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arginine
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What are the odds of a popped pod giving a transport? If the odds are good, we might want to try popping pods on the coast. A single transport will be enough to reach other factions and, we can push off getting doc: flex for quite a while.
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jtsisyoda
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COO, Morgan Industries, ACDG3
Jul 2003 time: 00:34
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Excellent!
Agreed on the 50/0/50 next turn. With the increased energy of FM, inefficiency losses are increased, too. I concur on the 30/0/70 for this turn, though, to make sure we still get CE in 5 turns.
If we want to try to push it to 4 turns, I suggest 50/0/50, but working the energy bonus. The net node's effective bonus is +60% (5+3) in that situation. We'd need more pods, though. One every turn, actually. Not likely.
Good choice on Cent Eco. Roads will help the CP's scoot about and the crawlers converge. 
That worm's appearance is a little strange. It's early, though, so our scout should be ok. Assuming that, I suggest the southern scout go SW along the river, the eastern scout pop the pod, and the western scout continue N.
Should we try for a node with the pod pop? We don't want to delay the CP too much. I suppose we could disband a scout there to help it along. We could also do the expensive early rush of 4 ec's per min for the first ten mins (set to E-bank, rush to ten, switch to CP). This would be equivalent to buying a Node for 40 ec's or less... a real bargain, actually.
Considering our cash situation right now, I suggest rushing fully to completion for most things, as a general guideline. Right now, rushing so it barely completes just delays the next rush-buy.
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Chaunk
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CEO of Morgan Industries, ACDG3
Apr 2002 time: 05:34
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Well growth is (IIRC) 5 turns, so NetNode next turn leaves 4 turns of full mins income (4*3=12) and an extra turn of just the base production when we've got a doctor set, so we'd have 13/30 produced. The CP would then cost ~50 ec to rush to completion, which is nothing I think, when compared to the gains from the net node.
In other words, yep lets definatly try for a net node from the pods. This is the last turn to do so though I think.
If we get a net node, then we need to look again at out slider situation, but we're getting past the stage where an extra few labs points from pod popping is useful. It might be now worth changing to a "No pod popping except within a base radius" policy after this last try for a node?
CwJ on scout movement. The inde scout moving north was entirely a precautionary measure, which will probably be unnecessary. Better safe than sorry though I think at this stage, so we'll have to see how the western scout fares at the end of this turn. If it's heavily damaged then I suggest recalling it, and disbanding it towards the CP in MorInd or MorMet if we manage to pop another net node.
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