Turn # 9 basic concepts.
Final Advise from your economic counselors.
Continue to assemble all of your newly produced automation-3.
Once again draft any FREE unskilled laborers into trainees.
We need to assemble all of our high tech Labs, or at least as many as possible.
You will need to replace any FCT-1’s with your new Fct-4’s or 5’s.-as this will free up a goodly amount.
Calculate how many pro’s we can free up to run our new Labs, (they take 3 pros each).
If you built 2e7 Lab’s you can shutdown or DAS all your LAB-1’s and that will allow you to assemble 1e7 high tech LAB’s, but you will still need 3e7 free PRO’s for the remaining 1e7 or so LAB’s that you have built.We will have freed up some professionals by replacing ALL of our FCT-1’s with higher level factories.
It might also be a good idea to retool all the factories you were using to build high tech Labs,) as you will expend for MIN-4-- or as high as MIN-8 --(depending on your research pool size), on turn 11. (On turn 12 you may want to save all your research and then go to lab-10 on turn 13
This means you won’t need these Factories, or their associated PRO’s for two turns.—normal PRO growth will allow you to restart then then, (or after you have achieved enough research to expend for your desired level of mines.
Looking to the future, calculate how far you can go before being required to have high tech mines on the ground, to feed your factories, and plan your current factories use accordingly.
Realize that when you produce your high level mines, the minimum quantity that you should build would be 6e6, and the maximum would be about 12 to14e6. The excess above what you can use on your OPC will be BEAMED or sent out to mining colonies that you will establish in your inner orbits and will allow for a much greater factory usage on our home world.
The better you succeed at this, the greater your production will be, and of course the better chance you will have over your opponents.
Our size will certainly be a factor in our conquest of the universe, but it is still only one factor amongst many.
REMBER
Our economists are thinking in terms of cycles.
Labs should be upgraded every 8 -12 turns.
The reason being that it takes four turns to produce them, and during the next 4 turns you can use the factories that made them to produce your mines wile simultaneously expending the produced Research to upgrade your economy or war effort.
This theory makes 8 turns the minimum time span for lab increases; you may however want to wait 10, or 12 turns to gain various production advantages or to store research for higher upgrades.
Advice from your Military Counselors.
We repeat
The Mass-8 alien objects you have begun to view are potentially valuable to you, due to their population and possible artifacts. You should be surveying, scanning and poking and prodding them to determine your best chances of conquest.
Plan accordingly
If we don’t get to and capture “ours” someone else just might.
Explore the universe; knowledge of what is out there translates into better planning and of course POWER.
Turn # 9 basic concepts.
Final Advise from your economic counselors.
Continue to assemble all of your newly produced automation-3.
Once again draft any FREE unskilled laborers into trainees.
We need to assemble all of our high tech Labs, or at least as many as possible.
You will need to replace any FCT-1’s with your new Fct-4’s or 5’s.-as this will free up a goodly amount.
Calculate how many pro’s we can free up to run our new Labs, (they take 3 pros each).
If you built 2e7 Lab’s you can shutdown or DAS all your LAB-1’s and that will allow you to assemble 1e7 high tech LAB’s, but you will still need 3e7 free PRO’s for the remaining 1e7 or so LAB’s that you have built.We will have freed up some professionals by replacing ALL of our FCT-1’s with higher level factories.
It might also be a good idea to retool all the factories you were using to build high tech Labs,) as you will expend for MIN-4-- or as high as MIN-8 --(depending on your research pool size), on turn 11. (On turn 12 you may want to save all your research and then go to lab-10 on turn 13
This means you won’t need these Factories, or their associated PRO’s for two turns.—normal PRO growth will allow you to restart then then, (or after you have achieved enough research to expend for your desired level of mines.
Looking to the future, calculate how far you can go before being required to have high tech mines on the ground, to feed your factories, and plan your current factories use accordingly.
Realize that when you produce your high level mines, the minimum quantity that you should build would be 6e6, and the maximum would be about 12 to14e6. The excess above what you can use on your OPC will be BEAMED or sent out to mining colonies that you will establish in your inner orbits and will allow for a much greater factory usage on our home world.
The better you succeed at this, the greater your production will be, and of course the better chance you will have over your opponents.
Our size will certainly be a factor in our conquest of the universe, but it is still only one factor amongst many.
REMBER
Our economists are thinking in terms of cycles.
Labs should be upgraded every 8 -12 turns.
The reason being that it takes four turns to produce them, and during the next 4 turns you can use the factories that made them to produce your mines wile simultaneously expending the produced Research to upgrade your economy or war effort.
This theory makes 8 turns the minimum time span for lab increases; you may however want to wait 10, or 12 turns to gain various production advantages or to store research for higher upgrades.
Advice from your Military Counselors.
We repeat
The Mass-8 alien objects you have begun to view are potentially valuable to you, due to their population and possible artifacts. You should be surveying, scanning and poking and prodding them to determine your best chances of conquest.
Plan accordingly
If we don’t get to and capture “ours” someone else just might.
Explore the universe; knowledge of what is out there translates into better planning and of course POWER.
Final Advise from your economic counselors.
Continue to assemble all of your newly produced automation-3.
Once again draft any FREE unskilled laborers into trainees.
We need to assemble all of our high tech Labs, or at least as many as possible.
You will need to replace any FCT-1’s with your new Fct-4’s or 5’s.-as this will free up a goodly amount.
Calculate how many pro’s we can free up to run our new Labs, (they take 3 pros each).
If you built 2e7 Lab’s you can shutdown or DAS all your LAB-1’s and that will allow you to assemble 1e7 high tech LAB’s, but you will still need 3e7 free PRO’s for the remaining 1e7 or so LAB’s that you have built.We will have freed up some professionals by replacing ALL of our FCT-1’s with higher level factories.
It might also be a good idea to retool all the factories you were using to build high tech Labs,) as you will expend for MIN-4-- or as high as MIN-8 --(depending on your research pool size), on turn 11. (On turn 12 you may want to save all your research and then go to lab-10 on turn 13
This means you won’t need these Factories, or their associated PRO’s for two turns.—normal PRO growth will allow you to restart then then, (or after you have achieved enough research to expend for your desired level of mines.
Looking to the future, calculate how far you can go before being required to have high tech mines on the ground, to feed your factories, and plan your current factories use accordingly.
Realize that when you produce your high level mines, the minimum quantity that you should build would be 6e6, and the maximum would be about 12 to14e6. The excess above what you can use on your OPC will be BEAMED or sent out to mining colonies that you will establish in your inner orbits and will allow for a much greater factory usage on our home world.
The better you succeed at this, the greater your production will be, and of course the better chance you will have over your opponents.
Our size will certainly be a factor in our conquest of the universe, but it is still only one factor amongst many.
REMBER
Our economists are thinking in terms of cycles.
Labs should be upgraded every 8 -12 turns.
The reason being that it takes four turns to produce them, and during the next 4 turns you can use the factories that made them to produce your mines wile simultaneously expending the produced Research to upgrade your economy or war effort.
This theory makes 8 turns the minimum time span for lab increases; you may however want to wait 10, or 12 turns to gain various production advantages or to store research for higher upgrades.
Advice from your Military Counselors.
We repeat
The Mass-8 alien objects you have begun to view are potentially valuable to you, due to their population and possible artifacts. You should be surveying, scanning and poking and prodding them to determine your best chances of conquest.
Plan accordingly
If we don’t get to and capture “ours” someone else just might.
Explore the universe; knowledge of what is out there translates into better planning and of course POWER.
Turn # 9 basic concepts.
Final Advise from your economic counselors.
Continue to assemble all of your newly produced automation-3.
Once again draft any FREE unskilled laborers into trainees.
We need to assemble all of our high tech Labs, or at least as many as possible.
You will need to replace any FCT-1’s with your new Fct-4’s or 5’s.-as this will free up a goodly amount.
Calculate how many pro’s we can free up to run our new Labs, (they take 3 pros each).
If you built 2e7 Lab’s you can shutdown or DAS all your LAB-1’s and that will allow you to assemble 1e7 high tech LAB’s, but you will still need 3e7 free PRO’s for the remaining 1e7 or so LAB’s that you have built.We will have freed up some professionals by replacing ALL of our FCT-1’s with higher level factories.
It might also be a good idea to retool all the factories you were using to build high tech Labs,) as you will expend for MIN-4-- or as high as MIN-8 --(depending on your research pool size), on turn 11. (On turn 12 you may want to save all your research and then go to lab-10 on turn 13
This means you won’t need these Factories, or their associated PRO’s for two turns.—normal PRO growth will allow you to restart then then, (or after you have achieved enough research to expend for your desired level of mines.
Looking to the future, calculate how far you can go before being required to have high tech mines on the ground, to feed your factories, and plan your current factories use accordingly.
Realize that when you produce your high level mines, the minimum quantity that you should build would be 6e6, and the maximum would be about 12 to14e6. The excess above what you can use on your OPC will be BEAMED or sent out to mining colonies that you will establish in your inner orbits and will allow for a much greater factory usage on our home world.
The better you succeed at this, the greater your production will be, and of course the better chance you will have over your opponents.
Our size will certainly be a factor in our conquest of the universe, but it is still only one factor amongst many.
REMBER
Our economists are thinking in terms of cycles.
Labs should be upgraded every 8 -12 turns.
The reason being that it takes four turns to produce them, and during the next 4 turns you can use the factories that made them to produce your mines wile simultaneously expending the produced Research to upgrade your economy or war effort.
This theory makes 8 turns the minimum time span for lab increases; you may however want to wait 10, or 12 turns to gain various production advantages or to store research for higher upgrades.
Advice from your Military Counselors.
We repeat
The Mass-8 alien objects you have begun to view are potentially valuable to you, due to their population and possible artifacts. You should be surveying, scanning and poking and prodding them to determine your best chances of conquest.
Plan accordingly
If we don’t get to and capture “ours” someone else just might.
Explore the universe; knowledge of what is out there translates into better planning and of course POWER.