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Old September 12, 2002, 06:34   #1
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ThisBaseIsBelongToUs build queue discussion thread
Well, as I didn't realise that the Scout we were to build as garrison in TBITU would be done before the end of the chat, the chatters decided on making a Colony Pod as the second build there.

I would now like to find out what you think are options for the next few builds for this base.

Personally, I can think of a few.

-Continue on CP, then Formers, Recyc Tanks (exactly like New Apolytonia)

-Change to Formers, then CP, Recyc Tanks

-Finish CP, then send the Scout out with it to found a new base, build new Scout, new CP, repeat the above, then Scout... (idea from the general build queue thread)

-Finish CP, then Formers, CP, Formers.....

-All CPs

-All Formers

Anyone think of any other good ones? Do you agree with any of the above?
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Old September 12, 2002, 07:34   #2
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CP, formers, CP, Scout and then whatever.
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Old September 12, 2002, 07:41   #3
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agreeing with maniac
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Old September 12, 2002, 10:47   #4
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Ditto.
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Old September 12, 2002, 10:58   #5
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CP, 'formers, Recycling Tanks, scout
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Old September 12, 2002, 12:17   #6
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Re: ThisBaseIsBelongToUs build queue discussion thread
Quote:

-Finish CP, then send the Scout out with it to found a new base, build new Scout, new CP, repeat the above, then Scout... (idea from the general build queue thread)


I suggest we keep doing that unitl there are no more nice place to settle down around the base.
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Old September 12, 2002, 12:18   #7
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My question is- will the population grow before the cp is done?

If so, CP, scout, scout, CP, and so on.

If the growth rate does not support this, then we should build formers and recycling tanks, then scout, CP, scout, CP
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Old September 12, 2002, 12:21   #8
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Quote:
Originally posted by Diablero
My question is- will the population grow before the cp is done?

If so, CP, scout, scout, CP, and so on.

If the growth rate does not support this, then we should build formers and recycling tanks, then scout, CP, scout, CP
Yes, it will : growth in five years, CP in fifteen years.
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Old September 12, 2002, 12:32   #9
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That's an excellent growth rate. We should push CPs in every direction!
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Old September 12, 2002, 15:08   #10
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Quote:
Originally posted by Pandemoniak

Yes, it will : growth in five years, CP in fifteen years.
that was new apolyton. TBIBTO will NOT grow before the CP is completed. we need to switch to formers or a scout or something(and lose some minerals in the retool i'm afraid)

my suggestion:
-formers
-pod
-scout
-tanks/project (we need to get all the early SPs)
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Old September 12, 2002, 15:50   #11
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i dont know WHERE i read it but MWIA said something that i backup The DIRECTORS have to ask him for building/units/etcetc. and then he can decide what to build! ofcourse in the beginning there some thing that need to be done this way. but DBP was designed to pervent discussion about what to build........or am i wrong?
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Old September 12, 2002, 15:53   #12
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i thought it was so that if director 1 wanted infantry, and director 2 wanted a recycling tanks, then he decides/polls.

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Old September 12, 2002, 15:55   #13
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yes that is what i ment! (DAMN MY HEAD FOR NOT MAKING GOOD SENTENCES ) sorry but again that is what i ment
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Old September 12, 2002, 15:57   #14
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Quote:
Originally posted by DeathByTheSword
(DAMN MY HEAD FOR NOT MAKING GOOD SENTENCES )


if your head is so bad, why dont you just MAK YOUR OWN F***ING SENTENCES!!!!


? no...

anways, we can't build a pod in TBIBTU unless we want to delay production for several turns
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Old September 12, 2002, 16:04   #15
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Then ofcourse former
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Old September 12, 2002, 19:31   #16
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Though I would have no objection against switching to formers (you know how I those), a solution to make sure the base is at size 2 when the CP is finished would be simply switching our worker to the nutrient tile for two turns and then switch back to normal.
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Old September 13, 2002, 02:34   #17
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Maniac is quite correct here, in the case we change the workers to work nuts for 2 turns and then change back, we have pop growth in 4 turns (I think) and CP construction in 5. Then we can go on to build formers, and by the time they are done the next CP can be built.

So, I propose
- CP (continues with worker changes), Formers, CP, Scout (Maniac)

This is far enough until we see how things are going 15-20 turns down the track.

Other options supported here:
- CP (cont), scout, scout, CP (Diablero)
- CP (cont), formers, RecycTanks (lucky22)

TKG - in light of us being able to build that CP without wasting minerals/time, do you still stick with

- Formers (changed), CP, scout, RecycTanks ?

Or do you agree with the idea of Maniac's that I prefer?
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Old September 13, 2002, 08:12   #18
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I like the idea Maniac came up with. It is most efficient. We should not have to suffer from mineral loss this early in the game. Every turn counts.
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Old September 13, 2002, 16:32   #19
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Quote:
Originally posted by MrWhereItsAt
TKG - in light of us being able to build that CP without wasting minerals/time, do you still stick with

- Formers (changed), CP, scout, RecycTanks ?
no. i say switch the worker to the nut tile, then switch back.

CP (switch workers)/Formers (switch back)/scout/tanks
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