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-SafaN-
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too bad about the miscalculations, anyways it wont be a problem on the long term.
So cps are ready in 8 turns, when do we start discussing the location of the new cities? The spot with the monolith and the energy bonus looks sweet but it will be 5 turns before our cp from Morgan Indrustries is there, so i guess starting one city on top of the river and one on the delta next to the monolith is best?
Chaunk can u give an idea how far we are until the main continent. Mayby we should block out the entrance to the Morgan Peninsula asap to prevent the hive or other factions to expand in OUR territority.
Greetz
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jtsisyoda
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COO, Morgan Industries, ACDG3
Jul 2003 time: 00:34
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Sorry, I didn't realize inefficiency would cut down on the bonus labs. We're still doing well on the tech front, though. 
No objections or suggestions for this turn.
For next turn, the western scout could go NW so it doesn't bounce off fungus. The southern scout could follow the river westish/SWish. The eastern scout could go either west then north, or SW-SW.
Two squares south of MorgMet is a good spot. We have to be wary of probe foils. We have to try to stay on top of what techs people have as far as PlanNets and Flex. The eastern energy bonus is also an obvious spot for a base. Which one first? The eastern site gets one more energy per year, but it takes two extra years to get there, and it will take CP's more time to get to good spots from there. So I recommend this order:
Mt. Drogue / Drogue's Keep / Morgan Magma / Vander Volcanics / Micha Magma / Mead Magma
Southern river site
Eastern energy bonus site (possibly sent from Mt. Drogue after two roads are placed)
Depending on what else we find, though, that could change.
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Chaunk
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CEO of Morgan Industries, ACDG3
Apr 2002 time: 05:34
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Posted.
I didn't realise inefficiency would affect (effect? Never sure!) lab mulitplying facilities. You learn something new every day! I did think it strange that 7 labs points was impossible though (4*1.5=6, 5*1.5=8). I'll start work on a turn simulator so we can hopefully try and avoid mistakes like this again. This time it cost us 2 e.c or so (And may have saved us a few labs points actually anyway), but perhaps next time we'll make a bigger mistake.
I was thinking the Northern scout would follow the river NE and then N from there. If there is a prefernce for NW then it'll go there :shrugs:
CwJ on S scout.
With the E scout, do we want to try and bring it back in 8 turns to disband for a former? I'm all for that plan, and if so, W, then N seems the way forward.
If we do pack bases around MorMet, then perhaps we should pin it for disbanding at a later point, or turning into an all specialist city. It will probably be fairly unproductive long term. We could do the same with the volcano base too, although I think that would have a great min out put if we crawl a few nuts to it.
I'd like to have a mod ruling on selling the hab complex in a base at size five (one over the pop limit) providing no further growth is done. Allowed or not?
I like your proposed base sites jt. The monolith enables the energy bonus to be a good base site, and with those five initial bases being close together, we can easily build the HGP in one of them. Probably the Mount Drogue base I'd think initially.
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