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Vlad Antlerkov
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Do you have Matt Stairs in your house?
Mar 1999 time: 23:22
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Scout/garrison/Recycling Tanks/former/CP.
We don't have much cash, so rushing would be impractical.
Last edited by Vlad Antlerkov on 29-08-2002 at 16:18
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- Groucho -
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Initial scout goes expolring and we build another. then former then cp.
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Zakharov VII
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Depending on the fungal situation near where we land, for our first base either...
Garrison (and quick scouting)/Colony Pod/Former (CE by then, thanks TKG )/Colony Pod/Colony Pod/Tanks/Commons (though maybe not, not sure what kind of a difference Thinker will make)/Secret Project
If the fungus is nice, we can skip the garrison and build the Colony Pod first...if we still need a few turns before CE, we can build it then.
If we don't have Formers by the first Colony Pod, we can build a scout. If we wouldn't be size 2 when Colony Pods finish (we should plan in advance, taking into account terraforming), we can build a scout then the Pod.
For other bases,
Former (unless rainy nearby)/Garrison/Pod/Pod/Pod/etc...eventually we may want a second SP base, so then we can do the Tanks and Commons (but we'd have to look at the numbers then, to determine whether building the Commons is better or worse than going straight to the SP and assigning a Doctor when needed. It's a fairly straight-forward calculation)
Usually my kind of exploration is just to send colony pods out (not really caring the kind of terrain nearby, though nice terrain is nice ), and use the garrison to explore the base radius and pop those pods. I'm sure many people don't agree with me, so I guess we'll have to build scouts (but what about Free Market?? I still say that independant is fine, of course it's great if we find a Rover but not worth holding back Free Market for our supported scouts to go run around)
Z
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Main_Brain
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Economic World Center
Jul 2002 time: 06:22
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CEco within 16Turns I guess, so If possible I agree with CP,Scout/Former(depends on Surroundings),CP,Garnison
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Zakharov VII
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quote: Originally posted by lucky22
quote: Originally posted by Maniac
My suggestion is that as soon as we have landed the Director organizes a poll simply with the question what will be our first build in our first base. Nothing more. |
Well said. This man speals sense, MWIA. |
I disagree. We need to plan in advance, so that correct decisions can be made on hurrying. And we should definately be hurrying quite a bit, especially if we can get on Free Market.
quote: Originally posted by TKG
hey MWIA. if we get it started soon enough, we can have the WP finished by 2160, and the HGP finished by 2170. think about it.
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I've never played on Thinker, but I can't imagine it being MUCH worse than Transcend. In that case, I advise that we be very careful with what we plan on. In a recent game of mine, Deirdre got the Weather Paradigm in 2130 (can't remember the exact years, but I know the decade), and some other project (Human Genome or Merchant Exchange) by 2150. This was Transcend, but Thinker won't be twice as slow, right?
Every once in a while (on my Transcend experience), the AI does really well (with its cheating, of course ). We have to be careful what we count on. Thus we should be flexible enough with our strategy, perhaps prepared to go green (not Green) with forests if the Weather Paradigm fails, taking the ME (I prefer it over HGP even on Transcend, even without crawlers. With the extra drone help (on Thinker) and crawlers allowed, we can get a killer energy base with ME + SC + ToE. Even if we miss the Paradigm, the sea is a good cheap crawler place, as well as Hybrid Forest forest), foresting, putting in Creches and Commons for a Tree Farm population boom.
Z
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Zakharov VII
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Nuts? I much prefer Energy...sorry, I had to say that .
She probably did get some artifacts, but the AI does have a huge production bonus (equivilent to +3 or +4 on the SE scale) on Transcend. It's 1-2 less on Thinker, IIRC.
The ME is quite an investment, considering how when I run Free Market with forests, it doesn't make a difference until Environmental Economics when the Energy cap is lifted! However, it gives either +50% or +33% bonus to all energy production at the base (depending on whether I'm on Planned or Free Market), and with all the facilities and those nice tech secret projects, it's quite a powerful base (especially if we build lots of crawlers to feed it hundreds of energy).
If I can get two early SPs, I like ME and VW, and if I can snatch a third I get HGP. VW saves some maintenence and some build time, both good. HGP gives only 1 extra Talent. It's nice with small bases, but with larger ones, 10% Psych with all the +% Psych facilities (Hologram Theater, Tree Farm, Research Hospital, Hybrid Forest, and more later on) is plenty to get large ones (size 18 if we can get Ascetic Virties ) stable. The 10% Psych would be necessary anyways even with HGP, as only a -5 to drones and a +6 talent (PK+HGP) won't nearly cover such a base.
Early on, I keep bases size 2 or less. They just keep churning out Colony Pods, so they never get larger. The SP building bases get a Recreation Commons which takes them to size 5, IIRC (thanks to another PK Talent at 4), and later as expansion ends all bases get Tanks, Commons, and Creches. Nodes are put in (assuming VW), Tree Farms are put in, then I switch to Planned to bring them up high (with a +10% or +20% put in when needed). HGP's one extra talent never seems like a big deal to me (I do play PK a lot, so I rely on the inherent extra Talents. Even with University I don't do much different, putting Psych one notch higher).
Z
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GeneralTacticus
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of Melbourne, Australia
Dec 2001 time: 15:22
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I'd ask for a garrison then a scout (not including our free scout patrol), after that it's not really relevant for my Directorate.
Last edited by GeneralTacticus on 30-08-2002 at 12:45
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AdamTG02
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Williamsburg, Virginia
Aug 2002 time: 00:22
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Seems balanced, and I do agree that the first priority at the start should be to explore and expand. The only suggestion I would make is that if nutrient production is skimpy in the first base (no square above one) that the colony pod (which would disband the base anyway if produced too early) be switched with the formers (which can improve squares, allowing the base to grow that quickly in the future.)
Edit: GT has a point; maybe garrison should be earlier. I'm thinking that for the first base, mindworms are unlikely to attack us. I definitely support early garrisons for later bases, though.
Last edited by AdamTG02 on 31-08-2002 at 22:22
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