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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:37
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Here is one possile run:
Settings: Rep -GC -SD Lith Uni RHW LHW Huge PreWarp Mineral Rich 8 players Impossible Antarans ON Tactic Combat.
Worker dispositions are shown as x/y/z, where:
x= number of workers on food production
y= number of workers on industry
z= number of workers on research
R-abc denotes I started a new research project this turn and abc is the name of it.
AF= automated factory
CB= colony base
HW= homeworld
OP= outpost
PP= Pollution Processor
RL= research labs
SA= Space Academy
SB= star base
srt stands for started
T0 all on ind, srt CB, sold barracks
T6 colonized II , srt CB on HW, Housing on II 0/1/0
T12 colonize I, move 1 from II to HW, 0/1/9 on HW, R-EC, Housing on I, 0/1/0.
srt spy (this is a place holder)
T15 R-freighters
T17 R-std cell, switch HW to freighter
T20 R- CS switch to unarmed scout on HW
T22 srt prebuild
T24 srt second scout, sent scout out, Hire Gizmo
T24 scouts out, R-labs (0 RP),
HW 0/14/0 switch to CS (9 turns) I/II housing 0/1/0
T31 2 more pop moved to HW as they did not increase speed of CS, made them Sci 0/14/0
T35 CS out, srt CS (8 turns) 0/15/1
T38 colonize Naos set to housing, scout can move again
T43 CS out, srt CS on HW
T45 colonize Hali, other scout can move
T50 R- hulls (may consider Bio as HW full), switch to lab on all, buy on all,
but HW as it is 2 turns for CS
T51 Hali 0/1/0 housing (poor Huge), Naos 0/1/1 spy Pre for AF, Nazin I 0/1/2
spy Pre for Bio as Size 4, Nazin II 0/4/0 Lab
T52 HW finished CS, sent it out and do Lab 0/3/13 one turn.
Now follow this tech run, turns are dependant upon the planets you are dealt,
but will be close.
Freighters
Std Cells
Colony Ship
Electronic Comp
Research Labs
R Hull
Auto Fact
Bios
Soil
T84 Laser
T93 Super
T95 B Pods
T98 Spaceport
T102 Robos
T103 Space Academy
T106 Duets
T109 Merc
T110 Augie
T116 Irridium
T121 Fusion Rifle
T123 Tach Comm
T132 Zort
T141 Antimatter Drive
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