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Kody
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If life's standing still and your soul's confused
Jun 2003 time: 14:28
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I think we're make far fewer mistakes with planning all the move beforehand, and posting next turn's moves here.
Oh yeah about base B4. I'm wondering if we should instead put two bases. A base one east of B4, and a base one north of the nurtient near B4.
Actually I think it is a good idea to do that. I'm going to adjust the turn a little.
Kody
Last edited by Kody on 18-07-2003 at 19:11
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Kody
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If life's standing still and your soul's confused
Jun 2003 time: 14:28
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quote: Sure! It was just my bad habit of liking to be involved in action. |
Nah it was Rokossovky and me at that turn chat, and I was trying to give advice without a map. That's why we ended up with a farm down there.
Kody
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Kody
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If life's standing still and your soul's confused
Jun 2003 time: 14:28
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B4 and B5 are actually planned for much later and B6 should be built earlier. The colony pods for base B4 won't be ready for about 5 turns. B5 will probably colonised by a colony pod from B4.
The next colony pod built is heading for B6 mainly, because we want to claim the west coast of our land. Some people have asked that we make the C1 colony pod head there. But I don't want to do that because the B1 base is going to be a colony pod generator. If we doing B6 first, we've basically lost entire new colony pod worth of a turn advantage.
Also we want to plant the colony pod early so we can get industrial automation faster. This increases the build rate and energy gathering.
To offset this the next colony pod from Claire's deep passages is going to B6 and claim our west coast.
As for placing a colony pod on the energy, we might want to crawler the energy to the super science city. Maybe when it comes closer to the time we need to send the colony pod we decide.... I can't figure out what would be best yet.
Also I think my B5 placement is wrong.... I need to figure out where the base should be placed. We want those condensor+nuts+crawler.
Kody
Last edited by Kody on 18-07-2003 at 19:33
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Kody
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If life's standing still and your soul's confused
Jun 2003 time: 14:28
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I would go for it, as a B7 site. The B6 site is mainly placed to claim the rest of our island.
Kody
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Kody
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If life's standing still and your soul's confused
Jun 2003 time: 14:28
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"Where are the colony pods heading? The one in Voltairograd I assume will go to the coast?"
Yes
"The one in the valley is it going to build a base or is it going to Sunny mesa (I noticed that this place doesn't have a name now )?"
Build a base where it is.
"Is the Komm city former going to build a road?"
The Cyan lined one is heading to start building mines and roads.
It will be required for crawling minerals to the Special Project "The weather Pradigm" that we're planning on building.
"I remember we also talked about building a sersor in the coast, will we have a former for that task? In fact since the colony pod is already out we may not have time for it, unless two formers work on it together"
We have enough time. If you noticed, that former has been using the last 1/3 of it's turn terraforming while it's been moving down the river. So it's got about 3 turns of terraforming already queued up.
"... The former that goes to the mineral bonus, is it going to continue to the nut bonus? I imagine we probably need a farm first?"
It's going to build a sensor array then forest the nut bonus for the new city that will be placed there.
Kody
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Kody
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If life's standing still and your soul's confused
Jun 2003 time: 14:28
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We're rushing a former in the new city.
That will be the former that farms the nut bonus.
Choose a name for the new city. It needs to be a really good one because the new city will be a very important city of the Hive. It might become our headquarters, depends though.
Kody
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Kody
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If life's standing still and your soul's confused
Jun 2003 time: 14:28
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If you're talking about voltirograd. The nut bonus is on rocky. So we can't farm the nut bonus.
Kody
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Rokossovky
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Marshal of the Revolutionary Army of the Socialist People of the Human Hive
May 2003 time: 22:28
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Alright, I've finally caught up. NO MORE MINES! We need growth to build colony pods. I personally suggest farms with solar collectors and road on rolling&moist squares. It provides 2 nutrient, 1 mineral, and 2 energy (depending on where it is). At this point in the game it is a great balance, growth, production, and ec. If we build mines we won't be able to take advantage of them (we need nutreints), whereas these farms are great. I personally suggest building this terraforming set on all squares with rolling&moist or better rainfall patterns. If there are no rocks though, forest is a good idea. Rocky squares, if they are flat wait until we can build boreholes, but if they are on a hill build mines. As for right now, when I play the first thing I do is go around and terraform all the rolling&moist squares, then the hill rocky, then the forest, and then the boreholes, and by that time i can begin to replace the forest with echelon mirrors and condensors. You guys might want to consider that.
Um, Kody and I talked about unit moves. I think we decided that we are going to move the northern scout onto the rocky square rather than the one north east of it as the rocky is a better defensive position, and if the scout went west it is closer to it. The southern rover is going to explore the channel, and the scout by the colony pod is going move to the new base once it's built until that base can build it's own defensive unit. The rover is going to try and watch both the scout if it moves west, and the transport (though we think the transport is going to move around and explore and really doesn't pose a threat). But yea.
- Rokossovky
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