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Hydro
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Winfield, IL, USA
Jun 1999 time: 05:34
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Comment on pod popping: I almost always leave popping a pod until I can queue up a facility, so it can be completed for free if we are so lucky. I also will build bases adjacent to pods so that the result will almost always be ‘good’ (the only bad result I’ve had with this strategy is an earthquake or transportation of the unit opening the pod). I dislike popping pods with formers and scouts since they will almost always die if the pod has mindworms, and early on a few mindworms can be a very bad thing. This is particularly true if a nearby base doesn’t have a defender yet.
Hydro
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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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Move northern scout back to base #2 to defend and heal
Check
Move southern scout to Gaia's Landing to prevent drone riots
Check
Move spore launcher further along river, jumping to fungus if it seems opportune, to map the Uranium Flats.
Check
Decisions:
When to pop pods and with what to pop them?
Popping with sporelauncher and having scout nearby would be ideal. Using more turns to build a scout is not ideal. I say we pop and hope with the spore launcher. There's a very good chance it'll capture a MW if one is released.
Edit: I reread 2110 and do agree with Hydro that it'd be best to wait a little to get facilities in the queues. A net node at GL would improve our research by 50%.
Exactly where do bases #3 and #4 go?
3: NE to the somewhat dry spot overlooking the flats. This allows it to build a former and start cleaning up the flats for good energy production and preps for base 6.
What next for our former, when it finishes?
Road. Then, it's up in the air.
CP at GL finished in 2 with a rush. This is debatable with the upcoming switch to Planned. I say eat our cake now and rush.
CP at FT finished in ~6 with rush?
GL: Another CP is next up. Perhaps an intermediary scout?
FT: A former could be useful. Then another CP.
Last edited by smacksim on 17-07-2004 at 00:35
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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 arrived. I didn't have any luck with my turns at the helm. I think it's worth waiting for you Chaos...at least a little while....
Edit. I'll play at 3:00 if you don't pop back in Chaos. Someone did download the turn...(scratches head).
Last edited by smacksim on 17-07-2004 at 08:41
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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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Er, isn't our scout supposed to be in the base to prevent drones/use of doctor? I guess, since we're rushing it's only one turn. Maybe I've lost track of the plan.
Exploring with Spore Launcher. If we could get far enough away from home, we'd probably catch more independents (scouts, rovers, worms) than near home. But it seems we're on an island. Perhaps we could troll along the south pole to arrive at another continent, popping as we go. Whatever we do, a MW is much better than a spore launcher for exploring. A scout is in between. The problem with the spore launcher is that it can't fight things it doesn't capture. Our next native has a good chance of capture, so I suggest that if you want to keep exploring with the spore launcher, to do so until we've caught another native, then return the SL to a base as a free garrison.
Southern scout should pop the pod if we have something worth rushing in queue. After the CP, are we going for another CP at Gaias Landing? If so, put something else in the queue until 10 minerals: Former is my choice...can be re-homed to base 3. Net Node is o.k., but the upkeep doesn't help us.
Lets try to keep a scout going back and forth between GL and base 3, after founding base 3, as police and defender while they spew out more CPs. This is another argument for making a scout at base 3 and exploring further with our scout and/or trading explore duty with our SL.
Pop the pod 
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