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smacksim
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Deputy Chairman of the Council of Lords of Gaia
Feb 2004 time: 00:36
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Illuminatus, you play the turn. I'm just back from vacation and am a little rushed...
I'll play the turn in 30 minutes if Illuminatus doesn't come online by then...
Last edited by smacksim on 18-08-2004 at 21:31
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smacksim
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Deputy Chairman of the Council of Lords of Gaia
Feb 2004 time: 00:36
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The mindworms are in the second picture...
I also switched the production in Fallow Time to a Probe Team, although we still have 2 turns before it will reach the second mineral row. I did this for 2 reasons. One, the Nearby Dreams of Green will be producing it's own 3rd unit, a former, which we'll need to rehome (or it's partner who is about to finish the road to FT). The only base in range for re-homing in a single turn (no wasted minerals, in other words), is Fallow Time. Fallow Time's own Former will be busy that turn, unable to re-home immediately without wastage (it would have to re-home to our new base to keep everyone at 2 supported units).
So I think you can see, FT should not build another supported unit without some consideration for the re-homing of DoG base former #2. Thus, the switch to the probe team.
Other plans are viable, but this should be addressed. Unneccessary mineral wastage for extra units can be planned around rather than ignored.
-S
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smacksim
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Deputy Chairman of the Council of Lords of Gaia
Feb 2004 time: 00:36
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As to our home mindworms, we could herd them in towards our bases, or 'fork' them through the middle with our new baby mindworm, which would cause them to disperse outwards. Here's a picture of 2 possible paths for us, and for the natives. The red lines are my guess as to what the locals will do if we 'fork' them in the middle with our baby worm. In any case we should just rest our mature/hurt worm next turn.
The big decision is what to do with the rover up there. Clearly it should not fork the MW's if they are nearby. We'll really have to wait and see how the herd moves. Thankfully the rover is safe from attack this turn. That would have been too sad if it had been stuck in the middle of the worm-pile.
Attachment: 2129capture1.jpg
This has been downloaded 19 time(s).
Last edited by smacksim on 18-08-2004 at 22:48
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Chaos Theory

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Missouri / Misery; CC
Oct 2002 time: 04:36
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Try to capture or kill the remaining hostile mind worm.
Move the spore launcher on the new continent into position to pop the newly discovered pod, with the rover nearby to help out.
Clear fungus at the head of Greem River and make a road to the Uranium Flats.
Plant some forest.
If in fact we will be going for a SP, here's what we need to do:
Hurry for optimal minerals/ECs ratio. The more minerals we can get for a low price, the better, since we need a lot. For this reason, I hurried all of our formers all the way, instead of hurrying just one minimally.
Produce 0-1-1 probe teams for 18 minerals each. We get a better ratio when cashing them (9/18 vs 13/27) and we get the stockpile energy kick more often. They're also cheaper to hurry. I would like to switch two of our probe team-producing bases to making 0-1-1s. Virgin Soil is making a probe team that is intended to probe, and can finish that.
We now (since Industrial Base) have the option to produce 0-2-2 probe teams. These monstrosities cost 6 mineral rows (9 as a prototype), but are perfect to put in the build queue before pod pops. If we get such a favorable pop, we not only get a 6 mineral row probe team, we prototype synthmetal.

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Natalinasmpf
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The problem is for the synthmetal probe teams, that unless we produce it at all the bases, the pods might end up completing some other production instead.
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