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Chaunk
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CEO of Morgan Industries, ACDG3
Apr 2002 time: 05:36
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The Spartans founded a single base last turn. I'm starting to think the angels turned both their colony pods into one base...
Attacked fungal tower, won fight, got morale upgrade. Took 60% damage. 10e.c. gain.
Founded Morgan industries next to pod. It's also next to pod to it's south. Lets wait until InfNet to pop it, and try and get a network node Production changed to synth garrison - the most expensive thing we could pop.
Popped pod. Energy bonus (Very strange that, I don't think I've EVER popped an energy bonus as my first pop. It's almost always a monolith or a nut bonus.) Changed MorInd back to scout
Moved the CP down SW. This is another rainy rolling square on a river. After discussion here founded the new base there. Morgan Metallurgy said the game, and I said ok.
Adjusted sliders to 30/10/60 for tech in 2. If we can pop the pod next to MorMet, then we should adjust to 50/0/50 for one extra e.c and no research lost. We will currently lose 1 research point when we research our next tech (Which will be InfNetworks, but I haven't selected that yet.). This is because our cost is 14, we have 1 accumulated from the pod, and next turn we will have 8. We would therefore need 6 more points. At 30/10/60, we are producing 7, but any labs points beyond exactly what is needed for the tech are lost, so we will lose one labs point from MorMet.
However, setting to 50/0/50 will net us 5 research points. This is one short of our target of six, so if we can pop a pod then we'll be exactly right. I want to try and leave the pod by MorInd to see if we can get a NetNode for free from it. However, if we can pop both pods (Unlikley, they're both on fungus), then we can leave sliders at 30/10/60 for 3 tech points towards our next tech, whcih will probably cost 28 points, although it may be 14 again. Theres a slim chance it will be 31 points.
End turn file attatched, images in next post.
Attachment: acdg3-morgan-2102_endturn.zip
This has been downloaded 3 time(s).
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jtsisyoda
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COO, Morgan Industries, ACDG3
Jul 2003 time: 00:36
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We get our first tech in 2 turns. Not bad. I believe our majority opinion so far was InfoNets, Ind Econ, Cent Eco, Plan Nets, IA.
FM will boost our energy collection from 8 to 14. We should have pretty insane research for quite a while.
We could send the scouts along the rivers but still keep them right next to the pods. That way we explore a bit, but are ready to pop the pods as soon as we get InfoNets. Net Nodes would be nice. We could rest that damaged scout, so we have a backup popper in case the other scout bounces off the fungus.
If the river coming down from Mt. Planet goes up to a non-rocky square, that would be a great spot for a base: +2 energy, +1 min. Our bases would be pretty close, but some later bases could be spaced out a bit to make sure we get at least 7 squares per base.
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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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quote: If we get resource bonuses, the NE pod will be either energy or mins, while the SW pod will be nuts. |
Resources bonuses never appear in fungus.
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Chaunk
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CEO of Morgan Industries, ACDG3
Apr 2002 time: 05:36
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Turns up.
I'll play in probably 14-16 hours, so unless anyone has any final demands, I'll do the following:
Not change the sliders so as to get a tech next turn.
Explore a little with the scouts (MorInd will go down the river SW, then ideally S, but that may not happen, whilst MorMet will go SE, NE, NE, unless there's a pod on that final square. Independent scout will rest to get to 80% damaged.)
I won't pop any pods this turn, and we'll start pod popping again next turn, aiming for free net nodes.
MorInd & MorMet will be set to produce Colony Pods. This makes no difference at this stage really, as we can change before 10 mins.
I'll play this plan if there is sufficient agreement to it within the above timeframe. If there is a clear majority in another direction, then I'll do that. Otherwise, we'll wait some more for agreement.
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