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Chaunk is offline Chaunk
King
CEO of Morgan Industries, ACDG3
Apr 2002
time: 05:35
  Old Post 17-07-2004 01:00
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2110 end turn + 2111 discussion Increase the size of your Attachments

Moved NW scout North. Pod to it's west yay!
Moved SW scout West. Pod to it's south!
Attacked spore launcher with E scout. Had good odds, 10:6 IIRC, and won, but the scout is badly damaged. I recommend we bring it back to MorMet and disband towards a former.

Speaking of formers, our tech situation is much clearer now. We pop both pods next turn, and we don't even need to break out of 50/0/50 to get CentEcol in 2 turns

This means our next two builds at MorInd and MorMet can be formers, suitably rushed to completion asap.

Now would also be a good time to think about where to place the next two bases. See post here.

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Last edited by Chaunk on 17-07-2004 at 01:06

Chaunk is offline Chaunk
King
CEO of Morgan Industries, ACDG3
Apr 2002
time: 05:35
  Old Post 17-07-2004 01:02
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Suffering from ads?

Power graph again. Seems the hive and uni both planted new bases last turn (Again, just I think's...) although I haven't seen last turns power chart yet. Will open up the old turn and have a peak. The PK's have also risen above the spartans, and I believe this is tech not pop as they are level with ourselves and the angels. More or less anyway!

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Chaunk is offline Chaunk
King
CEO of Morgan Industries, ACDG3
Apr 2002
time: 05:35
  Old Post 17-07-2004 01:03
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Western view...

Man turn reporting is starting to be a bit spammy....

Attachment: 2110w.jpg
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Chaunk is offline Chaunk
King
CEO of Morgan Industries, ACDG3
Apr 2002
time: 05:35
  Old Post 17-07-2004 01:04
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Eastern view

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Chaunk is offline Chaunk
King
CEO of Morgan Industries, ACDG3
Apr 2002
time: 05:35
  Old Post 17-07-2004 01:06
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Potential bases. I've only marked out three options, please feel free to suggest others. I like 1 and 3.

1 because of the availability of the monolith and the sea. Should be a good productive base for a while. Also on a river which is a useful bonus at this stage.

3 instead of 2 because of the pod to it's south. Planting the base at 3 will take an extra turn over 2, but it will enable a completely safe pod pop by being next to the pod. It also doesn't crowd MorMet out at all. It can still use the 2-1-2 square next to MorMet too, so it's all good on that front too.

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Whoha is offline Whoha
King
The TOC is supposed to be classified guys...
Dec 2001
time: 23:35
  Old Post 17-07-2004 01:07
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I can get 10 posts from reporting a group of turns for the moo2 demo game :P

whats the rationale behind going for formers before colony pods? we can rush the cps after getting the formers?

Whoha is offline Whoha
King
The TOC is supposed to be classified guys...
Dec 2001
time: 23:35
  Old Post 17-07-2004 01:08
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Increase the size of your Attachments

2 squares directly up from morgan met might be another good place for a base.

but thats in the future I like founding on the river for now.

Chaunk is offline Chaunk
King
CEO of Morgan Industries, ACDG3
Apr 2002
time: 05:35
  Old Post 17-07-2004 01:11
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quote:
Originally posted by Whoha
I can get 10 posts from reporting a group of turns for the moo2 demo game :P

whats the rationale behind going for formers before colony pods? we can rush the cps after getting the formers?


Yep, rushing the pods along. The idea being we always rush the turn after growth which is a fixed time. Hence, so long as we can rush the former and still get 10 mins towards the CP, it's all gravy

CEO Aaron is offline CEO Aaron
Prince
Everything has its price. Even you.
Aug 2002
time: 05:35
  Old Post 17-07-2004 01:42
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Get a bigger avatar today!

I'd prefer planting pods at positions 1 and 2.

Chaunk is offline Chaunk
King
CEO of Morgan Industries, ACDG3
Apr 2002
time: 05:35
  Old Post 17-07-2004 02:56
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Turn posted.

Mead is offline Mead
King

Aug 2003
time: 00:35
  Old Post 17-07-2004 04:23
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Lose 30 kilos (of popups)

quote:
Originally posted by CEO Aaron
I'd prefer planting pods at positions 1 and 2.


I like 1 and 2 too.


I like that they will be planted and productive as soon as possible.

Mead

jtsisyoda is offline jtsisyoda
King
COO, Morgan Industries, ACDG3
Jul 2003
time: 00:35
  Old Post 17-07-2004 10:07
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Pods!

Base sites -- 1 and 2 -- 2 first, because it gets +1 mineral and +2 energy. Site three gets one less energy per turn, and loses a turn. Over time, those are more important than the pod pop, IMO.

TheLoneAmigo is offline TheLoneAmigo
Chieftain

Jun 2004
time: 05:35
  Old Post 17-07-2004 12:24
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I'd vote for 1 and 3, just because of my preference of not building bases within other base's radii.
However, I am not an AC guru, so I will go with those who are AC gurus. 1 and 2.
Anyway, we're Morgans. Energy is the lifeblood of the economy, and the economy is the lifeblood of Morgan Industries.

"He who controls the sources of energy, controls Planet."

-CEO Nwabudike Morgan, "The Centauri Monopoly"

Goody pods are great! Cent Eco without losing eco

Chaunk is offline Chaunk
King
CEO of Morgan Industries, ACDG3
Apr 2002
time: 05:35
  Old Post 17-07-2004 13:44
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Got spare money?

Turns up so I'll play that shortly, probably 3 hours or so.

My reason for prefering 3 is the pod. Lets suppose we go to site 2, and pop the pod (At the same time as from site 3!) using the former we will doubtless make there as our first unit. We might well get worms out of the pod which then attack and destroy the former. That would cause us to lose far more turn advantage than we gain because we'd need to rush a scout to defend the base, and rebuild the former.

Building at site three entirely eliminates this possibility. We may well instead pop a net node (at least 2 labs points per turn, plus saving many mins or e.c. compared to building it), a nut bonus (growth every 8 turns not 11), a monolith (trading 1 energy for 1 min ) or any of many other good events. Zero chance of worms or xeno fungus.

Although we save a turn in base placement going for 2, we may gain much more over time using 3. Not to mention (except in this ironic way) the extra space around the core bases.

TheLoneAmigo is offline TheLoneAmigo
Chieftain

Jun 2004
time: 05:35
  Old Post 17-07-2004 15:38
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You mean you never get mindworms popping a pod with a base? I never knew that! Change my vote to 3 instead of 2.

#endgame is offline #endgame
Prince
of the town of ZZT
Dec 2003
time: 15:35
  Old Post 17-07-2004 18:12
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Inflate your Upload Space

Before expanding north of MorMet, we should road and forest to it first. So says the CTO !.

-- CTO #endgame

jtsisyoda is offline jtsisyoda
King
COO, Morgan Industries, ACDG3
Jul 2003
time: 00:35
  Old Post 17-07-2004 19:03
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Cw#e -- road to sites not already on the river.

Another reason I prefer 2 to 3 is so we can plant a base on the eastern energy bonus. But if someone can show me some numbers on the pod probabilities that show we gain more on average by being next to the pod, I'm not closed-minded. AndiD, did you have something like this?

AndiD is offline AndiD

Prince
SOO of Morgan Industries, ACDG3
May 2004
time: 06:35
  Old Post 17-07-2004 19:25
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Only tested (accidentally, BTW) for sea pods. You don't gain more in the single event by popping pods next to bases, just the probabilty for worms (IoDs) gets distributed - in the case of sea pods - to resupply pods, rovers and kelp.

BTW, I'd also vote 2 and 1 (in that order), since you don't need any roads to MorInd until magtubes, there is one energy more per turn, the spot on the energy bonus is perfect Sikander spacing and you save one turn in planting the base.

If time is the concern, the damaged scout can pop that pod in four turns (edit: or in 6 via monolith) and if there's a worm (~15% if I transfer the IoD probability of shelf), we can quickly make another scout if needed or move the former into the base.

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