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Enigma_Nova
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The turn's on the Gaians already, and I haven't had any response to my tactica:
~Discussion turn 2102~
Bases are producing Probe Teams - this is to infiltrate the other factions. Factions are probably on the 4 isles surrounding the central Mt. Planety isle.
Since we're likely to meet The Hive first, we'll probably end up walking through their territory to get to the others. This will be hard with automated units on patrol, so we can expect casualties.
I suggest the Scout Patrol goes to Kahlua Probing and explores the river downstream.
The Probe team (IMO) should go 2 squares south and scout out the unexplored area.
Should there be fungus, go SouthWest.
Popping a unity pod will give us 1 tech. If we are able to pop 5 pods over the next 3 years, we will get IB one turn early.
Bases are working the monoliths (d'uh) with energy allocated 30/10/60 for the fastest labs rate.
------
Better sort this out quickly - the turn is already with the Gaians!
I'm still idlin' with IRC in #angel on www.apolyton.net.
Password is still e133t
Where on earth is Makahlua...
Last edited by Hercules on 04-07-2004 at 19:02
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Enigma_Nova
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When we get enough formers, we can haul an energy park out of the ground.
I say build 'em up where they best fit.
Bases on the ridge would be a good idea, as would a coastbase.
If anyone's across the ocean, we'd need foils to find and infiltrate them.
After the probes, CPods would be an idea.
We might get the famed 'EC pod' which will see those Pods up earlier than expected.
We'll need to get 80 ECs from somewhere to switch to planned/wealth or freemarket/wealth.
This might be from a pod or from selling things to Yang - if he hasn't been set to attrocity vendetta.
If we come across 50 or more ECs in a pod, what should we do?
1. Switch to PLANNED
2. Rush the current build
I'm in favor of 1., which will speed up both production and growth.
The upside of going FM this early would be an extra +1 energy in the base square - not worth it. 
Last edited by Enigma_Nova on 03-07-2004 at 18:10
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Enigma_Nova
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GO TURN!
It's already here. I'm waiting for Makahlua to come online.
I should warn you that:
if a probe pops a pod and has some movement points remaining, it can run away from worms.
If it pops the pod with its last movement point, it will be eaten by worms.
I'd rather not take the risk; we can cope with tech a turn later, but losing our probe team will set us back majorly.
It's not like we'll be able to pop 2 pods every turn afterwards anyway.
Last edited by Enigma_Nova on 03-07-2004 at 18:08
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Enigma_Nova
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1. Morgan has his cash.
2. The beeline to CentEco and IA has already been tested for mod3 - we'll get there fine.
3. Drogue is already sorting out the other issues.
Now where's Maki? She's the official turnplayer.
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Enigma_Nova
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Geo: MWs never spawn within a base radius, or next to a sensor.
We plant a sensor nearby, that base is safe.
The Scout can stay nearby, but there are also Pods nearby - and for what its worth, I'd suggest popping them. Especially that rocky fungus one.
Geo:
Notice the progression of pods.
Unity rover, then an Ogre, then into a rocky fungus tile.
Do you expect me to do that twice in a row?
And of course I'm confident.
I hate losing bases too, but a scout patrol in a base won't defend a faraway former or crawler.
Scout patrols are a temporary solution at best; the only way to save us from fungus is to build a sensor or a base next to it.
As such, I recommend 2 Cpods as the next builds.
While I hate to see a base lost to MWs, that won't happen until 2116 - it's better to plonk 2 bases now and use the clean minerals for formers, then sensor next to the fungus.
Though a Scout Patrol has merit, I suggest we wait. There are unpopped pods, and for all we know, there's a garrison unit in one of them.
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Enigma_Nova
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Well, I honestly forgot once I knew the turn was being reloaded.
...
Where's Maki? We haven't had objections to this plan, so I presume it's the plan she uses.
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Enigma_Nova
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~M.Y. 2103 Preplanning~
1. Switch Enigma Machine to a netnode in case of mineral pop
2. Pop pod with Probe, move probe West if pod pop permits.
3. Move scout along river
4. Switch Enigma Machine back to probe (undo retool).
If there's ECs in the pod, switch to Planned and 50/0/50.
===
Any other ideas on how to move are desired, especially on how to move the Probe.
I'm thinkin' the probes we build are going to go north, so our current probe should look for good base locations south of our original bases.
The river at (21,69) disappeared, so I want to find out WTF happened to it.
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Enigma_Nova
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Geo's objection as to the next build will come into play much later than the next turn.
As there are no current objections to these moves, I will play by them.
I'll post to forum if I get a Rover - I don't know what to do with it if I get it. :/
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GeoModder
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The most erratic Overlord!
Jan 2004 time: 06:37
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Who are the 'turnplanners' anyway? You, Hercules and I post something, regurarly.
Last edited by GeoModder on 04-07-2004 at 22:58
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Enigma_Nova
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Yeah, those guys.
I hardly see you in this forum, though. I get the impression that you don't really read the threads here.
Either that, or perhaps 'I agree' is all you wish to say about what I post, and therefore refrain from posting.
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Enigma_Nova
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Anyhow, nothing spectacular happened, so turn to Morgan.
We got another monolith, btw.
Attachment: acdg.gif
This has been downloaded 35 time(s).
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Enigma_Nova
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Here's the end save, complete with a typo in the M.Y.
Attachment: acdg3-angelsend-2102.zip
This has been downloaded 4 time(s).
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All times are GMT. The time now is 05:37. Apolyton Time is 00:37. |
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