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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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The turn has landed. I played it. Couldn't help meself and I was online.
-S
Last edited by smacksim on 13-07-2004 at 05:43
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Chaos Theory

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Missouri / Misery; CC
Oct 2002 time: 04:34
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Turn's back.
The danger of moving the spore launcher, then the scout patrol is that a bad pop would force us to recall our former, again. A safer way of doing this would be to move the scout patrol to the pod first, then zip the spore launcher through fungus if it's safe, guard the HQ if mind worms appear next to it, or attack mind worms not next to the HQ.
I'm wholeheartedly for dropping bases on the river, but should we do that with the first CP from HQ? It's a 4-turn hike to the nearest part of the river, which isn't unreasonable, but we might find something nicer to the east.
It occurs to me now - why aren't we building a CP in base #2? IIRC, we have one more turn until we pass the 10 mineral threshold, and at 2 surplus mins and nuts, we'll grow before we finish the CP (necessitating either a doctor or police for a few turns).
We need to resolve these decisions before we have consensus:
What to move onto the pod: scout patrol, or spore launcher (or nothing)?
What to build in base #2: former or colony pod?
Last edited by Chaos Theory on 14-07-2004 at 20:56
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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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Agree on pod-popping plan
Agree on switch to CP at FT
Turn is ready to play. I don't think we need a mid-turn save either. Trust to Chaos Theory.
Last edited by smacksim on 15-07-2004 at 01:51
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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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Ah, finally, some luck!
I'm for rushing the CP at GL. Population advantage greater than advantage of waiting 3 or so turns and then having Planned guaranteed. Who knows, maybe we'll find more EC's by then anyways.
Where to plant the third base? This is really a serious question now. The upside is that all directions are desirable. Considering we don't yet have a Nutrient bonus anywhere for making CPs, I'm leaning on moving the new CP southwest, unless the SLauncher discovers a rolling rainy in the flats.
Getting a 3rd base planted pronto and starting another CP is the most important thing IMO. Soon after, the FT base will produce a 4th CP, which can obviously head to the river. But we will need to consider pre-terraforming from that point on unless we find some nutrients.
Our former is making a solar right now. I think that damns our plan to road to a base site for turn advantage. So let's re-evaluate turn advantage for moving upcoming CPs, and take into consideration rush-buying our 4th CP as well, which is possible. While it is nice to get our energy production going, we will never be #1 in tech, at least not for a long while. Rather, let's focus on reaching our b-drone base limit and then terraforming the **** out of our patch of planet. Each base affords another former or two.
The trade off then becomes: Build a former first at a new base, or build a scout and then a CP? I don't have an answer because each has turn advantage of one sort or another. I do believe that building a former first is better in the long run. That's a few more turns that it'll be active while a CP is being built. Hopefully we'll find more spore launchers or worms for garrisons, which will allow us to build CPs without incurring any support.
As for a plan of action, agree that IndScout can continue exploring/trolling/popping wounded until 2115. Not as confident in our spore launcher popping pods or trolling fungus, but we need to know if there's a +2 nutrient tile over there pretty soon. The rush-built GL CP should move SW nonetheless I think. Base site in 3, and possibly a road for the first move.
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