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mart7x5
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We have presently all initial SE choices. Morale modifier is zero. I guess next turn we are going for free market? then we should have still morale zero, but there is unfortunatelly other factor - our planet rating will fall to -3, as I recall. In battles with native life there is then -30% modifier. I think if we switch for free market next turn, scout patrol probably won't reach the fungal tower. Fighting with -30% is not a good option. We would probably better wait for changing free market for something else or design in the future empath units.
Making a prototype gives also only to this unit one morale upgrade, so having some future infantry prototype + monoloith upgrade might improve chancess. i'm afraid that a disciplined scout with -30% might not be enough. Anyone had any experience with it? I'll check it in the scenario editor and be back....
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scout patrol
PSI: 3
disciplined +0%
planet - 30%
strength: 2.09
fungal tower
PSI: 2
larval mass -12%
fungal tower + 50%
strength: 2.62
odds are 3:4
that modifier for fungal tower 50% is something I was not aware of before. maybe I knew but recently forgot. it does not look promissing... 
Last edited by mart7x5 on 08-08-2004 at 10:57
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mart7x5
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I thought that we were going to FM - gathering that 40 EC. In this case, when with Wealth, the situation would look like this - after enacting Wealth:
scout patrol
PSI: 3
(disciplined) but green +0%
strength: 3.00
fungal tower
PSI: 2
larval mass -12%
fungal tower + 50%
strength: 2.62
odds are 8:7
I have to check what if scout reaches fungal tower before enacting wealth
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mart7x5
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Wealth will lower morale of all units. That odds 8:7 are valid for wealth SE. I wrote for scout patrol:
(disciplined) but green +0%
normally disciplined unit would get +12%
I believe 8:7 is that worse case. so if the scout arrives to fungal tower before wealth switch odds should be better, I will post them here when I check it.
Anyway, I had cases when my units with chanses 3:2 lost fight with native life. I would say even 3:2 is risky.
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mart7x5
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quote: Originally posted by GeoModder
... I guess it's better to wait 'till later ingame to take them out when we have more and better suited units for the job available (empath song). | I support this approach. To loose a unit on an attempt to take out a fungal tower this early in the game might slow our development. We need units now.
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mart7x5
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A lot of new things, and they are not very lucky for us. Some thoughts for discussion:
- north-east mindworm boil may move west or south-west- towards existing bases or intended colony pod travel. a scout unit for escorting seems necessary then. unfortunately see next item
- Enigma machine base will be 1 population in 2127 only, in 2128 it will be again 2 population. drone riots imminent if scout unit will leave?
- for unity pod popping changing production for network node might be prefered -> mineral supply unity pod
- hive former may spent next two turns making a road, then it can move to rocky tile for making road-mine. hive military unit might come over to remove our probe team. I think, maybe withdraw?
- Snowflake's Heaven, next production - colony pod for a new base south?
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mart7x5
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Building a colony pod will reduce population in EM by one. Presently there is population 2 so there are 3 nutrient rows. After reducing to population 1 there will be 2 nutrient rows for growth, and at the same time in this turn the second row will fill up with nutrients. Regular growth occurs next turn after all rows of nutrients are filled up. I guess it will be like that. Actually I find it a good way of building colony pods. Nice ones are that when in the turn when colony pod is built just one row of nutrients is missing, thus when colony pod takes one population out the population growth is instantenous - no nutrients go wasted.
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mart7x5
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Some thoughts about formers:
- one for making a road north-east on a flat tile is a good idea , it could eventually built a road to the new base we are going to set up there.
- since the formers are already on this new forest tile, maybe 2 of them could build a sensor? 2 formers would use 2127 and 2128 years, they wold move in 2129. now, when there is mindworm boil somewhere east that might turn out to be needed to spot mindworms quickly.
what do you think?
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mart7x5
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Geo, 2127 is ready for download in turn tracking, have you got it already?
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GeoModder
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The most erratic Overlord!
Jan 2004 time: 06:34
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Sorry Mart, must have missed the new incoming with the 'server busy' annoyances. 
'kay FF, midturn discussion and short future decision coming up. 
2127 Midturn report
- Popped the pod with 111, a nut tile and a free rover came out of it!!!

- Used the rover then to pop the pod next to it (another nut tile) and let it move south then. The plan was now to leave the scout in EM (Mart was right, it grows next turn again) to avoid drone riots and use the rover instead as escort for the cp.
- Changed productions in EM to a former, perhaps a cp again instead?
- Still heard nothing for new production of KP, in 3 turns we can start to produce crawlers. Starting a Project already or another former (6 turns) and rehoming it to EM later?
- We have one idle former in KP atm, do we let it start on the yellow circled tile for a farm+solar (1/1/1 now, 2/1/2 after terraforming) or sent it to the white circle (canyon tile) to construct a road for easier access and construct a solar collector there afterwards (2/2/0 now, 2/2/1 after terraforming). In the latter scenario the two formers south of Snowflake's can come to aid sooner when they're finished.
- Also, for future basesite, the yellow or the white B? Yellow B is on a nut tile now which gives fast pop growth but is close to Kodycryptor. White B is a normal tile, and won't interfere so much with other base radii.
Btw, someone in the mood for contacting Yang again?
Have to work this evening, thus no endturn till late morning of the 13th. Time for discussion thus. 
Edit: O yes, almost forgot, 111 has still one movement left, I propose to sent it back to where it came from. Back east in the fungus...
Attachment: acdgscreenie.jpg
This has been downloaded 9 time(s).
Last edited by GeoModder on 12-08-2004 at 14:14
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