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Arnelos is offline Arnelos
Emperor
of the Free World
Sep 2002
time: 00:36
  Old Post 16-05-2004 22:06
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Turn 185, 690 AD - 6 Turns to D-Day Support Apolyton

Status

- Republic
- Researching Navigation (x beakers stored, need x beakers total, x turns left)
- Treasury 972 gold (end of last turn), +59 (+60 CFC, +137 CGN) gpt, = 1228 gold (at begining of turn).
- Running at 50/50/0 Sci/Tax/Lux

- Anticipated start of GA - Turn 223 (910 AD)


Here is the save


Ministry of the Interior


Science & Cash Flow

Sliders set at 0% research (100% Tax) and 0% lux.


Economy:

Lakeveiw - building Catapult (turn 3 of 10 sched).
Mingapulco - building Horse (turn 2 of 2 sched).
Chiquita - building Library (turn 2 of 8 sched).
Bananatopia - building Horse (turn 3 of 3 sched).
Incensity - building Caravel (turn 4 of 5 sched).
Dominus - Horse built, start building Market (turn 1 of 10 sched).
Tripoli - building Aquaduct (turn 2 of 9 sched).
Mu - building Courthouse (turn 14 of ??TBD?? sched).
Hispanica - Horse built, start building building Aquaduct (turn 1 of 14 sched).
Power of Victory - building Aquaduct (turn 5 of 14 sched).
Eisten Boulen - building Courthouse (turn 17 of ??TBD?? sched).
Karina - building Library (turn 4 of 8 sched).
Lux Invicta - Worker built, start building building building Worker (turn 1 of 3 sched).
Big Bend - Market built, start building building building Library (turn 1 of 10 sched).
BigFurryCity - building Horse (turn 3 of 3 sched).
Apolyton Prime - building to Sistine Chapel (turn 12 of 17 sched).
This is the Semi-STEALTH prebuild start of the Hanging Gardens wonder project, due to complete on turn 191
Del Monte - building Library (turn 24 of 28 sched).
Heart of Darkness - building Aquaduct (turn 3 of 9 sched).
Elucidium Novem - Worker built, start building building Worker (turn 1 of 2 sched).
ADD Workers to build Queue for all 9 places
Note: EN is a designated Worker Pump.
Silk Road - building Courthouse (turn 23 of 29 sched).
Arcadia - building Harbor (turn 7 of 12 sched).
Zenophobia - building Granary (turn 12 of 13 sched).
Note: Zeno is a designated Worker Pump.
Solace - building Aquaduct (turn 17 of 26 sched).
Down Under - building Courthouse (turn 25 of ??36?? sched).
Lumentis Bananis - building Courthouse (turn 4 of ??TBD?? sched).
Antlergrad - building Courthouse (turn 22 of ??TBD?? sched).
Area X - building Harbor (turn 23 of 26 sched).
Heros' Summit - building Courthouse (turn 21 of ??TBD?? sched).
Mongoose Abyss - building Temple (turn 3 of 23 sched).
Lumen Musae - building Courthouse (turn 20 of ??TBD?? sched).
Protuberance - building Courthouse (turn 2 of ??TBD?? sched).
Kanaola - building Courthouse (turn 19 of ??TBD?? sched).
Cyrene - Catapult built, start building building building Catapult (turn 1 of 9 sched).
Eye - building Courthouse (turn 18 of ??TBD?? sched).
Vox Publica - building Courthouse (turn 17 of ??TBD?? sched).
Freedom City - building Barracks (turn 11 of 20 Sched).
Mauretania - building Wealth.
Thunder Bay - Building Courthouse (turn 10 of ??TBD?? sched).
Memoria Fraxia - building Courthouse (turn 16 of ??TBD?? sched).


Rushing

See Short, Throughput & Regular Rushing Turn by Turn Approval Thread for general rushing requests
and see Turn 171, 550AD post in that thread for this turn's specific requests and approvals.
Edit the post link when coping and pasting.

None this turn

Worker Force:

Lakeview - starting WF 1. NC.
Mingapulco - starting WF 3-6-7-8-9-10-15. NC.
Chiquita - starting WF 1-2-4-5-6-8-13. NC.
Bananatopia - starting WF 1-2-3-4-8-9-14-19 (working Game). NC.
Incensity - starting WF 5-6-7-16-17. Change WF to 4-6-7-16-17.
Dominus - starting WF 1-2-4-6-7-8-19. Change WF to 1-4-6-7-8-19 & 1 Taxman.
Tripoli - starting WF 1-2-4-17-18-19. NC.
Mu - (grows this turn) starting WF ??7??-15. Change WF to 7-15.
Hispanica - starting WF 1-2-3-4-12-20. NC.
Power of Victory - starting WF 3-4-5-10-13. Change WF to 3-4-10-13-14.
Eisten Boulen - starting WF 4-5. NC.
Karina - starting WF 3-4-11-13-15-16-18. NC.
LuxInvicta - (Worker built) starting WF ??1-3-13??. Change WF to 1-3-11.
Big Bend - (grows this turn) starting WF 3-4-6-8-??10??-11-12. Change WF to 1-3-4-6-8-10-13.
BigFurryCity - starting WF 5-6-7-8-18-19-20. NC.
Apolyton Prime - starting WF 1-2-4-6-9-14-15-17-19-20. Change WF to 1-2-4-6-7-9-16-17-20 & 1 Entertainer.
Del Monte - starting WF 1-5-6-10-11. Change WF to 4-5-6-10-11.
Heart of Darkness - starting WF 4-6-10-13-17-18. NC.
Elucidium Novem - (Worker built) starting WF 2-4-6-8-??12??. Change WF to 2-3-4-8-19.
Silk Road - starting WF 1-5-9-19. NC.
Arcadia - (grows this turn) starting WF 1-2-6-7-8-??19??. Change WF to 1-2-6-8-19-20.
Zenophobia - starting WF 2-3-4-8-13. Change WF to 3-6-7-10-13.
Solace - starting WF 2-7-8-16. Change WF to 1-2-8-19.
Down Under - starting WF 2-4-10-12. NC.
Lumentis Bananais - starting WF 3-6-7-13. Change WF to 3-6-13-15.
Antlergrad - starting WF 2-4-10-11. NC.
Area X - starting WF 3-5-17. NC.
Hero's Summit - (grows this turn) starting WF 6-7-??8??. Change WF to 5-6-15.
Mongoose Abyss - starting WF 5. NC.
Lumen Musae - starting WF 1-8. Change WF to 1-6.
Protuberance - Starting WF 3-20. NC.
Kanaola - starting WF 7-8. NC.
Cyrene - starting WF 6. NC.
Eye - starting WF 2-8. Change WF to 1-2.
Vox Publica - starting WF 4-20. NC.
Freedom City - starting WF 6. NC.
Mauretania - starting WF 6. NC.
Thunder Bay - (grows this turn) starting WF 1-20. Change WF to 9-20.
Memoria Fraxia - starting WF 6-8. NC.

To be edited by MoI[/color]

Workers:

Go3 (MrWIA, EVC & Dejon) - near PoV - Move MrWIA 7 (to Forrest, will road next turn. Move EVC & Dejon 1 to Grass, will road next turn..
Rush & rah - near Hero - Irrigate (done).
Press Gang 1 (PG 1 to 6) - near Lum Mus - move 7-8 and Mine (done).
Grumpy Group (Grumpy & PG 9 to 12) - near Karina - move 8-8-8.
Empress & Larry - near Lum Mus - move 8-9-9, will start clearing next turn.
Screech & Sanchez - near EN - move 8-8-8.
Bashful - near EN - move 8, will start clearing next turn.
New Worker from EN (name him Sneezy) - move 8-9 (joining Bashful), will start clearing next turn.
PG 7 & 8 - near Antlergrad - start clearing Jungle (12 turns to complete).
Spike & Moosefart - near Del - Road (done).
New Worker from Lux - Name him Temp1 - move 8-8-8, will be added to Incensity when it gets there.
New Worker from CGN (in AP) - name him PG 13 - move 8-8-8.
Silky, Sleepy & Yo - near Down Under - Mine (3 turns to complete)
Mark & Otto - near BB - move 3-3-2.
Doc, Frodo & Out of Darkness - on Tripoli Iron - Road (done - Iron Reconnected).


Settlers:

Trojan Horse - stay forted.


Preturn SIM Results: actual save should be the same

NOT READY YET


Beaker Power = x BPT
Cash Power = x GPT
At 50% = x BPT & x GPT
x (this turn, @50%) + x (previous) = x beakers towards Sometech
x - x = x left after this turn (x more turns).
GNP = x
Mfg = x
Prod = x
GPT = +x (+x CFC)



Ministry of War

MoW Thread

Just built units
New Horseman from Dominus.
New Horseman from Hispanica.

Upgrades

Move AIS Seeker, Vengeance & Valor into Incensity and Upgrade all to Caravel for 60 Gold.

Move Sharpe, HungryOPD & Enamel into Incensity and Upgrade All for 180 Gold.

Move 3 Horsemen that are at BFC, into BFC and Upgrade for a total of 240 Gold (after Iron is reconnected).

Total Upgrades this turn = 480 Gold.


Strike Movement

Move New Horse from Dom towards Tripoli, will upgrade there next turn.
Move New Horse from Hisp to the stack at BFC 4.
Move AIS Solidarity & AIS Hunter to Cyrene 8 (do NOT enter Cyrene).
they will be at the required Group A distance where they are.
AIS Zealous - move 6-9-8 (scouting a bit).
AIS Righteous - move 9-9-9.
Load Elite Knights onto AIS Righteous.


Do these in order
1) AIS Deliverance - move into Mauritainia, unload 2 knights, move 7-8.
2) wake the Muskets on AIS Heroic and move to Deliverance.
3) Load the 2 knights in Mauritainia onto AIS Heroic
4) AIS Heroic - move 8-8-8.

Might want to Off Load Togas and HTower and move them out of Incensity, to keep them from showing if someone investigates. They can reload next turn.


other moves

AIS Assassin - move 8-8-8.

Other Unit Moves to cover the coastal areas, to prevent GWT/GCA from landing a beachhead Settler.


Ministry of Foreign Affairs

Foreign Affairs thread

Last edited by E_T on 17-06-2004 at 11:48

Arnelos is offline Arnelos
Emperor
of the Free World
Sep 2002
time: 00:36
  Old Post 16-05-2004 22:07
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Urgent Business for This Turn

Economic:

To be edited by the Consul/MoI


Military:

to be edited by the Consuls


Diplomatic:

To be edited by Consuls/FAM


Other:

To be Edited by the Consuls

Link to turn 161 report
Edit link to point to previous turn's report

Kloreep is offline Kloreep

Emperor
of the pillow
Jun 2002
time: 00:36
  Old Post 17-06-2004 12:13
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Report


Started playing ~12:30 eastern. Finished ~3:00 eastern.

Start of Turn
Accepted 137 gold, Netatolian slave, and WM from CGN
Accepted 60 gold and WM from CFC
Big Bend finishes Market, starts Library

Military
MI Vlad moves 3
AIS Righteous 9-9-9
AIS Deliverance 9 in to Mauretania, unloads BigKnight and BFC, moves 7, has ZargonX and MerZenary from AIS Heroic transferred to it, moves 8
Count of BFC and BigKnight move 7 on to AIS Heroic
AIS Heroic 8-8-8
AIS Solidarity 2-2
AIS Hunter 3-2-2
AIS Seeker 2-2 and upgrade
AIS Vengeance 4 and upgrade
AIS Valor 4 and upgrade
AIS Zealous 6-9-8
AIS Assassin 8-8-8
3 Elite Knights 7 of BFC load on to AIS Righteous
NMs Enamel, HungryOPD, and Sharpe move in to Incensity and upgrade
Sirs Krill and Rockbandit moved in to BFC and upgraded
New Horse in Hispanica named Sir joncnunn and moved 9-9-9 and upgraded
New Horse in Dominus named Sir DarkCloud and moved 8-9-9-9-9-6
New catapult in Cyrene named Cacapulta and moved 2-2-2

Workers
Go3 (MrWIA, EVC & Dejon) - near PoV - Move MrWIA 7 (to Forrest, will road next turn. Move
EVC & Dejon 1 to Grass, will road next turn..
Rush & rah - near Hero - Irrigate (done).
Press Gang 1 (PG 1 to 6) - near Lum Mus - move 7-8 and Mine (done).
Grumpy Group (Grumpy & PG 9 to 12) - near Karina - move 8-8-8.
Empress & Larry - near Lum Mus - move 8-9-9, will start clearing next turn.
Screech & Sanchez - near EN - move 8-8-8.
Bashful - near EN - move 8, will start clearing next turn.
New Worker from EN (name him Sneezy) - move 8-9 (joining Bashful), will start clearing next turn.
PG 7 & 8 - near Antlergrad - start clearing Jungle (12 turns to complete).
Spike & Moosefart - near Del - Road (done).
New Worker from Lux - Name him Temp1 - move 8-8-8, will be added to Incensity when it gets there.
New Worker from CGN (in AP) - name him PG 13 - move 8-8-8.
Silky, Sleepy & Yo - near Down Under - Mine (3 turns to complete)
Mark & Otto - near BB - move 3-3-2.
Doc, Frodo & Out of Darkness - on Tripoli Iron - Road (done - Iron Reconnected).

Cities
Incensity WF to 4-6-7-16-17
Dominus WF to 1-4-6-7-8-19 & 1 Taxman. Starts building Market
Hispanica starts building Aqueduct
Power of Victory WF to 3-4-10-13-14
Lux Invicta WF to 1-3-11
Big Bend WF to 1-3-4-6-8-10-13
Apolyton Prime WF to 1-2-4-6-7-9-16-17-20 & 1 Entertainer
Del Monte WF to 4-5-6-10-11
Elucidium Novum WF to 2-3-4-8-19. Queue filled with workers.
Arcadia WF to 1-2-6-8-19-20
Zenophobia WF to 3-6-7-10-13
Solace WF to 1-2-8-19
Lumentis Bananis WF to 3-6-13-15
Heroes' Summit WF to 5-6-15
Lumen Musae WF to 1-6
Eye WF to 1-2
Thunder Bay WF to 9-20

End of Turn
Research slider set to 0%
Sent Astronomy and WM accepted to CFC
Sent 40 gold accepted to CGN
Sent peace accepted to GCA

Stats
F1 Screen
748 gold in the treasury
+311 gpt
Science Power is 433
Currency Power is 473

F3 Screen
Strong to GCA, CGN, and CFC
Weak to GWT

F11 Screen
Top 5 Cities: Parthemunde, Webringen, Shen Ling, Micco, Bananatopia
Demographics
Approval Rating: 2nd with 74%
Population: 2nd with 5559000
GNP: 2nd with 596 million
Mfg. Goods: 2nd with 196 megatons
Land Area: 2nd with 43900 square miles
Literacy: 1st with 12%
Disease: 4th with 4%
Pollution: 1st with 0 tons
Life Expectancy: 2nd with 30 years
Family Size: 1st with 1 children
Military Service: 4th with 5 years
Annual Income: 2nd with 7 per capita
Productivity: 2nd with 750

Kloreep is offline Kloreep

Emperor
of the pillow
Jun 2002
time: 00:36
  Old Post 17-06-2004 12:17
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Got spare money?



E_T is offline E_T
Emperor
Orlando, Florida
Mar 2001
time: 00:36
  Old Post 20-06-2004 01:18
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Kloreep, it seems that CFC didn;t get the save (something wrong with their Mail server) and it needs to be resent.

Please also sent it to:
Ankka - azy@mbnet.fi
cheetah - cheetahx@online.no

as they are the ones who have been playing the save.

E_T

Kloreep is offline Kloreep

Emperor
of the pillow
Jun 2002
time: 00:36
  Old Post 20-06-2004 06:23
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Avatar Enlargement: We've got the solution

Resent to the civfanatics.net address and to the addresses above.

MrWhereItsAt is offline MrWhereItsAt
Emperor
New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001
time: 17:36
  Old Post 20-06-2004 14:10
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Just a query here - is there really the need to post all those orders after the turn was played? Before the turn is played E_T's orders are necessary, of course, but afterwards surely they're not so important..?

Could it help the Consuls if all they needed to do was post any changes in orders from the pre-posted ones? After all if anyone needs to repeat all the orders from a turn you'd just need to look at the orders thread and make a note of any changes reported by the Consuls afterwards. That looks like a ton of work that could be cut down. And if that helps the turnspeed or just makes life a little easier, then why not?

Certainly keep the screenies and the report on cash reserves + demographics etc. That stuff is good to see if you aren't in a position to load the save, just all the worker/wf/unit orders aren't, I believe, strictly necessary to post on twice.

Kloreep is offline Kloreep

Emperor
of the pillow
Jun 2002
time: 00:36
  Old Post 20-06-2004 21:24
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Put an end to popups!

We don't always have complete military unit orders, and the non-strike ones may change anyway when the situation is reviewed, so I think we should keep those in.

The worker orders I generally just copy & paste, so they're not a problem.

City orders are a partial copy-paste as well for the WF numbers, so they are more work since I weed out cities with no changes and copy-paste individual WF lines at a time, but it's not a big deal, and it completes the report so that it's all you need to completely replay the turn.

BigFree is offline BigFree

Emperor
Acampo, CA
Oct 1999
time: 21:36
  Old Post 20-06-2004 22:16
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Lose 30 kilos (of popups)

I agree with WIA. Most of it is not needed.

Arnelos is offline Arnelos
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Sep 2002
time: 00:36
  Old Post 21-06-2004 08:07
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quote:
Originally posted by MrWhereItsAt
Just a query here - is there really the need to post all those orders after the turn was played? Before the turn is played E_T's orders are necessary, of course, but afterwards surely they're not so important..?

Could it help the Consuls if all they needed to do was post any changes in orders from the pre-posted ones? After all if anyone needs to repeat all the orders from a turn you'd just need to look at the orders thread and make a note of any changes reported by the Consuls afterwards. That looks like a ton of work that could be cut down. And if that helps the turnspeed or just makes life a little easier, then why not?

Certainly keep the screenies and the report on cash reserves + demographics etc. That stuff is good to see if you aren't in a position to load the save, just all the worker/wf/unit orders aren't, I believe, strictly necessary to post on twice.


It is very helpful for us to continue posting all of the unit orders, especially when including WHY units have moved. It really doesn't take very much time if you are recording as you go and it helps the next Consuls IMMENSELY in understanding where a unit is coming from, going to, and why without having to wait around to interogate the Consul who played last, did some strange stuff, and didn't explain any of it.

It's really not very much trouble. I don't see why anyone would complain. If you're not interested, just skip that part and don't read it. It is helping us.

Lord Nuclear is offline Lord Nuclear
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Jun 2002
time: 21:36
  Old Post 21-06-2004 08:18
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Increase the size of your Attachments

Why are we now weak to GWT again?

Kloreep is offline Kloreep

Emperor
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Jun 2002
time: 00:36
  Old Post 21-06-2004 08:40
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Short-term answer is we did our best to go back to weak for a few turns by unforting a lot of our units. The very turn we first found ourselves average to them, we did a lot of unforting to go back to weak, and were successful.

Long-term answer, they must be building at least enough units to keep pace with our military's increase in strength.

Lord Nuclear is offline Lord Nuclear
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  Old Post 21-06-2004 09:02
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Put an end to popups!

I knew about the short term answer, but I was really questioning the long term one. On average, how many units are we building per turn? One or two?

Kloreep is offline Kloreep

Emperor
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Jun 2002
time: 00:36
  Old Post 21-06-2004 10:29
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We were doing over a horse a turn as a buildup for the Ruhrpott strike. Now we'll have another jump when we do our biggest amount of Knight upgrades during one turn in 700 AD. We'll see if that effects things and how much.

roadcage is offline roadcage
Prince
Minneapolis Kansas
Nov 2001
time: 23:36
  Old Post 21-06-2004 16:01
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Any particular reason we have two units guarding the silk colony in the northern reaches of CFC territory? We have had enough silks for CFC and us for some time near Silk Road in the far south.

CFC has built a city which should expand and take over this colony soon.

Not a biggy, just curious.

Ssgt roadcage (retired)

Arnelos is offline Arnelos
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Sep 2002
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  Old Post 21-06-2004 16:09
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Inflate your Upload Space

They're still there (I presume) because MZ and Kloreep didn't pull them out when CFC went to found their city. I wasn't around during that and I must confess that I'm not entirely sure why. I *think* the reason would be that we wanted to keep barb hunting in the area if we could.

As for the CURRENT situation: Now that CFC's city is there, we have to wait until their workers (currently in the way) get out of the way and CFC lets us know that our units can get through without causing them too much trouble.

MrWhereItsAt is offline MrWhereItsAt
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New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001
time: 17:36
  Old Post 21-06-2004 16:46
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quote:
Originally posted by Arnelos


It is very helpful for us to continue posting all of the unit orders, especially when including WHY units have moved. It really doesn't take very much time if you are recording as you go and it helps the next Consuls IMMENSELY in understanding where a unit is coming from, going to, and why without having to wait around to interogate the Consul who played last, did some strange stuff, and didn't explain any of it.

It's really not very much trouble. I don't see why anyone would complain. If you're not interested, just skip that part and don't read it. It is helping us.


OK, just wondering is all. If the Consuls themselves have no problems and have a good reason for doing so, then there's no need to change. I just wanted to see if everyone was working on auto or not.

Kloreep is offline Kloreep

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Jun 2002
time: 00:36
  Old Post 22-06-2004 03:18
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As Arnelos says, we aren't pulling any out now because their workers are doubtless roading one of the tiles that would have to be travelled through.

IIRC, we didn't retreat either at the time the settler was approaching because one was up north on the peninsula due to a barb camp.

Once the way is clear, I think we should retreat one MI. Let's keep one around if CFC is okay with that, though; we're the only one that can defend the tile itself.

Though, question: Do we actually lose anything, like when a barb enters a city, if a barb destroys the colony? If not, we might as well withdraw the other one as well as soon as CFC has their own source of silks. (Right now, the third source from the colony may come in handy if we want to send some silks to CGN.)

Lord Nuclear is offline Lord Nuclear
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Jun 2002
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  Old Post 22-06-2004 03:30
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Inflate your Upload Space

I believe, you only lose the colony.

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