food and minerals
quote: The sensor array on the Eurotas will already be finished next year, and two formers will be free for other duties. What should they do? |
Hmmm - I'm showing 2 turns to complete for all 3 formers working on the sensor. But when they are done, I suggest they move northwest and put a forest on 56:18 - that can be worked by all 4 bases, FB, GH, Cratersouth and Citadel, as needed
quote: The crater forest near FB will be finished. Should we move the RG 3-1-0 farmer towards the new 1-3-1 forest? |

quote: Fort Superiority: should we move the 3-0-2 worker to the monolith? Then we produce one less nut, but more minerals and an extra credit due to the stockpile energy bug next year. FS now produces 21 mins though, while 20 is the maximum effective amount this year: 1O mins remaining to complete the CP, and only 10 mins can be forwarded to the next production item. Therefore I'd like to suggest to move Spartan Kel to Fort Superiority and rehome it to that base, thereby using up that extra mineral for support. To compensate for garrison purposes, we'd need to move the SC2 elite hoplite to Fort Liberty. |
A good solution. As this would free up a support mineral at AU, would you suggest moving a forest worker onto a farm/mins tile there - 79:13 - (to get the post CP population/food ratio in balance) or would you suggest rehoming the Vlad or Sparta Command unit to free up a mineral in their respective current home bases?
quote: MY 2158 Sector Craterwest will grow to size 3. To prevent drone riots or having to appoint a doctor, may I suggest moving Shrek from SC4 to SC3? This would of course mean we'd have to turn the SC4 forest worker into a doctor instead, but since that worker is less productive than SC3's workers, it matters less. To compensate for garrison purposes, a SC3 hoplite would have to move to SC4. |

quote: To hurry a transport cruiser in Gythium Harbour with the crawler nearby:
1. Go to the unit workshop and design some unit with plasma armour.
2. Set production in Gythium Harbour to that unit.
3. Cash in the nearby crawler to hurry the unprototyped unit with 30 minerals.
4. Go back to the unit workshop and retire the unit design you created a minute ago.
5. GH production has now been reset to "stockpile energy". You can now change production to anything you want (in our case a transport cruiser), still keeping the # of minerals you had before retiring the unit design.
6. Additionally hurry GH transport production with 2 minerals (5 credits), so it'll be finished next year. |
- same procedure as we did with the GeneralTacticus
quote: Change the SC2 2-1-0 worker to the now free 1-2-2 river forest (after the crawler has been cashed in).
New FB crawler: move to (55.19) in preparation for hurrying GH production MY '58.
What to do with 2NS' supercrawler? |
Hmm - we don't want to send it anywhere unescorted lest Yang intercepts it (altho it'd be safe from any single mindworm if we sent it thru the fungus)
I suggest we let it work the second nut tile (to the northeast) until the Hermes drops off the colonypod at the Manifold Nexus site and can return to 2NS to pick up the crawler.
Another question is what to put in 2NS's next build, before popping that pod with the Hermes. Do we need another supercrawler? or maybe a trance syntharmored cruiser probe? Or, in anticipation of a Yang attack, maybe an Impact Skanky? Or perhaps even an armored rover former that we can add fungitanks to when we get SFF from Lal
Talking of whom, do we want to bribe him to declare Vendetta against Morgan, to deny them the commerce income? (they get 7 ec's per turn from the PK's). Or would that be too obvious (conversely, they might think that it is as a result of their Vendetta with Zak, as he is slaved to Lal - assuming that they haven't kissed and made up this turn)
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Maniac
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Gent, Belgium
Jul 1999 time: 06:29
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quote: Originally posted by Googlie
I suggest a crawler, to work that mine at 1:21. freeing the worker to work a forest tile giving food and minerals |
- and that crawler could also be converted into a military unit if needed.
quote: I suggest we let it work the second nut tile (to the northeast) until the Hermes drops off the colonypod at the Manifold Nexus site and can return to 2NS to pick up the crawler. |
Sounds good. One problem though is that the base would then grow faster than we can build a second garrison. So we'd probably need to do some hurrying in a few turns.
quote: Talking of whom, do we want to bribe him to declare Vendetta against Morgan, to deny them the commerce income? (they get 7 ec's per turn from the PK's). Or would that be too obvious (conversely, they might think that it is as a result of their Vendetta with Zak, as he is slaved to Lal - assuming that they haven't kissed and made up this turn) |
Would be great if it worked. One problem with contacting Lal though now seems to be that he asks a tech every time we contact him. So if now give OptComp to contact him and 150c to declare war on Morgan, we'd probably have to give Doc:Ini MY '58 when contacting him, and then have nothing left to trade for SFF. 
So I'm thinking, if we want to get SFF, perhaps we have no other choice than to not contact him MY '57, so we still have something to give for SFF the year after.
Which brings me to a question, if we had the choice to give either Doc:Ini or a bunch of cash in exchange for SFF, what would we prefer?
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Maniac
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Gent, Belgium
Jul 1999 time: 06:29
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quote: Originally posted by Googlie
Pegasus popped 2Nuts build completion - the trance armored cruiser probe!! |

quote: Originally posted by Googlie
(that's a slow Gaian Unity transport there) |
They'll be thrilled to see us. 
quote: Originally posted by Snoddasmannen
Now that's the most expensive probe team I've ever seen! What's the advantage of a tranced synthmetal probe btw, is it just resiliance against natives, or do they actually have a chance to withstand an attack from combat ships as well? It's neat to show off with in any case  |
It should be safe against native life and direct attacks from laser or gun ships. Don't know what the effect would be with long range fire though - should test that. In any case, IIRC unarmoured probe ships can be sunk by a single long range fire shot.
Anyway, had a look at the midturn, and wrote down the following comments:
Vladivostok: how about moving that new worker to the forest? I guess minerals are more important right now, as who knows in 12 turns (when the base would grow to size 3) we'll be preparing for popbooming. This change would also allow us to finish the CoastGuard cruiser one year earlier.
As the Mercury has ended its turn not one but two tiles out of Climactic Research' base radius, the trip to Morgan Mussels will take one tile longer, and as a consequence the raid will have to be delayed until MY 2160.
Btw, how about letting SCC GeneralTacticus long-range fire on a random sea tile? You never know we can discover the Morganite foil. 
The Peacekeeper colony pod in Tegea Harbour has changed plans and is now heading for (84.30). If we're unlucky and that PK former finishes the road it's building this turn, the PK CP could have reached its destination and founded a base by MY 2160. Its territory will then extend over the complete Manifold Nexus. Unfortunately our own CP heading for the Nexus could only found a base there MY 2161. So to be on the safe side and to make sure we get there before the Peacekeepers, may I suggest one of TH's garrisons moves a tile south and pillages the road there? That should delay the PK CP long enough. Skanky's Sileni would then have to be sent to TH to act as a temporary replacement garrison.
I see Tomcat-SC4 is also scheduled to move to (56.18) next year. As two formers are already there, how about moving it south to build a road to Minas Tirith instead?
Tomcat-OA1: how about letting it build a road? As it would save the former one year for moving off its tile, the real cost of the road would be a single former turn.
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:29
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quote: Originally posted by Maniac
Anyway, had a look at the midturn, and wrote down the following comments:
Vladivostok: how about moving that new worker to the forest? I guess minerals are more important right now, as who knows in 12 turns (when the base would grow to size 3) we'll be preparing for popbooming. This change would also allow us to finish the CoastGuard cruiser one year earlier. |
will do
quote: As the Mercury has ended its turn not one but two tiles out of Climactic Research' base radius, the trip to Morgan Mussels will take one tile longer, and as a consequence the raid will have to be delayed until MY 2160. |
I counted out the tiles and figured we still could get there if we sailed the GT into the Mussels bay fungus first, which would allow the Mercury to follow without losing that final mp. So I reckoned hiding in the fungus this turn (and next) would be worth it to retain the element of surprise (the Morgan foil would need to try to enter the fungus to spot us - just passing by wouldn't do it)
quote: Btw, how about letting SCC GeneralTacticus long-range fire on a random sea tile? You never know we can discover the Morganite foil.  |
Good idea - target practice (if we hit anything) 
quote: The Peacekeeper colony pod in Tegea Harbour has changed plans and is now heading for (84.30). If we're unlucky and that PK former finishes the road it's building this turn, the PK CP could have reached its destination and founded a base by MY 2160. Its territory will then extend over the complete Manifold Nexus. Unfortunately our own CP heading for the Nexus could only found a base there MY 2161. So to be on the safe side and to make sure we get there before the Peacekeepers, may I suggest one of TH's garrisons moves a tile south and pillages the road there? That should delay the PK CP long enough. Skanky's Sileni would then have to be sent to TH to act as a temporary replacement garrison. |
Brilliant!!
(also, how about tag-teaming both those trannies, with the colony pod transferring mid-ocean to effectively give us a 9-tile transport (5 +4). We could anchor the slow Unity foil 4 tiles outside the site so that the Hermes can hand off at the end of the turn and the pod will be carried to land - but unfortunately cvuldn't disembark that same turn as it would have used its mp in transferring between ships)
quote: I see Tomcat-SC4 is also scheduled to move to (56.18) next year. As two formers are already there, how about moving it south to build a road to Minas Tirith instead? |
Right - the mindworm destroyed the former thatr was building the road
quote: Tomcat-OA1: how about letting it build a road? As it would save the former one year for moving off its tile, the real cost of the road would be a single former turn. |

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