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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 turn I posted here is after the end-turn. The turn I posted to our turn thread is a presend save. Here's the presend save again:
Edit: You will get turn-played messages because you have played that turn on your machine. Rename it and try again. I get no such message when playing from the pre-send save myself...
Attachment: acdg3-gaia-2134presend.zip
This has been downloaded 0 time(s).
Last edited by smacksim on 06-09-2004 at 01:02
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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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After some odd turn bugs, we got the turn off with minutes to spare in the 48 hour limit, thanks to Drogue's timely intervention and dissemination of our turn issues. That aside, here's a look at a plan of action for 2135:
Continue with Probe Builds, retreat on Angel land, former work building roads, and the ferrying of units to the north.
There are lots of pods to pop up north. Let's be cautious while we have non-natives in the area that could get squashed by a big worm explosion.
Ferry: We are prepared to ship a mindworm to the north, while our probe team would be a good second unit. That will be in several turns b/c the fungus is largely in our way with the foil.
We also have our original spore launcher prepared to explore towards the SE land bridge. There is a single pod on our east coast that could be popped on the return trip.
Formers: We need to make some decisions about what to terraform. Clearly we need to pave the way to new base sites, but it may yet be worthwhile to do more interior-block work with forest planting and pre-roading for later terraforming.
SE table: We are running 50/0/50 Planned, which gives us IA in 4 turns. There was the possibility to adjust this to 30/0/70 for IA in 3 turns, but I think we will still make it in 3 turns as our population is due to grow and some forests are coming online, as well as solar. Thus, I kept the sliders at 50/0/50 which gives a significant EC return. Useful for rushing our probe teams and gimps.
Here is an up-close view of our main block of bases:
Attachment: main2.jpg
This has been downloaded 18 time(s).
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Chaos Theory

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Missouri / Misery; CC
Oct 2002 time: 04:36
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It'll become difficult to anticipate all the possibilities for the turn. For example, if one of the actions of the turn is to pop a pod, or move through fungus, we can receive unexpected ECs, leading to unexpected opportunities to hurry production.
As far as terraforming, I've heard barely a peep on what to do with our formers. We're roading into the Uranium Flats, but what to do with the other formers? Make extra roads? Plant forest? Construct solar panels?
I'm in favor of making general rules on when to rush, rather than specific orders for each turn. For example, with >= 30 ECs, rush probe gimps with at least 10 mins completed, all the way to completion.
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