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arginine
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I am under the impression our permanent cities will be given plenty of room ~15 base squares. We can pack in shitty or temporary cities. We'll probably go to 7 cities, ie 1 above the drone limit. The 7th city will probably have a doctor. It will just produce 1 min, 5 energy, and support 1 unit.
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jtsisyoda
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COO, Morgan Industries, ACDG3
Jul 2003 time: 00:36
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1. Our scout's current location would make an ok base site. It's five squares away from Morg Proc, which if roaded, means the CP from there is only in limbo for one turn.
2. SW of the eastern monolith might be a good spot. A base should take advantage of that monolith, and it's hard to do without crowding Morg Vulc. We could road the energy bonus, then the base site... a CP from Vulc can create a base on the same turn it is created. 
3. The site SW of the min bonus and NE of the fungus pod might be good, too. It's on a river, the min bonus will be equivalent to a monolith, and we can pop the otherwise dicey fungus pod with impunity. There will also be space for another base at the other end of that river.
4. Two squares west of Morg Ind would be good for a crawler factory, but not a CP factory.
5. Directly north of the western monolith might be good, too. There's a river, and it would be sufficiently far from sites 1 and 4.
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TheLoneAmigo
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I reckon we'll only need one Legal Team until we meet the other humans. There's no point in spending early gametime on an extra Lawyer when there's nothing to defend against yet. The AI does not often use probe teams, at least in my experience.
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arginine
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For def, since we don't want anything overly expensive, we could go for the 7th CP, and have it build / support a scout. That base will have a doctor, so all it will do until the HGP, is bring in energy and try to build crawlers. We might want to make this base go on the min rich flat square in the NW. (3 mins instead of 1) On the other hand, the minerals square when forested and crawled, it will give 4 mins.
I'd like a base down south, but I can't see if there is fungus blocking such a road on this monitor.
Any other spots would be fine, as long as they can work a monolith and are not on the coast (easy sites for lawsuits)
The non colony producing base might could build an armored legal team, and send it to Yang. Armor is only 10 mins more for a 1 move team. If it survives infiltration, we can use it as def.
Since, we can always turn some of our bases into shitty bases later or move them, I have no problems with crowding in bases right now.
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#endgame
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of the town of ZZT
Dec 2003 time: 15:36
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The end of the river that runs west of Morgan Processing will lead to some good base sites, I believe. 2 E bonuses, rainy squares, rivers, monolith. Bit on the flat side, but still could be worth considering. The distance that the CP trip would take puts it out of our reach for a while, though.
I like the way that the road network is progressing, but I'm not so sure about what the Former SW of Morgan Processing is up to. It sounds like it will be roading to the scout's current position, which is 7 formerturns of work + 4 turns of moving. I think it's not that great an idea at the present time. The energy bonus on top of the hill (N,N from the scout) would make a good site for a crawler factory. Lots of rockiness and decent food, once the fungus is gone.
--CTO #endgame
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Mead
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EDIT: Moved to 2118 end turn + 2119 discussion thread
Mead
Last edited by Mead on 26-07-2004 at 07:01
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