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Bobchillingworth Wrote:Wow. Bet you wish you were Domai!
What were his things again?
*ahem*
Anyways, this looks really really ugly. It's not clear we have placement for 2 cities in what we can see. Swapping Biomed will help some and a city placed "7" of the starting pile will have access to a lot of those desert ridge hills, so 2/1/1 with a greenhouse and 2/1/2 w/ a hydro plant as well.
Thoughts Nicolae?
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Bobchillingworth
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Quote:What were his things again?
+1 production on any tile which already provides 3.
Anyway, point is yeah your start utterly blows. Despite my lurking this game globally, I don't know what anybody's start looks like, so this is pretty amusing 
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Ouch. This is tricky, yeah. No food blows. I don't even see jungles to spread fresh water for farms.
Another concern, Biodomed only gives +1 food to flat arid and flat polar tiles (converting otherwise 0/1 tiles to 1/1 tiles).
My first thoughts were to settle 7 and 22, and tech Aquaculture.
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Nicolae Carpathia Wrote:Ouch. This is tricky, yeah. No food blows. I don't even see jungles to spread fresh water for farms.
Another concern, Biodomed only gives +1 food to flat arid and flat polar tiles (converting otherwise 0/1 tiles to 1/1 tiles).
My first thoughts were to settle 7 and 22, and tech Aquaculture.
That over there is flat arid ridge river though yeah? You have a point though, the tiles are still terrible.
7 & 2-2, tech Algaculture slows us down from Memetics, but perhaps everyone else will do us a favor and tech it for us  ?
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Forgot for a moment that we start w/ a former w/ 2 moves and ignores terrain. So I went ahead and moved that for maximal vision, and 7/2-2 seems the best set so I set that, revolted to Biomed, and moved for that.
We want "7" to be the capital naturally.
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After settling on the next turn I'm thinking of turning both supply crawlers into formers. Then we grow the cities while building rovers and other scouts, instead of slowing down the growth curve by building formers.
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Disagree with getting 3 formers out. We have a low food start, we'll be growing slowly, hence don't need that many workers. All we'll have to work are Moist DNA and a rocky mineral mine.
After that, not much to work with. Maybe 2 workers max, to get both cities improved at the same time. I still think Aquaculture is our best chance to get some food up, the alternative is Environmental Economics to spread fresh water irrigation.
But we need to get some scouts out. And yeah, I wouldn't tank my growth to build Formers either, especially not if we start with the things.
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Nicolae Carpathia Wrote:Disagree with getting 3 formers out. We have a low food start, we'll be growing slowly, hence don't need that many workers. All we'll have to work are Moist DNA and a rocky mineral mine.
After that, not much to work with. Maybe 2 workers max, to get both cities improved at the same time. I still think Aquaculture is our best chance to get some food up, the alternative is Environmental Economics to spread fresh water irrigation.
But we need to get some scouts out. And yeah, I wouldn't tank my growth to build Formers either, especially not if we start with the things.
Fair enough. We start w/ 1 former and 2 supply pods. So if we use one supply pod for a former (2 formers), that leaves the last one for a unity rover or foil.
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Sareln Wrote:Fair enough. We start w/ 1 former and 2 supply pods. So if we use one supply pod for a former (2 formers), that leaves the last one for a unity rover or foil.
So, umm, we can turn one of the supply crawlers into an aquaformer, which I think is solid since that means we get a 2/2/2 tile in the capital and a 3/1/3 tile in the 2nd city. Recall that we can airlift formers about w/out any tech, so we only need the one.
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Overview:
Settled in the places mentioned earlier and transformed our two supply crawlers into a former and aquaformer. With no pods out, I think we can build our scouts IMO. Start in on Algaculture, will follow that with Memetics unless it comes in from the other players I suppose.
Post-Rovers, Need to decide on what to build in the bases (Research! Clearly...)
Demographics:
Scoring:
From the scorebox we see that Maniac and Sian have only settled one colony pod each (2 pts / pod), and Iskender settled one colony pod last turn and his other is in transit. (Iskender plays after us, every other human before us).
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