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Author Topic: what would you prefer to develop first, Smithore,Energy or Food?  (Read 972 times)
Discomafia
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« on: February 14, 2010, 16:25 »

BEHOLD fellow colonist!
when the colony dropship start to drop off, lets fasten your seat-belt,then prepare your enriched  knowledge from the pocket guidebook of space colonist and begin your tale of survival,everyday-and everynight Smiley

planet IRATA as always had a line of river valley and bunch of mountainous cliffs that could be a perfect place for a Wampus to spent their hibernation during the colonization started. now first survival trivia is:

WHAT WOULD YOU DEVELOP FIRST?
- a box of shiny,metalic SMITHORE to build a squeaky M.U.L.E
- a pack of ENERGY generator for basic colonization electricity
- or a ration of galactic colonization food for your daily need?


before you answer your choice: watch this

http://www.youtube.com/watch?v=-ApfcR9_7Cc
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my MULE session is interupted when i played on my ACER aspire one netbook, i cant chat with my oponent-and sometimes they consider me as a Bot! ...AM I ROBOT ot AM I HUMAN?
Mega Byte
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« Reply #1 on: February 14, 2010, 16:58 »

TOO funny.

I'm of two mindsets on this:  First turn, you have free food, and enough energy to last 2 turns easily, so energy is out.  Food maybe, and is a good choice because a store burn is more likely during this turn.

Ore is another possibility if you plan to buy out the store, or a store burn happens, but probably you hang on to it for an extra turn.  If your game is about getting an extra plot, ore is not a bad choice, because if you generate 4 or 5 even on first turn, and sell at around 50, you probably will have more money than anyone else come auction time.

It's good also to test for crystite in turn on.  If you get a high plot, you can take 1 turn to produce it, sell it, switch to ore on the next turn on that plot.  Turn 2 is almost always about food then.  The good news here is, even if you have 1 food unit left after turn 1, that's enough time to get a food plot down.  So, in my view, never a good move to do food on turn 1.
-S
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piete
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« Reply #2 on: February 15, 2010, 13:07 »

We still start with too much energy compared to the original version, I expect this to be corrected.

As it is now, I never start with energy, since I would lose one unit in spoilage. But I do vary my starting with food and smithore, depending on how the mountains are formed and also on my first-round rank (if it's 1st or 2nd, there's a good chance that I can't buy any food from the shop against my cut-throat rivals Wink ).

When the energy amount gets corrected, I may choose an "empty" plot first, too, and if it turns out to have high crystite, it gets its chance to get into production too.

So I play with no strict rule, more with a feeling, just like Roger Federer... Wink
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Keybounce
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« Reply #3 on: February 20, 2010, 19:52 »

I'm experimenting with energy first. I don't buy out the store.
On turn 2 I plop down a second energy plot. I also inform the people mining smithore that I'll supply them with energy, and they should focus on their smithore production bonus.

On turn 4, I start plopping down Crysite. I try to keep the store's valuation of energy from falling (can't over produce or over horde), but I have to make sure I never run out because of disaster (one turn of not available at all and the rest of the players will get in on the market).

So far, it looks like selling energy at 50% of the smithore price is too low, but at 66% the smithore people will switch to energy. Gotta find that sweet spot where profit works.

What kills me is food -- with only one person supplying food, the colony has had high-priced food each time I've done this.
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Blitzen
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« Reply #4 on: March 28, 2010, 13:33 »

Food.

1) That way you don't have to pay through the nose or risk having the other players starve you forever.

2) You can Wampus hunt with your free time and find the Crystite before you start grabbing plots willy nilly.

3) Generally I only play humans, bots are retarded and might sell you food but rarely seem to take river plots... much like in the original, only making it more certain I will put down food.

PS This version may have a guaranteed food/energy break for anyone who has 0 in (either / both?) -- long as they aren't first, but that is a bug and shouldn't be like that for long... we hope.
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Death to all smurfs.  Even the pretty one.  Grin
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