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Cluster Wars (formerly Empyrean Challenge)
#50
Turn 6 orders just uploaded. I didn't super-optimize like I had planned (didn't remember the deadline until the moderator's kindly reminder.) But I did get a few things done:

- Food appeared in my inventory! Inexplicably, since my population's hidden stockpile isn't up to the 4 turn goal yet. But I jumped at the opportunity to load up all my scouts with food.
- I noticed the 3 scouts that had invaded the alien outpost in orbit 1 were starving, even though there is ample food inside the outpost! Food distributed poste haste.
- Spent 6M research to bump Mine technology from 1 to 4
- Set up a new production run of high-tech factories to produce the new high-tech mines. My back-of-the-envelope calculations suggest that in 4 turns I will have more than enough to upgrade all 6M mines on my home world with the new stuff. This will hopefully address my immediate mineral requirements.

If it is really true that my food shortage is resolved, then next turn will open up all possibilities again. First and foremost, my scouts will get back to surveying every planet in my home system and jumping out to the neighboring star to scan the alien base out there. Second, I can put together the biggest in-system freighter I can find and max out a starting colony for my other in-system habitable world. This freighter will be working hard throughout the game, and will probably be expanded upgraded repeatedly.

Also, with upgraded Mine tech, I will have fleshed out my emergency tech updates for basic economic growth. I will probably take a turn or two to upgrade robot probes and maybe some weapon techs before turning back to laboratories.
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RE: Cluster Wars (formerly Empyrean Challenge) - by ixnay - 09-28-2013, 08:56 PM

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