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Corellion
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Kingston, Canada
Sep 2002 time: 00:30
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quote: Originally posted by Impaler[WrG]
Well besides the fact that I belive we should be doing our terraforming in the Present rather then 100 years in the Past I felt I might give a few coments. |
Er... hehe.
quote: First off I am very build oriented person and I favor Nutrients most of all and I avoid Forests except on the most worthless land. |
The problem is that we need all-around good squares to work very soon, to increase production. Other terraforming methods take a lot of time, and former numbers that we don't have right now.
quote: I whent around most of the bases and tried to see what the next best tile to develop would be, here are my recomendations.
Logic Loop - Farm at 68/72 would alow us to realocate workers for a net +2 energy. |
Good point, I was planning on doing that after the farm at (71,71) is completed, since it's already under construction. It will allow for an earlier bonus, and approximately the same amount of time to complete the actions.
quote: Another farm at 68/70 would bost nutrients. |
No it wouldn't... at least not until we get gene splicing (hopefully soon).
quote: Mythical Matrix - A mine at 79/71 when worked by the new worker would take in 4 mins and 1 eng. This would excellerate colony Pod Production and help to make this Base a Pod factory for setlment of the rich North eastern territories (which we do not want to loss to the Drones if they are infact on our land mass). |
Yes it would, and that will be a good job for the former coming up behind to do. However, I think we can gain more advantage by speeding up road production in that area to allow the colony pods to get to their base site quicker. In addition, if we do plan to make MM a CP base, then it will only be able to work one square at a time for most of its time. If it works the nutrients, it grows faster to produce the colony pod, but is unable to work the newly terraformed square. If it works the mine, it will not have grown by the time the colony pod is done.
quote: Zetaris - Mine at 79/71 would bring in a huge load of minerals atlest 7 which could be crawled by the crawler Zetaris is making. |
That would be a great square to work. Thanks for pointing it out, I had missed it. That seems like a very good idea.
quote: Pi Squared - A farm at 69/61 would incresse nutrients |
First, it's Pi Square, not Pi Squared. Second, no it wouldn't, at least not until Gene Splicing.
quote: Binary Bastion - Why are we building a Forest next to this city? When you open the base view that tile is unharvestable, this may have something to do with the Monument thing their. Are we shure the square will be workable? |
The tile is not unharvestable. In fact, we could harvest it right now if we really wanted to. The only thing is that it doesn't produce anything (because it's ruins). If the square is improved, it can be worked with abandon. I believe that a tile that produces nothing is "the most worthless of terrain", and so a forest seemed to be the best, indeed only, choice. In addition, it is right along the path the road will be built on, so we didn't have to waste any movement getting there.
quote: Aurora - Developing the square that Miriams copter is on right now would be a good idea, its high elevation, moist, rolling and I belive it recives the +1 mineral Crater Bonus (The crater bonus can be tricky, I know for one it dose not aply to all squares that have the Crater label) |
I agree completely, and I'm leaving it up to you to convince Miriam to move her copter. Until that time, none of our formers can get there. 
quote: Also I must express my conserne over our lack of Recycaling Tanks. You guys may know something I dont but it would shure seem to be that we could use them in a number of our bases, I find that the long term exceleration effects are more then worth the investment. I think we should make them a Priority as soon as our war units are produced. Most of the larger bases could make them very quickly. |
We would like very much to have recycling tanks, however other things have, in the past, been much more important. It's been very hectic since the beginning, and we've never really had the time, energy, or minerals to build recycling tanks, as there were always other priorities (formers, colony pods, base garrisons, recreation commons, crawlers, and now military units). However, thank you for reminding us... we have a tendency to get carried away with whatever we're doing.
Thank you very much for your critiques and suggestions. They definitely help.
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Drogue
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Omnipresent conscience
Oct 2002 time: 05:30
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Ok. Have looked at save, and have a couple of questions.
With regards to the MCC: We had planned to use the crawler at 69,77 to rush the MCC in LL this turn. Is this still ok? Also, I have just noticed, that since we are not intending to rush with a crawler in Pi Square, we can use the crawler next to LL, currently harvesting minerals, in to rush in LL, and the crawler at 69, 63 can replace it. This would mean that we build the MCC next turn We lose 5 minerals for not harvesting, but gain 24 from rushing. IMHO a good idea. We need the MCC ASAP.
Also, your build orders where not the plan that Maniac and I had been discussing. The cruiser transport was to be built in Aurora, after the Rec Commons, and Pi Square was to build a probe cruiser, followed by a 2-3-8, or if we get it in time, a 4-1-6 cruiser. Apolyton Prime was to continue building probe defenses for our outlying bases too, and to board the transport to infilitrate/steal from PEACE.
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Drogue
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Omnipresent conscience
Oct 2002 time: 05:30
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Yes 
Corellion: Thanks for the orders, look good However I have noted that we can get the 150 ec for Miriam a turn earlier (2144) if we put the sliders to 80-0-20 and keep the AP worker on the energy resources. I know it seems drastic, but having that a turn earlier is worth putting our research rate back IMHO. We need that tech! I know we only polled to change it to 60-0-40, and there are no orders for it, but having only just noticed this, IMHO it is too good to miss. We said we wanted it as early as possible, and this is it, therefore I declare (unless anyone wants to voice an opinion now, as I about to go and play) that this is an emergency and will put it that way. the worst case is if you disagree with me and we put it back to 50-0-50 next turn, which is little difference.
Edit: Phenix has agreed by MSN, so I'll play and do it. I'm sorry if you disagree, but I don't have any more time before I have to play 
Last edited by Drogue on 16-10-2003 at 20:14
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Corellion
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Kingston, Canada
Sep 2002 time: 00:30
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BTW, something I just realised.
There is almost no reason to actually work on SPs until we can one-turn rush them. The base in question can just mass-produce crawlers in that time. Then, not only do we get it in almost the same amount of time (a little more because of mineral overflow), but we actually get it faster, because we have the crawlers to help increase production and do other meaninful things in that time. So much wasted time...
It's such a common tactic too... sigh.
And the same thing goes for any high-mineral build... like for example cruiser probes?
We can get out two crawlers, which will later be traded back in, to work some tiles while we wait to be ready to build it.
Last edited by Corellion on 19-10-2003 at 20:15
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Corellion
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Kingston, Canada
Sep 2002 time: 00:30
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I'm pretty sure you can. You just disband them normally, and you get all the minerals, you don't need the dialogue box to pop up. Of course, I could be mistaken here.
Aaaand I am mistaken. Sorry.
Last edited by Corellion on 19-10-2003 at 21:56
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All times are GMT. The time now is 05:30. Apolyton Time is 00:30. |
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