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smacksim
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Deputy Chairman of the Council of Lords of Gaia
Feb 2004 time: 00:34
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Let's put it this way: If we had 50000 extra EC's sitting around, we'd still have enough base sites for the next 20 years.
One nice trick with a rover and foil is to pop shorline pods with the rover. If MW are unable to be captured, the rover can hop back on the foil.
Last edited by smacksim on 29-07-2004 at 16:14
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Chaos Theory

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Missouri / Misery; CC
Oct 2002 time: 04:34
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quote: Originally posted by Net Warrior
Switch to Planned – Agreed.
Move scout northeast to cover base #3 – Not necessary as long as the former stays adjacent to the base or a unit can get into VS in one turn when roaded. An alternative plan would be to use this scout for police at FL and move the spore launcher to protect DoG.
Move spore launcher and artifact west – Agreed but see alternative above.
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Opinions? Having proposed the original plan, and not really caring what base builds another police units, I still favor the original, but don't particularly care.
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Make doctor in base #2 for 1 turn, if needed - Agreed
Move unity rover north to explore coast – Agreed but only for one tile. Perhaps N one tile to see what we find and then the foil E one tile to see what we find at sea. Maybe they can link up next turn and start their sea voyage.
Continue moving unity foil northeastish – See alternate plan above.
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Quite possible, and nothing I'd have a problem with. Other opinions?
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Move mind worm north, to later head west – Why not W immediately in that case?
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There could be better paths through the fungus to the north, and we'll get more exploration done on the way.
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Move new former at base #3 southwest, to start on a road – Agreed + Build Scout patrol in VS per alternate plan listed above.
Build road 1 tile east of base #2 – In progress I believe, so continue, right?
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In progress, but with 0 turns accumulated, so we could change without penalty.
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Change FT production to CP. |
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