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#endgame
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of the town of ZZT
Dec 2003 time: 15:34
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Right. Time for some CTO ranting! 
1: it's only moist, it's hemmed in by fungus and the x base nearby will probably be working the monolith
2: it's got forests, so it's cheap on the formertime, but is it on a rainy square? if it isn't, i'd move it to the flat/rainy next to it, in the radius of MorInd. there are other better options, but we could come back to it post-WP or EcoEng. 
3: Slightly remote, but on a river, next to a pod and next to a minspecial (forested = 1/4/3, not bad huh? (Environmental Economics not included)).
4: Mediocre. Easier on the forming than 3, but I would like to see the minspecial drilled at some point. It also hogs the river and doesn't secure the pod 
5: River, rolling/rainys abound. Enough said 
6: It's highish, next to a pod (just watch out for the fungus = mindowms = bad), the shape of the land suggests to me some wetter ground in the unexplored side of its radius and a river. 
7: The nut special next to 7 is screaming out for a forest: 3/2/2! If MorVulc works the rolling/rainy/river and forestworks the E special, then it has a monolith and a forested nut special = 5/4/4 at size 2. 
8: arid. fungus. rocky. I'd rather put a base at 7 to use the monolith, and 7 is easier to get to. 
--CTO #endgame
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-SafaN-
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3 and 5 should be our next bases, for 6 7 8 we need to Xplore a bit more i think.
If we place 8 then 7 should go 1 SW
1 and 2 are no priority although i will feel safer with another base near the Hive Lands
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jtsisyoda
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COO, Morgan Industries, ACDG3
Jul 2003 time: 00:34
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This may affect your evualations, #endgame: raininess doesn't affect the nutrients collected at the base square. In fact, site 2 would need to be off the rainy square, so it can work it and two forests when PTS comes along, and still have 6 nuts for the 3 pop.
I think 2 is great because of the forests... plenty of stuff for crawlers to work. The river sites 3,5, and 6 are also great. The monolith to the east should be used somehow... not sure if 7 or 8 is better.
A total of twelve bases is the second b-limit without Dem. That means we'd need two psych at each base after PTS. If we go past that (good bet) to 13-18 bases, we'd need four psych per base. Or we could do 2 psych per base with Dem. Going Dem decreases our mineral output by one per base, so the question is, what's more important, two energy, or one min? My personal guideline is 2.25 energy = 1 min in the early game. That's a rough average purchase price for rush-building.
Here's the series of actions I'd suggest:
1) Road to 2, then continue roading to 3.
2) Road to 6, then continue roading to 5.
3) Road to 7 or 8.
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AndiD

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SOO of Morgan Industries, ACDG3
May 2004 time: 06:34
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Road to 7, then.
More general reflections:
PTS has the "advantage" that you are expanding slower because of the base site preparation that has to take place first. Slower is good against sprawling b-drones in this case.
If we go for (Mob, Flex, SocPsych, EthCalc) we will get Dem while most probably being at 8-9 bases (most "old" bases build a pod before PTS comes into effect to be down to size 1 again). These bases would be completely without b-drones.
Rapid expansion with subsequent investment into psych (e. g. found 3-4 bases on instant and dump money into psych after that) could follow. Dem has the advantage that less energy is wasted on slider allocation or far away bases.
(In the minigame I had a colony pod once waiting for five turns to allow two more to be finished and to found three bases at the same time.)
If we go for (Mob, Flex, ProgPsych, AdapEcon + PEG=Crawlers) we might stay for a longer time at comparatively few number of bases because of all that crawler building and "finance" our psych investment via PEG-Energy Banks.
Good news is here that with a base square of 6 energy (7 with rectanks) and a population of 3 there usually is enough energy to have sufficient psych even without doctors.
SocPsych/EthCalc would then something to be acquired via trade (Lal certainly has them (agenda) and Zak, too), what sounds feasible, too. We will look strong but not too strong during that time. (Look at the power chart in the minigame, I have been consistenly expanding from 7 bases in 2144 to 18 bases in 2162, noone really likes me)
Unfortunately we are not allowed to check b-drones in advance (parallel turns) by founding bases so every base must be able to support a doctor if needed or supply enough psych (see above).
Induced Golden Ages by psych investments are pretty meaningless by the way, that +1 Econ/base is not noticeable at all and 20% growth/base at that stage even hurts without RecCommons. Only bases working energy bonuses are GA candidates at that stage though.
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Impaler[WrG]
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Cheif Manufacturing Officer of Morgan Industires
May 2002 time: 22:34
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I agree with EndGame#'s assesment on most of the numbered base locations but also have a few of my own.
Top priotiry for me would be to put a Base under the scout that now guards Yangs synthmetal scout. The spot is coastal and can send navel units east or west for contact with other factions. Its an important spot for extending our territory south so as to keep Hive bases from being built on our door step. At a later date we can put a base at 29/23 which would secure the entrance to our territory further. Note that I belive their is a peninsula of considerable size just east of that location extending to around (39/23).
In the far east slopes of Mt. Drouge I see 3 potential sites, (35/17), (37/15) and (39/13). The later two could work the Monolith. Theses bases could wait a bit though untill more desirable locations are filled.
I think that we can also fit a base at 25/19 in the flat/barren spot north of the scout. This will fill in the area well and use the least desirable terrain for the base site (ware nothing effects the output). The surrounding area will need a lot of terraforming so it might be best to leave this site for later.
Last edited by Impaler[WrG] on 13-08-2004 at 06:08
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arginine
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Why do we want to build a base on lots of rainy terrain? All each base needs is a single 2 nut producing square. Sure, a rainly square means we don't have to farm it, but that seems to be the only advantage to me over a moist square. There are lots of moist squares. I'd hate wasting rainy squares on forest.
I was under the idea we were going to go for lots of forest and tree farms (a marvelous facility). Forest works on even shitty terrain. I was hoping we could use the rainy squares for crawling nutrients to bases we want to pop boom. A doctor with a holotheatre and tree farm will make 4 psych. ~ 1/2 of people in base will thus make enough psych to make the other 1/2 happy. Also, the way our bases are now, they are too crowded. I am assuming once we get the PTS, some of the bases will be turned entirely into CPs, and most bases will get their needed space.
If the only thing a base needs is a moist square and a bunch of forest, then we need not be picky about where the new bases go.
Last edited by arginine on 23-08-2004 at 09:01
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arginine
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Our bases just need forest and a moist square. Unless there's a special near a base site, lets just stick bases down south to grab territory from Yang. Yes, we haven't explored enough to find a base site. If we find a base site, then lets build a base there.
Last edited by arginine on 23-08-2004 at 09:22
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arginine
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A, B have good resources. A city that can use the eastern monolith (D). F2 because it has less overlap and it's not on the sea (thus can't be hit by a probe foil), and a base near H. Maybe in the future we can terraform some land near H up, so the base would be the only way between the two bodies of water.
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