...then again, I always built very Former heavy, so I could do both.
I would favor hurrying Formers, if only so they can get started on terraforming and adding solar collectors EVERYWHERE to build energy stocks back up. Whether that's one or both is more dependent on how much of an EC reserve you feel is wise.There was an observation, that the more energy you have in the banks, the more unity pods yield in the case energy reserves are found.
Might also be a good idea to hunt down the Spore Launcher before it becomes an issue, but it deals pretty minor damage.I thought about it too. However, it would be good to have Unity Wreckage scouted as soon as possible. It may be, that there is another faction somewhere there. We still have 3 tiles with benefits, all worth it to get to them first.
I thought about it too. However, it would be good to have Unity Wreckage scouted as soon as possible. It may be, that there is another faction somewhere there. We still have 3 tiles with benefits, all worth it to get to them first.Fair point, so long as you're sure the Spore Launcher won't kill the scouts before they can finish.
Unity mining laser could train its attack strength on that launcher.
I'd recommend at least one improvement before starting on a road, although you could split the difference and have one Former building roads while the other improves the Capital.Yes, that's good idea. Maybe that river tile near AH could get forest first.
...It's also possibly getting some of the unity pods on their territory, those, Colonials were not able to pop out yet.
I wouldn't bother antagonizing the Colonial's, no reason to mess with them when you could just exchange for their maps a little down the road.
I personally would hunt down and kill off the Spore Launcher but I'm pretty aggressive about hunting down Planet Life. Your mileage may vary.My thoughts too, to get the threat out of our way, spore launcher damages are costly, often many former-turns, also planetpearls energy is nice.
... Long term the western sites are more lucrative.My thoughts too. Worth to try to go there. In case of Colonials making a base there pushing our borders, we loose some travel turns. But I have some idea, how to cross fungus faster.
The eastern site is the most finicky but it could push back Basque's territory and has energy and mineral resources. It would absolutely require a lot of terraforming, however.There is more land to the east, let us see what the scout finds.
...
... maybe to Build/Explore, ...
Off-hand I'd say no changes, everything is falling out relatively according to plan. I would only build one leg of the proposed road at a time, and keep the second Former either on Fungus Clearing (if available) or building improvements to speed base growth.Yes, having 2-3 formers per base would be nice at this time, but we seem to plan a few more bases first.
I agree here. 10-30 turns may be quiet. We also do not know how many bases Colonials will be able to place. and they may even do ICS, if there is some natural landmark. They did 3rd colony pod faster than us! They are expansionists, or maybe have very good terrain.
I would consider a slow military build up. As planned, cutting the Colonials off from further expansion will trap them and their only option will be to try to expand seaward or take Apollo territory, and a short war for territory is less time-consuming for them. They're also, if I recall, more militaristic expansionist than exploratory, which may prejudice their decision. You won't need the expanded military for a decade or three, but having at least the defenses to bottle them up would be wise.
If you think putting colony B that far north would be injudicious due to fungus and distance, we could instead use the earlier proposed location on the coast and then expand there once it is scouted and fungus cleared.Yes, we can do it. This is good suggestion, as colony pod would be shorter time in transit and we can select location on scouted terrain, knowing surroundings.
I tend to try to spread out further and then fill in, but I've been playing on Librarian with average native life so the risk/reward analysis might pan out differently.We play on Transcend, but with council of now three players and our pace of a turn every several days, we play quite efficiently. So placing a base on better terrain and river but somewhat far away could in the end give us better result. But this is only my guess, and without any strong conviction which one is better.
You mean like directly north of the scout in the above screenshot?One tile NE from there, which is "builder location."
That would give it a few moist tiles overlapping with MM to work, and MM can concentrate on the tiles south of it, which are better quality. Then raise the coast where the pod is?Yes, somewhere there. I have impression, this is just a 1-tile channel. However, I would not rise a sea tile with bonus, unless necessary. The reason is, that often a unity pod results, that is not giving you back that specific resource.
It makes me nervous having the border so close to our headquarters, but I guess there's nothing to be done about it.The former makes road on that rocky tile. This is good place for defensive post blocking access to AH. And we can have a sensor somewhere there.
Could we bring the copter back east to scout along the border?That can be the mission after facilitating colony pod to the west travel.
...The chance is that with 1/3 move our cp will enter fungus tile under the copter...
Edit: it looks like we'll end up crossing their territory to colonize east without a transport foil. Can we do it without angering them?
Unless their territory expands I think an eastward expansion can cheat around their borders using diagonals.We will see in what way that planned eastern base will move Colonial borders. We could have access to that spot near energy bonus you once mentioned.
Regarding spacing, given the difficulty level and native life I would favor caution. Especially now, as Apollo does not have a large military and if there's a surge of native life or foreign aggression the further away the endangered base is the more likely it is to just get swarmed under. In particular because base three is either going to have to spend time and production building its own garrison, unless we're willing to station the Mining Laser there and give up a mobile offensive force.Mining Laser probably would stay near MM base. At least, somewhere there.
Oh, I see, I misunderstood where you wanted to raise the land. I was thinking east of the wreckage site, north of HQ, to get more land there in case the next base by the river is too close. ...I think you were initially correct. That area is not all scouted, so we do not see if there are any bonus tiles. And I think there is a channel based on coastal tile shades of blue. We do not see the opposite bank yet. It is east of the wreckage and north of AH base.
Pop the pod. Try the Mining Laser first, w/ the former as backup...Yes, this is a very good idea. In case mining laser succeeds, we still have former to use its move for terraforming.
Perhaps we should send our colony pod back west then and consolidate our grasp northward. Maybe pop that pod with our scout, though.My vote too.
...Yes, I would trade Social Psych too. I was thinking about Merchant Exchange in our capital, so giving away Industrial Base decreases our chances. Weather Paradigm might be the SP to get first.
Regarding tech, I'd favor Social Psych, no reason to help them improve their industry even further at this point. They're already militaristic and producing rapidly enough to be a worry.
I think it's probably a mistake to settle north before east and west along the border, with a crowding neighbor there who expands so fast. I should have said something sooner.I just posted about west direction.
I would be generally inclined to delay getting a larger military (and thus filling up free garrison) unless there are ungarrisoned bases or there is a pressing need for more military. The spore launcher aside, there aren't any pressing military concerns and getting the Recycling Tanks is more useful in the long run.It is about the colony pod going west having escort and being guarded from the very beginning. But we could risk that travel time and one turn. Rarely bases just established are destroyed.
That said, if Psych is becoming a problem it may be worth setting the next available production runs to Recreation buildings.AH has currently only copter, which will most likely leave in 2129 for eastern escort mission. And the copter quells no drones.
For my part I would try to prevent them from getting access to at least the northern energy/nutrients base sites, those are pretty firmly in Apollo's expansion area and really more important than expanding west or east by my estimation.Yes, then MM will make colony pod next and move our border to the north, covering that energy bonus by a new base in that direction. With the road, from cp completion to new base establishment should be 3 turns.
If treaty/pact is doable the rest might follow more easily? Often the opposite seems to be true, though.And it was not so long conversation, but we may have a chance in some future to get some benefits from this contact.
I'm a big fan of being on the lending end of loans. Cash flow permitting, it's free money if a vendetta doesn't disrupt...You mean, that we lend energy? And then receive every turn some income?
... Regarding New Vladivostok, I would only favor the skirmisher if you're trying to use NV as a new colonization hub, to build the second western base or explore the surrounding sea for ocean base sites. ...NV is in good location for sea exploration. Maybe after basic infrastructure (Recycling for now, I guess) we can devote the base to this task.
Now, if NV is going to be building its own colony pods that may take some of the pressure off of AH or other bases, but whether or not that's optimal I don't know. It looks like there's going to be a series of three base sites up north by the Pilgrim isthmus, which current production has covered already and means AH or AC would only need to make one more to meet current projected base quotas.I think we can put even 4 bases, well spaced, if the border drawing will be good for us. Let us see.
Fifth base establishedWell, Apollo [something] appears to be a theme, so naming it Apollo and appending its intended function could work. It's in a fairly green area so Apollo Farming or Nutrition could be viable. The other common pattern is [Worker title] [awe word], which makes things like Farmer's Eden or Grower's Garden possible alternates.
Sweat of Your Brow
This name is maybe a bit too long. Any proposals to change it or shorten?