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Ljosalfar IN SPACE!: Bobchillingworth hugs a fungus

Alas, IoDs can only carry psi units.
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Got a second turn in today.



A pod in the south gave me a Unity Foil, which will pop a couple unguarded pods nearby and then, assuming it survives, attempt to rescue my stranded Rover and Former.



At the EoT, I got my free Sea Colony Pod:

[Image: 2012-07-15_00003.jpg]



You can see here where I have decided to settle it:

[Image: 2012-07-15_00005.jpg]


I'll send it over along with two defending Gunboats and an Isle. Plus Supply Trawler. This city will serve two main purposes- first, it secures Brilliance, a resource which I have no other sources of nearby, and more importantly it will control one of the few aquatic approaches to my capital once I use the Trawler to rush a Perimeter Defense. The only other waterways to Gaia's Landing are blocked by a Spawning Site or located far to the south.


Now I badly need to research the two farming techs (farms themselves + chain irrigation), and then after that I think it's time to finally research the tech that lets me manually build Isles and Worms. Right now my biggest weakness is that I have no decent ground combat troops- even just a couple Cargo Foil's worth of Siege Tanks would mean disaster. I feel secure to some degree because my start is so incredibly out of the way for everybody else, plus the seas are still very treacherous, but that won't last. As a stop-gap measure, I intend to produce a few Empathy Flamers & capture some land Worms from the sole Spawning Spot on my island.
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Got another good pod result:


[Image: 2012-07-16_00001.jpg]



Of course there isn't any Fungicide anywhere near me tongue I did capture another Isle, though.



I may be able to pop three pods next turn, two almost for certain. I'm opening an incredible amount of them, but it really is worth noting that at this point I have based a substantial portion of my gameplan around it. Honestly I'm not sure that normally it would be all that great a strategy, but since I'm on an island and I really need better ships and Isles anyway, all my naval techs which enable me to reach pods end up being exactly what I'd want even if there were none.
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In this turn, pods:


[Image: 2012-07-17_00001.jpg]

[Image: 2012-07-17_00002.jpg]

[Image: 2012-07-17_00003.jpg]



The Nutrient Resources are useless, the Supply Trawler will probably rush another Perimeter Defense at an island base I have planned, the Aquaformer is very useful & is going to take a long (and hopefully safe) route over to my soon-to-be-founded sea colony.




At home, I need more Formers now that I can begin irrigating and planting forests, so I'll take a break from ships at my capital for a while. I need to grow my cities but also to keep expanding- squaring these mutually exclusive goals is my main challenge going forward.



I hope my public thread post wasn't too overwrought. I'm really not too worried about the others right now. I think Selrahc's espionage plan is obviously stupid, and I'm amazed that Nic is at all interested, since it requires Nic to research a couple expensive and otherwise useless techs just to get an EP economy going, and it makes him reliant on another player who has good reason to stab him. I'm most worried about someone going kamikaze and pushing Cargo Foils of Genites or whatever across the seas towards me, when there's just no dang reason for it.
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City 5:


[Image: 2012-07-18_00001.jpg]



Useless pod:


[Image: 2012-07-18_00002.jpg]
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Bob Wrote:the Aquaformer is very useful & is going to take a long (and hopefully safe) route over to my soon-to-be-founded sea colony.

You might want to be a bit careful when sending your Aquaformer home. In my last game I popped an Aquaformer quite far off from my borders and on its long trek home it was ambushed by and Isle and damaged (which causes it to stand around for X turns waiting for repair.) While damaged it did cost me a significant amount of energy. I'm not sure how much (maybe Maniac can clarify), but it did slow down my tech.
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Right, hence the "long route" back home. Will take about three extra turns to reach my sea colony, but there will only be two turns of danger as opposed to four had I pursued the most efficient path.



If the Aquaformer gets zapped, I'll probably have to delete it, for the reason you mention.
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City 6:


[Image: 2012-07-19_00001.jpg]



With a bunker & two Isles defending, I think it'll be safe for a long while. Lots of food here, I should probably just make this my great person town.
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How'd you get a bunker into the city so quickly? Did a supply trawler make it?
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Yup smile
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