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mart7x5
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Good decision with the rover! I had something else in mind, but moving it to KC is ten times better.
some of my thoughts:
- how about moving rover to the monolith north first and its upgrade, then moving a scout unit there and its upgrade. this way even if the hive synth succesfully moves into fungus, it will not block the scout from entering monolith. this will also block further synth march south. but it will be dead turn - exposure of both units for possible synth attack. i'd prefer a unit to be on rocks nearby instead, but upgrades might be good thing after all. on the other hand one unit in KC would cure drones.
- formers near RPS, maybe one could move west to left nut tile to make a road, then move east to help making forest on upper nut. second former could move to upper nut right away to make road then forest. this way we do not loose a former-turn, when two formers enter a tile without road.
- there is still hope for a second land bridge. maybe go east to fungus? I would not pop the unity pod that far from a base yet in that place.
I contacted Yang - still refuses to talk.
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mart7x5
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Geo, the decision is yours about the pod, as for me. whatever you decide, we might get Ogre MKI, 
"always investigate monoliths" is off, as I checked. if it was like that all the time, then you would have to manually choose that upgrade. I'm asking coz I have impression it was not upgraded. scout was green in 2125 before monolith and in 2127 after monolith. We had no morale modifiers at that time.
---
checking first if the synth moved into fungus, as you write, is a very good idea, i think. it will possibly stop hive unit one more tile earlier
Last edited by mart7x5 on 27-08-2004 at 03:27
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mart7x5
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To block hine synth, if necessary, rover might go one tile south and then north-east to rocky terrain. good place for possible defense. maybe scout could go to KC to help drones? unless colony pod is going to drive there soon, but with hive synth around it might be difficult.
that scout hive north, damaged from worm attack?
Yang still refuses to talk, in before moves turn
Last edited by mart7x5 on 30-08-2004 at 11:02
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mart7x5
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That hive synth might stay there for long. now that I think of it, there was a way to avoid it, but I haven't thought about it on time. If this stale-mate prolongs, maybe probe team conversion? But that would mean war?
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mart7x5
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I loved Ceasar3, but my other life activities suffered cuse of that
I try to think of a method to overcome the synth unit.
- attempt to enter fungus tile, where synth is currently with the scout.
if scout enters it, then synth may be north on base site 1 or north east in fungus - the only possible tiles he may go.
where to put rover then?
--------------------------
2133 is in.
Bloody hive synth camps in that fungus....
Last edited by mart7x5 on 02-09-2004 at 11:31
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mart7x5
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Geo, you posted initial save?
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I checked Gaian techs, they do not have IndAuto. Maybe trade for Doc:Flex? They do not have hive comm either.
hive synth might retreat. If not maybe probe team might approach from north and make passage for colony pod. my calculations show that colony pod would have to wait only 1 additional turn.
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mart7x5
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I have clean save, Geo. I can do it. Let me make screenie...
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mart7x5
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Mission Year 2134
- Colony Pod in Snowflake Heaven completed
- That's pretty it. Nothing more interesting happened... as I recall
Please, review orders for units, colony pods and formers.
Issues
- If rover enters fungus next to hive synth, can it provoke Yang to attack?
- Also, North most Probe team could allow for pod to move towards its base site. Three movement turns are drawn
- No imminent drone riots it seems
- All bases apart from RPS are doing supply crawlers now. SH just started the 4th one. Keep it that way?
Attachment: acdg3screen2134a.jpg
This has been downloaded 26 time(s).
Last edited by mart7x5 on 06-09-2004 at 16:16
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