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Enigma_Nova
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-turn begin-
I see that University Base has produced a Colony Pod.
Those bases will produce colony pods - my infrastructure will move down to the Monsoon Jungle.
Unity rover at 55,33 moves to 57,33.
Since a unit can always enter a square containing a friendly unit,
I move the colony pod to 59,33
so the scout at 59,35 can move there.
then I move the colony pod to 57,33.
AA moves closer to one of my bases (not sure what I'll do with it yet).
Popping a pod at 58,50: Got another AA.
Since AAs can get techs that mod3 cannot, I'll keep them around.
I have an ICS plan for the Monsoon Jungle. I will unfortunately expand past my first b-limit, so there will be drone issues.
Maybe those AAs can be used on the HGP?
Last edited by Enigma_Nova on 18-06-2004 at 09:27
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Chaunk
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CEO of Morgan Industries, ACDG3
Apr 2002 time: 05:36
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Doctrine: Mobility Chose Doc: Flex.
Probe moved to infiltrate Cult. Contact with cult
Traded with cult (Inf Networks for Social Psych.) Got treaty.
Infiltrated Cult.
Rushed former at DataDeCentral (9e.c for 4/6)
Scouts moved to (26,30) & (31,29)
Changed Research to Ethical Calculus - the cult is researching Doc: Flex, and we'd probably have gotten it at about the same time. Trade or probe methinks.
END TURN - DELETED
Last edited by Chaunk on 17-06-2004 at 19:13
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Enigma_Nova
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That AA...
I anticipate Googlie will build the EG between 2125 and 2130.
I must hurry to take down Svensgaard! He holds most of my technology, and will give up gold like PlaNets for crap like Social Psych.
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Enigma_Nova
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EDIT
I'm studying for a final exam on Thursday. No SMAX for me!
Last edited by Enigma_Nova on 16-06-2004 at 13:14
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Enigma_Nova
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What am I doing... I'm meant to be studying...
Meh.
Scout patrol moves to U1 and disbands, so I won't have to pay minerals in support.
Former finishes Forest, Uni base works forest for pop growth just as fast and a few more mins.
Reactivating former, moves to 57,33 and starts clearing fungus.
Colony pod closer to 51,37.
I want a base there, so I can build an Impact Foil Prototype with the most minerals available - and complete a few more Impact Foils in the same turn (mineral reduction on prototype build)
Scout patrol tries to move closer to the pod at 50,22.
Finds worms... Kills worms. Down to 60%. Bloody worms.
Rover tries to move to 59,33.
Finds worms... Kills worms. Down to 80%.
Tries again to move to 59,33 and fails. Bloody worms.
Popping a pod at 56,50. Better not be worms!
Phew... It's an AA. I'm really rackin' these AAs up!
HGP, anyone?
Traded PlaNets for AppPhys from Svensgaard. He really is signing his own death warrant...
I won't switch to Wealth once I get IA, since I'd rather rush the colony pods at my bases, and I'll be making a military anyway.
Last edited by Enigma_Nova on 18-06-2004 at 09:27
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Chaunk
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CEO of Morgan Industries, ACDG3
Apr 2002 time: 05:36
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Scout -> DataDeCentral()
Probe -> (29,29) - fungus denied further movement
Scout -> Tried to pop pod at (33,29) but denied by fungus
New Former at DataDeCentral() Moved to (29,27) and finished farm there.
END TURN - DELETED
Last edited by Chaunk on 18-06-2004 at 18:38
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Enigma_Nova
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How to get the weather paradigm
Chapter 1
WP == mins
Chapter 2
Workers working forests == mins
Chapter 3
Pop growth + Drone control == workers
I wonder why the WP was started before the drone control was up...
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Enigma_Nova
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Scout patrol at U2 moves to U1 and rehomes.
Scout patrol 53,29 to 53,27
Unity rover at 57,33 to 59,33
Scout rover pops a pod at 54,52. Gets cloned.
Clone moves to 56,50
U2 Colony pod full rushed, stockpile in queue.
Scout patrol from U2 disbands at U1 (Rover can be garrison)
I'm disbanding all these Spatrols so I can get those coastal bases up faster. They are imperative to beating the EG.
Googlie is certain to switch the WP to the EG, so I'll need Ships to contact everyone and destroy the tech nest that Sven has built.
Then the effects of the EG will be mitigated.
AAs move up, end the turn.
Last edited by Enigma_Nova on 18-06-2004 at 09:27
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Chaunk
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CEO of Morgan Industries, ACDG3
Apr 2002 time: 05:36
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Scout at DataDeCentral() set to sleep to repair itself.
Probe -> (29,31)
Scout again fails to pop pod at (33,29)
Both formers -> (28,28) and begin work on farm.
OptiCommons() production changed to a Colony Pod from a scout patrol.
END TURN - DELETED
Last edited by Chaunk on 18-06-2004 at 18:38
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Enigma_Nova
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O_O
16 years until I get NLM? Ack!
Oh well - 2-1-4 can still take down Sven!
-Go turn-
Scout patrol 53,27 to 52,26, still goin' for the pod
AAs chuggin' along
Scout 54,52 -> 56,50
Rover guards U1 so it can grow and work a tile
U2 produces formers while I think of something better to produce
Pretty uneventful turn, really.
Last edited by Enigma_Nova on 18-06-2004 at 09:30
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Kody
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If life's standing still and your soul's confused
Jun 2003 time: 14:36
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Chaunk,
I checked up on something I vaguely remember reading here. Units moving with partial move aren't more likely to move if there's another unit there. The probability appears to stay the same.
Instead moving into fungus where there's another unit there, don't get the addtional bounce (something I found out from watching the ACDG drones infiltration).
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Enigma_Nova
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-tests it himself-
My Unity rover with 1 movement point moves more easily into fungus with the other Unity rover there
My CPod with 1/3 of a movement point moves into fungus more reliably with another unit there
It seems to double the probabilities!
I'd do more testing, but I have enough info to work with.
* Enigma_Nova resumes trying to stay awake longer than Kody
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Kody
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If life's standing still and your soul's confused
Jun 2003 time: 14:36
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What I'm saying it removes the fungus bonuce, but it doesn't change the partial move bonuce.
I think Chaunk mentioned something about a partial move bounce. However, he's deleted the old post. I meant to check the claim about a week ago, but then the ACDG forums opened up and I just HAD to read every single post in there.
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Enigma_Nova
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Best to generate spam in another thread. Googlie will look at the reply count and think his turn has been played for him!
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Enigma_Nova
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Play that turn!
~
Googlie, Chaunk - you guys are pretty good at this.
Did I make a stuffup in moving my pods over to the MJ so soon?
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Enigma_Nova
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Since I won't have NLM in time, I'm building my Colony Pod where it stands - on the Nut bonus. I'll have formers working the Monsoon Jungle before the coastal pods arrive.
My base is called U3 (for less than obvious reasons)
AAs closer to home
Scout moves closer to pod at the peninsula
Rushing the Cpod at U1 fully, Stockpile in queue.
Sending my Rover north towards another pod
Rovers are crossing PlanetNeck, looking for pods
Colony pod moves to Overflow Ridge.
U2 production change to a Colony Pod.
Due to my low tech rate and my 3 AAs, I could take the HGP and expand horizontally or the WP and expand vertically.
Then again, I won't gain anything by denying Googlie of a secret project, save for the project itself.
Attachment: ytykee, 2112.zip
This has been downloaded 1 time(s).
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Kody
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If life's standing still and your soul's confused
Jun 2003 time: 14:36
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Oh thanks Googlie!
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Kody
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If life's standing still and your soul's confused
Jun 2003 time: 14:36
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Those are some amazing pod pops.
Also he managed to pop a nut bonus under his first base from a pod.
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Enigma_Nova
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Got lucky. Stuff happens like that every once in a great while.
Do you think I'd be taking down Googlie without a lot of help from the pod lotto god?
You should see the Unit Clone Turn from Life is only a Game. W00h00!
Last edited by Enigma_Nova on 18-06-2004 at 16:43
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Chaunk
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CEO of Morgan Industries, ACDG3
Apr 2002 time: 05:36
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Probe attempts to pop pod at (29,35). Fails 
Scout -> (31,29)
Formers -> DataDeCentral(). I wanted to move them to (25,29) but no dice. Aiming for a base at (23,29), to allow me two on the river, at (23,33) and also (19,33). X Geoff's the spot is marking my next base location should I fail to remove the fungus from (23,29) in time. Actually, its quite likely there'll be one on both at the same time.
Scout at (31,29) again fails to pop the pod. Gonna have to give him a pay cut...
END TURN
Kody: I can only say that in my experience units with partial movement seem more likely to enter a square if theres alreay a unit in it. I've not tested it, so it may be a false assumption. I didn't delete the post though, its there...
http://apolyton.net/forums/showthre...621#post3037621
Attachment: ytykec, 2112.zip
This has been downloaded 2 time(s).
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:36
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2112 turn
OPEN TURN
Discover Secrets of the Human Brain
Select Centauri Empathy as the free tech
Commence researching Industrial Base
Toyed with switching to Green (40 ec’s) Produces a Paradigm Economy- no loss to inefficiency (+ 4 effic and +3 Planet) and if I reset sliders to 10/10/80 I get zero income but tech every 6 years … BUT … growth severely hampered (eg, under Simple, Carnoustie will produce next pop in 3 turns, with Green it’ll be 7 turns) I can’t afford to get behind in pop growth, so stay as Simple
Move scout to cover AA, now just 1 tile south of St Andrews
Former #1 continuing on path to new base site
Former #2 continues foresting sunny tile
Former #3 reaches destination, commences sensor array
Miner now just 1 tile away from destination
Mindworm frolics in the fungus, heading towards new Jerusalem to pay Miriam a visit (prolly around 15 turns or so thru the fungus, unless waylaid by mindworms on the way)
ENDTURN
Attachment: ytyke-g, 2112.zip
This has been downloaded 2 time(s).
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