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Maniac is offline Maniac
Emperor
Gent, Belgium
Jul 1999
time: 06:29
  Old Post 25-01-2005 19:14
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MY 2157 Planning Thread Support Apolyton

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?

Googlie is offline Googlie
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time: 21:29
  Old Post 26-01-2005 07:47 Visit Googlie's homepage!
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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)

Maniac is offline Maniac
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Jul 1999
time: 06:29
  Old Post 26-01-2005 20:10
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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?

Snoddasmannen is offline Snoddasmannen
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  Old Post 27-01-2005 15:27
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quote:

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?


If the PTS raid is still possible, then I would say Doc:Ini. The other factions will already be at such a military disadvantage to us after such a raid that a Morgan cruiser or two won't be able to hurt us much. We can use the cash to build a mop-up army quicker. If the PTS raid is impossible, then we might want to keep that tech to ourselves to use as a strategic advantage. It all depends on the amount of cash I guess.

Oh and the turn is posted! Someone open it and tell me what's going on

Kassiopeia is offline Kassiopeia
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Jul 2001
time: 07:29
  Old Post 27-01-2005 16:09 Visit Kassiopeia's homepage!
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Re: the PTS raid - the Morganites have apparently been lulled into a false sense of security as we've planned, so wrt the raid is a go from me. I'm worried about the interfactional repercussions, mainly from the Gaian end, and I think we have to stand ready for a vendetta from them and possibly the Angels. Morgan should be crippled enough by the blow, and while we deflect Gaian/Angel attacks, we should mop up Morgan before they can become a real problem.

A few WW2 parallels spring into my mind, but unsettlingly we are Germany in all of them.

Googlie is offline Googlie
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time: 21:29
  Old Post 27-01-2005 19:00 Visit Googlie's homepage!
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I'll open the turn in a minute.

Re: the Gaians - all the more reason, IMO, for us to get them infiltrated asap. No-one commented on my question of whether we should put a build in 2Nuts of a cruiser probe or a Hive-ready offensive unit.

I think we need an 8-tile trance armored cruiser probe built there (if we get a goodies completion podpop)

Googlie is offline Googlie
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  Old Post 27-01-2005 19:11 Visit Googlie's homepage!
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OK - first notes re the 2157 turn:

We are still just at war with Yang and Morgan.

Morgan has emptied the Diplo box (ie, withdrawn the Treaty offer and the 8 ec's offer)

Morgan is still building formers, colony pods and rec tanks, with one plasma boat at Mussels (8 turns) and a couple more defense attorneys

The mindworm is still outside MT - I'll go ahead and kill it with RT2 - and I'll move the Pegasus thru the fungus in the channel towards R-112 (btw, it might have been the 'Peg that the Gaians were complaining about, and not the Invincible)

Googlie is offline Googlie
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  Old Post 27-01-2005 19:21 Visit Googlie's homepage!
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Hmm - after 1 of its 5 mps, the 'Peg encounters a pod - I suggest we pop it, as we have enough left to retreat if unfriendly.

Question, though. What to put in Minas Tirith (the nearest base) in case we pop a completion goodie? Another trance armorered cruiser probe? (for infiltrating the Angels?) An armored impact rover (that we can upgrade to missile next turn after we get SFF from lal?) for a Yang offensive to get those 3 bases on "our" homeland continent?

(And there's that Gaian cluster of Units that Maniac mentioned being there last turn - that's a single unit - spore launcher - just south of the Peg, heading to join its buddies to the north)

Attachment: 2157-pegasus.jpg
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Modo44 is offline Modo44
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Jul 2004
time: 06:29
  Old Post 27-01-2005 19:33 Visit Modo44's homepage!
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Whetever is the most expensive thing, that should be there for completion. If it doesn't complete, switch it back to the normal build planned earlier. Why do you guys keep asking about this obvious thing?

Googlie is offline Googlie
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  Old Post 27-01-2005 19:37 Visit Googlie's homepage!
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quote:
Originally posted by Maniac
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?


As mentioned, they won't complete until next year

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?


Or should we move FB's forst/min special worker there and work that now vacant tile with the new FB crawler (creates a 20 mins super base)

Googlie is offline Googlie
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  Old Post 27-01-2005 19:47 Visit Googlie's homepage!
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Abd if so, what to build there?

(The alternative would be to have it at 17 mins and Rio Grande up from 4 to 7)

Attachment: 2157-fb.jpg
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Googlie is offline Googlie
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  Old Post 27-01-2005 19:56 Visit Googlie's homepage!
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quote:
Originally posted by Modo44
Whetever is the most expensive thing, that should be there for completion. If it doesn't complete, switch it back to the normal build planned earlier. Why do you guys keep asking about this obvious thing?


Well - the most expensive thing would be a super crawler - pretty useless for the next 30 turns until the next SP comes along (we have the CDF instabuilrt with 2 if ever we do get Int Int)

So it's more of a strategic question than otherwise it might be (same as cashing in AA's for an immediately useful tech versus hoarding them for SP builds a hundred years from now)

We could try for an instant Research Hospital - or Rec Commons or Recycling Tanks- or an impact Skanky.

I still like the crusier probes this way (versus building them) as they do give us fast transit to Angels and gaian lands, as well as quick in-and-outs to yang to steal whatever he researches

So it's not quite so cut and dried

Googlie is offline Googlie
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  Old Post 27-01-2005 20:09 Visit Googlie's homepage!
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quote:
Originally posted by Googlie

As mentioned, they won't complete until next year (the sensor array on the Eurotas)



Hmm - after putting all the other units on "wait" pending orders, I see that the sensor is indeed completed, so will now move the formers to build the forst as planned

2 moved, and commenced foresting, while the other got stuck in the river bed

Maniac is offline Maniac
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Jul 1999
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  Old Post 27-01-2005 20:09
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quote:
Originally posted by Googlie
Abd if so, what to build there?

(The alternative would be to have it at 17 mins and Rio Grande up from 4 to 7)


Did you already move the crawler in the official turn? Then the plan to build a missile marine in Gythium harbour next year won't work anymore.

quote:
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


How about just next to that, the already roaded tile between SC4 and GH? That way the formers won't have to use one or two turns moving to their location.


As for possible materials pods, a trance-armoured probe cruiser sounds good to me for Twonuts Strand. Though if Minas Tirith is closest, an impact trancesyntharmoured rover seems best IMO, as I guess the Hive would be most likely to knock on their door.

Googlie is offline Googlie
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  Old Post 27-01-2005 20:17 Visit Googlie's homepage!
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Moves made to date:

  • Mind worm destroyed by RT2
  • Pegasus moved towards R-112 – encountered a Unity pod – awaiting instructions
  • AU’s colony pod moved south to suburbs of Argos, for boarding Hermes
  • Put crawler in production at Tegea Harbour
  • Kel moved to and rehomed to FS, SC2’s Hoplite moves to FL.
  • FS – 3/0/2 worker moved to monolith for 2/2/2, and with Kel’s rehoming, minerals are now an even 20
  • SC4.s Shrek exchanged with SC3.s scout (SC4 already has a trance hoplite there) and SC4’s forest worker put on medical leave
  • FB – moved forest (min special) worker to forest (crater) and put FB’s new crawler to work the vacated tile – creates a 20 mins super base at FB – put a crawler in production there for eventual hurring of GH’s next build
  • GeneralTacticus and Mercury moved to hide in the fungus offshore Climatic Research at 6:6
  • AA moved to SC2, en route to RG and the NN there
  • 2 of the 3 sensor-building formers moved to 56:18 to build a forest there
All other units are on “wait’ pending discussion and orders

Midturn save attached

Attachment: acdg3-sparta, 2157mid.zip
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Googlie is offline Googlie
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  Old Post 27-01-2005 20:22 Visit Googlie's homepage!
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quote:
Originally posted by Maniac

Did you already move the crawler in the official turn? Then the plan to build a missile marine in Gythium harbour next year won't work anymore.


yeah - I goofed. I forgot completely that we were going to go that route.

quote:
How about just next to that, the already roaded tile between SC4 and GH? That way the formers won't have to use one or two turns moving to their location.


2 formers made it this turn and are now working that tile

quote:
As for possible materials pods, a trance-armoured probe cruiser sounds good to me for Twonuts Strand. Though if Minas Tirith is closest, an impact trancesyntharmoured rover seems best IMO, as I guess the Hive would be most likely to knock on their door.


As we have 2 pods to pop, one nearest each respective base, we can go with a probe at 2nuts and an impact trance skanky at MT

Snoddasmannen is offline Snoddasmannen
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Jul 2004
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  Old Post 27-01-2005 20:24
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Hey the turn is looking good Regarding the pod-pop, how about switching to a supercrawler, and then using the supercrawler (if completed) to insta-build a super missile rover when we get that from Lal? That way we don't have to pay for the upgrade. We do have to wait for it an extra turn though.

EDIT: Oh I see we have two of them. In 2Nuts, we could try for a cruiser probe immediately, no point in doing that crawler thing there.

Googlie is offline Googlie
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  Old Post 27-01-2005 20:42 Visit Googlie's homepage!
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OK - popped the 2 pods.

Hermer popped a Unity Foil - what to do with it? (I see that Tegea Harbour is crying out for a tree farm - maybe move it there and disband it after the crawler is complete and working and a TF is put into build?

Pegasus popped 2Nuts build completion - the trance armored cruiser probe!!

Googlie is offline Googlie
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  Old Post 27-01-2005 20:55 Visit Googlie's homepage!
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Mercury-class transport now completed in GH (for the crawler and 5 mins, as outlined by Maniac)

We can use this technique as well at Fort Buster to instabuild an Impact marine (using the recently completed crawler - it still has 2/rds an MP left where it could return to FB and participate in a marine instabuild) - that'd reach GH next turn to board the new trannie cruiser

Googlie is offline Googlie
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  Old Post 27-01-2005 21:00 Visit Googlie's homepage!
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Here's an update of the Pegasus:

(that's a slow Gaian Unity transport there)

Attachment: 2157-pegasus(2).jpg
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Googlie is offline Googlie
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  Old Post 27-01-2005 21:03 Visit Googlie's homepage!
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2 Nuts Strand, showing the cruiser probe completion:

Attachment: 2157 - 2nutsstrand.jpg
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Googlie is offline Googlie
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  Old Post 27-01-2005 21:36 Visit Googlie's homepage!
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quote:
Originally posted by Maniac

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.


We can send RT2 there, and/or complete a Hoplite in MT (in 1 turn) and send it there. They'd both likley get hung up in the fungus for 1 turn necessitating a doctor at 2Nuts for a turn

quote:
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?


I'd give cash. Doc Init gives us such a strategic advantage right now that I'd hate to give it away - let the others research it

Snoddasmannen is offline Snoddasmannen
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  Old Post 27-01-2005 21:41
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quote:

Hermer popped a Unity Foil - what to do with it? (I see that Tegea Harbour is crying out for a tree farm - maybe move it there and disband it after the crawler is complete and working and a TF is put into build?


Wow, yeah those unity foils are pretty much useless at this point How many minerals do you get for disbanding one? Maybe we could sell it to the Angels

quote:

Pegasus popped 2Nuts build completion - the trance armored cruiser probe!!




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

How about we name it the The Disco Volante, from the boat Largo used in the James Bond film Thunderball?

http://www.jamesbondmm.co.uk/vehicles/disco-volante.php

Googlie is offline Googlie
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  Old Post 27-01-2005 21:50 Visit Googlie's homepage!
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SCV (Spartan CRYPTEIA Vessel) Disco Volante christened

Maniac is offline Maniac
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Jul 1999
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  Old Post 27-01-2005 21:53
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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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Jul 2004
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  Old Post 27-01-2005 22:42
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quote:
Originally posted by Kassiopeia
A few WW2 parallels spring into my mind, but unsettlingly we are Germany in all of them.



I'm pretty sure we could be Japan as well

Snoddasmannen is offline Snoddasmannen
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Jul 2004
time: 06:29
  Old Post 27-01-2005 22:54
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quote:
Originally posted by Maniac
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.


Yeah that was what I was thinking too ...

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.


Ouch, that's bad
Well, just one more week for Kassi to delay diplomacy
Let's just hope the Morgans don't beef up in that period.

quote:

The Peacekeeper colony pod in Tegea Harbour has changed plans and is now heading for (84.30).
....
moves a tile south and pillages the road there? That should delay the PK CP long enough.



That's a Brilliancy
In chess that move would be a double exclamation mark.
We almost have to make a story out of that and put in the Phalanx, without offering the actual reason for the pillaging of course.

Modo44 is offline Modo44
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in western Poland
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time: 06:29
  Old Post 27-01-2005 23:24 Visit Modo44's homepage!
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We want the Nexus, so definately go and pillage, if that assures us a base there. Our next Colony Pod completed in Arcadia will go there, right?

Googlie is offline Googlie
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Commanding Officer, CRYPTEIA
Apr 1999
time: 21:29
  Old Post 28-01-2005 07:55 Visit Googlie's homepage!
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quote:
Originally posted by Modo44
We want the Nexus, so definately go and pillage, if that assures us a base there. Our next Colony Pod completed in Arcadia will go there, right?


No - the colony pod now 1 tile north of Argos will board the Hermes next turn and set sail for the nexus site

Googlie is offline Googlie
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Commanding Officer, CRYPTEIA
Apr 1999
time: 21:29
  Old Post 28-01-2005 08:11 Visit Googlie's homepage!
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#30 Report this post to a moderator
Lose 30 kilos (of popups)

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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