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Enigma_Nova
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Googlie - mail the turn to sob55@uow.edu.au .
My ISP died (posting from Netcafe) so I'll need to play this PBEM by e-mail.
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Enigma_Nova
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Connection restored, ISP flamed, playing the turn.
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Enigma_Nova
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-turn begin-
Scout patrol 51,25 fails to move to 51,23
Rover at 63,25 pops pod at 66,24 to get:
Worms. Oh well... worms killed. ECs pocketed.
Rover at 59,49 to 61,47 aiming for pod at 64,50.
Rover at 61,47 pops pod at 64,46 to get:
A monolith. Fat lot of good it does that far away, but oh well...
Colony pod at overflow rige moves towards the mineral bonus.
Colony pod at 59,33 tries to move to overflow ridge but fails.
AAs moving to the Monsoon Jungle. I still don't know what I'll use them for.
Rushbuy formers in U3 for 8 ECs, stockpile in queue.
Sven has probably contacted Mim by now, so Googlie's bypassing the EG to contact him directly.
Forget the Impact foils, but Gun ships would still be useful for contacting people and those ocean pods.
With the MJ and contacts everywhere, can the EG stand a chance?
~It's lucky start vs. Empath Guild - which overpowered beast will win?~
Attachment: ytykee, 2113.zip
This has been downloaded 3 time(s).
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Enigma_Nova
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Got a use planned for that AA?
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Enigma_Nova
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Mind telling me what it is, to explain your play-by-play?
I've been explaining my turns. While that rule was optional, it would be nice if you did so - to the people watching and the people playing.
I've been explaining my turns, down to my lack of clue as to what to use these AAs for.
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Enigma_Nova
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Great plan.
...
Did you lose your probe infiltrating the Cult?
Unfortunate, that is. But at least you'll see everything coming.
When do you expect to have your continent PWND1?
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:36
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2113
OPEN TURN
Scout and AA move into St Andrews. Select the “take no action” response at AA prompt. Don’t need to do anything yet with it
Miner moved to last piece of wreckage – landing sites’ co-ordinates. Where the heck is the 150 ec’s??
Mindworm attempts to move in fungus but is immediately confronted by a larval mass, which it devours
2 terraformers still terraforming while the third is still en-route to prep the base site at 5:49
Carnoustie’s pop grows to 2 in 2 turns, while the colony pod being built there will complete in 4. Not much point in rushing 1 turn – the ec’s will come in handy later, maybe for an SP rushbuild
Expansion is prolly better at this moment than SP’s so have changed production at St Andrews to a colony pod as well. Currently it’s 2nd pop in 9 and CP in 11, but I can accelerate the pop by moving the worker to the nut special (pop in 5 then, but CP in 22 as a result, and with losing the 2 energy as a result as well research rate worsens from every 8 turns to every 12). So I’ll stick with the 9 and 11 combination for the time being
Moved former # 2 to the nut special to forest it. It’s on arid land at the moment, so a forest is best until I can later on build a condenser to moisten the land and improve the nut yield of the special (Didn’t get any former storedterraforming carryover – there was 3 turns to go for its foresting of the sunny tile, now it’s 4 for the forest on the nut tile)
Not much else to do, so
ENDTURN
Attachment: ytyke-g, 2113.zip
This has been downloaded 2 time(s).
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Enigma_Nova
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Sure you covered all the squares of that wreckage?
-play that turn-
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Enigma_Nova
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AAs converging on U3.
I intend to get the HGP, for excessive ICSing and some GA booming.
I don't have Biogenetics yet, but I figure I'll have it shortly.
U3 has growth in 2 by working the nut bonus, and as such makes a Scout patrol for drone control.
It's already made a Formers, which start to farm the nearby nut bonus.
My scout patrol is right next to the pod at 50,22. I wonder what it contains?
Scout rover to 64,22 - failed to move onto the monolith, so it will make different moves next turn.
Rover moves to 64,48, thus ending my turn.
with 2 Cpods on the way, and more being spammed - it is only a matter of time until I have the highest population.
With High population and Gun foils, Governorship is probably mine.
Get the Empath Guild, and my victory will be assured!
Turn to Chaunk.
Attachment: ytykee, 2114.zip
This has been downloaded 2 time(s).
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Enigma_Nova
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If you moved the chopper over the square, maybe that cancelled it. Choppers can't pop pods, but they can fly over pod squares.
As for the MW theory, if the MW was there you would have seen it.
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Chaunk
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CEO of Morgan Industries, ACDG3
Apr 2002 time: 05:36
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Enigma's turn
Sven had a jump in the tech chart.
It seems he's contacted ChaDawn!
He's also offering to trade IA for SocPsy... which is unacceptable.
I talk to ChaDawn once, he trades AppPhys for SocPsy. 
He's seething, so I can't get Chaunk's comm frequency. I hope Chaunk can get the comm frequency for me - so we can start trading stuff.
Rover at 64,22 to 61,23, repairing and getting an upgrade to Veteran.
Finally pop a pod at 50,22 and get...
Energy resources. Fat lot of good it does out there, but at
least it wasn't a Xeno bloom.
AAs converge on U3, Colony pods keep coming.
Rover to 63,49. Tries to get the pod... fails.
Scout to 59,41.
Formers on Overflow ridge build a road.
------
I wonder if I want the HGP or the WP? With all that other
tech, restriction lifting is a fair way away.
Otoh, having craploads of pods will beat having crapoloads of formers.
Attachment: ytyke-e, 2115.zip
This has been downloaded 2 time(s).
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Enigma_Nova
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-Turn start-
Sven's got the balls to build a forward base near the Monsoon Jungle - Operation Impact Foil is still good to go.
U2 grows, I won't be able to keep it under drone control for too long.
I need both forests and crawlers. Forests seem more important, so I'm building a Formers.
This will take me over my supply limit, so I'll have to rehome the other former.
Road completed at Overflow Ridge, roading down to U3.
Colony pod moves, U4 at 51,37 is my agenda.
My other moving Cpod will go to 51,33 to found U5.
Rover to 57,23, preparing to pop that pod.
Scout at Cape Disappointment tries to move over fungus...
Finds a Spore launcher! Gotta kill it before it gets my AAs...
Kill it, Scout's to 20% power but has a morale upgrade.
Pop a pod at 64,50 to get a Fungal Bloom. >_<''
Pop a pod at 65,39 to get 75 ECs.
I'll save them, and go Wealth once I cash my AAs in on a project.
ChaDawn is noncommital. I could get Chaunk's commlink, but it would cost me ECs - I'd rather not do that.
Such ends my turn!
GL getting bases up - I think you'll need it.
Attachment: ytykee, 2116.zip
This has been downloaded 2 time(s).
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Enigma_Nova
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Spoils aren't on. Chaunk got an extra turn's worth of lab points in the capture, and so did I when I playtested it.
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Enigma_Nova
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Playing turn now.
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Enigma_Nova
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-turn begin-
Scout at Cape Disappointment moves south.
Rovers to 65,49
Rovers to 67,37
AAs converge on U3. I'll wait for some crawlers before getting the Virtual World.
Cpod on 51,37 will build next turn,
U5 planting on 51,33 in 3 turns.
Setting doctors in U1 and U2, both will grow next turn.
The 7th base will take me over my b-limit, so I'll need a drone-reducing SP to keep the ICS moving.
I set my bases to produce Porkbarrels (expensive supply crawlers),
in preparation of popping the pod.
You can switch production and switch it back the same turn, so if I don't get a minerals pod then I won't have lost any minerals.
Yes, it's a minerals pod! If I hadn't switched production I'd be royally screwed right about now!
* Enigma_Nova is thankful for the pod in Life is only a Game educating him and saving his ass
I buy Chaunk's comm frequency from ChaDawn for Industrial Base.
Time to get the trading going!
Oh, Googlie:
Since you're a bit behind, I'll donate you some tech once I get in contact with you. 
Attachment: ytykee, 2117.zip
This has been downloaded 4 time(s).
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