r_rolo1
King of myself
Ok, time to put a plan in the table right ?
First of all, I think that we all agree that the best thing to do now is to SIP and tech agri while making a worker. That alone will be enough for the first set ...
On bigger plans, I have heard various suggestions of wonders and bulbs and it will be problematic to get them all running. Oracling MC is all fine and dandy, but, even if we can make the Oracle, the Oracle will give very unwanted GP GPP and if we get a GP instead of GS , the plan for bulbing Machinery with it goes down the drain. There was also talk about the Mids, that share the same shortcomings: heavy hammer load and wrong GPP ( in spite of that GEs can still bulb machinery
) ...
Anyway the GS bulb is completely dependent of a crucial neglect of Fishing ... ok, we don't need fishing for our cap ( well, that lake would help ), but who knows about the surroundings ? We might need it ( remember, no farm spam ... it means that seafood might be our salvation ). Not sure if it is wise to proposedly neglect seafood for a bulb in this situation ...
So in the end I've seen basically 3 medium-long proposals:
- Go to writing and run sci specs while trailing to Machinery. Bulb Machinery with a GS
- Oracle MC . Trail to writing in between, like in the previous plan. Also bulb machinery if we get a GS
- Go to Mids. Run Rep, go to writing. Bulb Machinery with either a GE or a GS
All of this plans have shortcomings ...
On more closer issues, I'm still quite skeptic on going AH after Agri. It is quite unlikely that the starting BFC has AH food ( 2 corns + banana give a quite high food count for the beautifier ) and I would not gamble too much on horses either ( jungle area start ). OTOH BW, even if we don't have copper, will allow slavery. I know , we might not want to whip much, but the cap is a very decent whip center and we will surely want to whip some stuff from there.
P.S. timmy, you are in the team since Immy has resigned. Welcome
First of all, I think that we all agree that the best thing to do now is to SIP and tech agri while making a worker. That alone will be enough for the first set ...
On bigger plans, I have heard various suggestions of wonders and bulbs and it will be problematic to get them all running. Oracling MC is all fine and dandy, but, even if we can make the Oracle, the Oracle will give very unwanted GP GPP and if we get a GP instead of GS , the plan for bulbing Machinery with it goes down the drain. There was also talk about the Mids, that share the same shortcomings: heavy hammer load and wrong GPP ( in spite of that GEs can still bulb machinery

Anyway the GS bulb is completely dependent of a crucial neglect of Fishing ... ok, we don't need fishing for our cap ( well, that lake would help ), but who knows about the surroundings ? We might need it ( remember, no farm spam ... it means that seafood might be our salvation ). Not sure if it is wise to proposedly neglect seafood for a bulb in this situation ...
So in the end I've seen basically 3 medium-long proposals:
- Go to writing and run sci specs while trailing to Machinery. Bulb Machinery with a GS
- Oracle MC . Trail to writing in between, like in the previous plan. Also bulb machinery if we get a GS
- Go to Mids. Run Rep, go to writing. Bulb Machinery with either a GE or a GS
All of this plans have shortcomings ...
On more closer issues, I'm still quite skeptic on going AH after Agri. It is quite unlikely that the starting BFC has AH food ( 2 corns + banana give a quite high food count for the beautifier ) and I would not gamble too much on horses either ( jungle area start ). OTOH BW, even if we don't have copper, will allow slavery. I know , we might not want to whip much, but the cap is a very decent whip center and we will surely want to whip some stuff from there.
P.S. timmy, you are in the team since Immy has resigned. Welcome
