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Chaunk is offline Chaunk
King
CEO of Morgan Industries, ACDG3
Apr 2002
time: 05:36
  Old Post 06-07-2004 15:13
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2103 end turn + 2104 discussion Full PM-box? Change here!

124 e.c. +2/turn.
7 research points/turn. Tech next turn.

population 2.

The Gaians and spartans still have only one population. The angels still have two.

We have a large amount of rivers in our starting land, which decreases the necessitiy for roads.

Mount Planet renamed to Mount Drogue.

MorInd & MorMet working on colony pods. 14 turns to complete, growth in 10 for both.

There is an aditional pod S,S, of the pod by MorMet. It may be worth popping if we don't get a net node for mormet as attempt 2.

All three scouts moved as described previously, and all three are stood next to 2 pods.

Attachment: acdg3-morgan-2103_endturn.zip
This has been downloaded 5 time(s).

Chaunk is offline Chaunk
King
CEO of Morgan Industries, ACDG3
Apr 2002
time: 05:36
  Old Post 06-07-2004 15:14
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Our view at 2103

Attachment: 2103.gif
This has been downloaded 37 time(s).

-SafaN- is offline -SafaN-
Warlord

May 2004
time: 06:36
  Old Post 06-07-2004 17:00
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Avatar Enlargement: We've got the solution

Hey guys,
great start, I even think there is nothing to discuss any more

we will have to wait till the mid turn.
I would like to know if its all the same river, that would make it possible to fast expand.

As the CGE i'm rather horofic about the no garrissons aproach, since our both citys have 2 adjacent fungus tiles. I would like to see 1 scout on the river that can cover both city's.

Until PlaNet we will need it, syntmetal probes will help us out later on, but we need to get that far

Greetz SafaN

Whoha is offline Whoha
King
The TOC is supposed to be classified guys...
Dec 2001
time: 23:36
  Old Post 06-07-2004 18:50
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is the scout at mount drogue on a rocky square?

Chaunk is offline Chaunk
King
CEO of Morgan Industries, ACDG3
Apr 2002
time: 05:36
  Old Post 06-07-2004 18:56
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No, flat as I recall... open the turn and see.

Impaler[WrG] is offline Impaler[WrG]
King
Cheif Manufacturing Officer of Morgan Industires
May 2002
time: 22:36
  Old Post 06-07-2004 19:02 Visit Impaler[WrG]'s homepage!
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I think its obvius that the newly discoverd river connects into the pre-existing river system. The three tributaries should all merge together and then flow South East across some broad flat land before entering the sea. The branch our bases are one is the Credit River (making the headwaters just west of Morgan Industries the "Credit Source") the Branch coming from Mount Drouge is the Drouge River and the new River I am sugjesting we call the Fungus River.

Next turn we should try using the damaged Alpha scout to pop the Pod first, if it fails then use the newer scout (refered to as Gama Scout). Otherwise send Gama Scout Eastward into fresh territory. Likewise use the Beta Scout from Morgan HQ to pop the other fungal Pod.

Safan consernes are legit and hopefully soon we can provide a bit of protection but for the imediate future I want us to keep Poping, the damaged scout might be returned to Morgan Metalurgy to heal up and as it dose that it will provide some protection.

Further Colonization is best done southward and Eastward (on slopes of Mount Drouge) of Morgan Metalurgy. The land south of Morgan Industries seems some what barren but the land to the west may be wetter once we reach the coast which I estimate to be 4 or so tiles west of Morgan Industries.

Chaunk is offline Chaunk
King
CEO of Morgan Industries, ACDG3
Apr 2002
time: 05:36
  Old Post 06-07-2004 19:13
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quote:
Originally posted by Impaler[WrG]
Next turn we should try using the damaged Alpha scout to pop the Pod first, if it fails then use the newer scout (refered to as Gama Scout). Otherwise send Gama Scout Eastward into fresh territory. Likewise use the Beta Scout from Morgan HQ to pop the other fungal Pod.

Safan consernes are legit and hopefully soon we can provide a bit of protection but for the imediate future I want us to keep Poping, the damaged scout might be returned to Morgan Metalurgy to heal up and as it dose that it will provide some protection.


I agree with this. However, the two supported scouts need to be back in their bases in 11 turns time, so they can't explore too far IMHO. We need to use the mins they're supporting to make formers, which are a far better use of mins. The independent scout will be a more than adequate garrison for a long time yet

quote:
Originally posted by Impaler[WrG]
Further Colonization is best done southward and Eastward (on slopes of Mount Drouge) of Morgan Metalurgy. The land south of Morgan Industries seems some what barren but the land to the west may be wetter once we reach the coast which I estimate to be 4 or so tiles west of Morgan Industries.


Not sure about that. The land east of Mount Drogue will be extremely arid and unhospitable. Not ideal for bases without rec tanks. The land SW of Morgan industries will start to look better soon enough, it's just on a slope. I propose we expand on the river as far as we can, then fill out the rest of the continent as we need to. Probably not perfect expansion as our core will be lower than it should be, but thats ok I reackon.

Drogue is offline Drogue
Emperor
Omnipresent conscience
Oct 2002
time: 05:36
  Old Post 06-07-2004 19:27 Visit Drogue's homepage!
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Re: 2103 end turn + 2104 discussion Help yourself to an AD-FREE life

quote:
Originally posted by Chaunk
Mount Planet renamed to Mount Drogue.



* Drogue is pleased

CEO Aaron is offline CEO Aaron
Prince
Everything has its price. Even you.
Aug 2002
time: 05:36
  Old Post 06-07-2004 22:18
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We definitely need to follow the river for our current expansion plans as far as it will take us. It's free energy and movement, of which we would be mad not to avail ourselves.

As to safan's concerns about defense, I feel that we should make a concerted effort to discern which base has a contiguous path of xenofungus connected to it, and garrison our free scout there. If they both are threatened by a single-turn worm attack, then I think we're just going to have to trust to luck until we can put down a few more bases. We cannot afford to have either base's production halved at this critical juncture.

As to the actual movement of the scout units, I'll once again defer to their department heads, and of course the judgement of the CEO, except to say that every mineral is critical in this stage of colonization.

Chaunk is offline Chaunk
King
CEO of Morgan Industries, ACDG3
Apr 2002
time: 05:36
  Old Post 07-07-2004 03:35
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When we get formers, they can act just as effectivly as scouts in defending a base, and in the first 50 turns, will almost always be successful. Formers + probe teams are morgans best garrisons for a long while IMHO.

Currently I have no standing orders for the scouts exploration. I beleive Rubin is the CSO, but until I get some orders, I'll just continue as I see fit.

#endgame is offline #endgame
Prince
of the town of ZZT
Dec 2003
time: 15:36
  Old Post 07-07-2004 06:55
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quote:

We definitely need to follow the river for our current expansion plans as far as it will take us. It's free energy and movement, of which we would be mad not to avail ourselves.


Incomprehensible riches can be ours if we can but
stretch our arms wide enough to dip from this eternal river of wealth.

Depending on what's in the pod and the surrounding area, the tile s, se of Morgan Metallurgy looks promising as a base site.

Also, after Cent. Eco. we want to road north for the rainy squares.

--CTO #endgame

jtsisyoda is offline jtsisyoda
King
COO, Morgan Industries, ACDG3
Jul 2003
time: 00:36
  Old Post 07-07-2004 09:23
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The river from Mt. Drogue does start on a flat square, so our third base should definitely go there.

When we get formers, it might be good to road two squares directly north of MorgCon. Those flat tiles are the cheapest to road, and there are rainy squares up there, as #endgame points out.

There are at least three river squares in the unexplored area to the south, though. Maybe SW,S,SE from MorgInd for the fourth base? It will depend on the territory we uncover.

As I've said before, I prefer to go light on scouts. Keep in mind the savings from not having the scout can be cashed in for emergency scout builds later if worms show up. Since we'll have formers near home for last-resort defense, I suggest the independent scout should later on continue exploring, possibly toward Yang.

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