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Drogue
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Omnipresent conscience
Oct 2002 time: 05:28
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Ok, our first turn will be played in a couple of days, so I need some ideas. First tech, starting location, build queues, general strategy, etc.
I think the very first tech should be Centauri Ecology, as formers are needed ASAP IMHO, although what do others think?
Also, should we build our base exactly where the pod starts, or look for a better place? Max number of turns to look if we want to? I would say build it there unless one or two moves can get abundant resources that are good (like mineral on rock, nutrients or energy on ridge high up)
First thing to build? I am thinking scout patrol to explore, one to defend, former as soon as we get the tech, and then another CP?
First SP? I think the Human Genome is good, but I think the Weather Paridigm is a must, for the help in former time, and the little terraforming trick I learned from Archaic, of having Boreholes and Consensers, in pattern, that means condensers get crawled for nuts, and boreholes give us loads of energy and minerals.
Just a few ideas. Please post any comments you want.
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/me goes to France
Feb 2001 time: 00:28
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first tech: Centauri ecology for sure
as for build Q it's always hard to say. scout maybe until ecology, then former, CP, former in the HQ. then in all other bases i'd go former former CP scout. fast growth, but we're vulnerable to the worms.
for SPs i'd go for the WP and HGP once we have a few crawlers out. Indus Auto is a MUST. as for copying archaic's ICS/terraforming, i've found that to work out pretty well, though i've had success with bases 3 tiles apart (usually N, N, NE or W, W SW, not 3x N or something)
now, maniac?
EDIT: BTW drug, you lost your flag
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Drogue
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Omnipresent conscience
Oct 2002 time: 05:28
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I like it TKG. Screenshot for the terraforming? as for build queues, that's very open to worms Wouldn't maybe former, scout, CP, former be safer, and just as fast growing, just fewer formers? We may need to run for SPs soon, as others will go fast, especially for those two. Also, if we can stop the UoP getting the Virtual World, that would be great. Great SP, and even better to stop UoP. If we get a massive minerals base, i say go for it!
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Drogue
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Omnipresent conscience
Oct 2002 time: 05:28
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So to surmise, we go for Centauri Ecology first, build the base where it starts, unless it can see something really good very close to it, and build a former ASAP?
However, what to build first. If we start with 3 scout patrols, I suggest not building another one. Should we start with a CP, and then hope that we grow soon, start with CP and switch to former ASAP, start as stockpile energy and switch to former ASAP, or build a fourth scout patrol?
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Maniac
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Gent, Belgium
Jul 1999 time: 06:28
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quote: Why put it in queue? Don't we jsut chose to build it first? |
Err, yes, that's what I mean. Just another way of saying it. (If you put something in the queue while the current build order is "stockpile energy", the build order changes automatically to what you put in the queue btw.)
quote: I was thinking that it means we are ready to build former ASAP, whereas if we're building a CP we would have to wait ages to get formers. I was simply suggesting the way to get the former the quickest. |
If I understand your method correctly, we will still have our ten free minerals in the queue when we research CentEco, and one credit per year it took to research CentEco, assuming we have two mins that are converted to one credit. If you count one mineral as having the same value as two energy (I always do so as it costs two energy to rush one mineral when hurrying facilities), that's a loss of 75%. 
Using my method, we will have an extra scout patrol, and will gain two mins per year. It would surprise me if we were able to research CentEco in five years, so probably we'll have more ten mins in the queue when we research CentEco. If we then switch to a former, we'll lose half of the mins we have accumulated above the first ten. That's a loss of 50% for mins above the first ten, and a loss of 0% for the first ten mins. 
quote: I agree with that method, although is the SP needed? Should we just for a CP first, and use the first 10 mins for that? |
I'm afraid I don't understand you. What SP / Secret Project?? 
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Drogue
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Omnipresent conscience
Oct 2002 time: 05:28
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Sorry I mean't SP as in scout patrol. As for the others, I consider mins and energy worth the same, as it is 2 min-1 energy for stockpiling, but 1 min-2 energy for rushing. I agree though, forget the stockpile energy. However, shoudl we build another scout patrol, and then go for CP, or go stright for CP, with the extra mins on that. The first means we'll likely change to building a former partway through the CP, the latter means we'll probably build the CP first.
Scout patrol, or no scout patrol, that is the question 
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Maniac
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Gent, Belgium
Jul 1999 time: 06:28
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quote: As for the others, I consider mins and energy worth the same, as it is 2 min-1 energy for stockpiling, but 1 min-2 energy for rushing. |
Well personally I use the "stockpile energy" command much less than the "hurry" command. Also, as I usually play FM most of the time, I produce much more energy than minerals, again decreasing the value of energy, and increasing that of minerals.
quote: However, shoudl we build another scout patrol, and then go for CP, or go stright for CP, with the extra mins on that. The first means we'll likely change to building a former partway through the CP, the latter means we'll probably build the CP first. |
Currently I can't have an opinion about that yet. I first need to know the starting location. If there's a nutrient surplus in the base radius, the base will probably grow to size 2 before the CP is done, and we can forget the scout patrol (though then we would need to garrison one of our independent scout patrols in the base to prevent drone riots). If there isn't a nutrient surplus, it's unlikely the base will grow before the CP is finished, and we'll have to build something else first before starting on a CP. Otherwise our HQ will be disbanded! 
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