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Chaos Theory

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Missouri / Misery; CC
Oct 2002 time: 04:36
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Carefully chase Yang's rover, which ran away at the very end of the turn.
Rush crawlers as energy permits.
Our westernmost city will be growing soon and is a good candidate to produce a colony pod, even if we can't use it for a few turns. By that time, it can be in position. If we don't make a CP there soon, we'll have a doctor instead, and still may have one for a few turns.
The year when we can build the HGP is imminent, and will probably come before our other artifact gets home. The math:
1 HGP = 160 minerals now.
1 artifact = 50 minerals
5 probe gimps = 40 minerals
2 crawlers (in 2142, at latest) = 48 minerals
That leaves us a deficit of 22 minerals. We can cover that by sacrificing a probe team (12 minerals), using turns of production at the SP base (4 minerals each), and paying ECs (4 each). Therefore, we should have the HGP no later than 2143, if all goes well and it is still available.
No map for now - my internet connection is impaired and I am tired.
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Hydro
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Winfield, IL, USA
Jun 1999 time: 05:36
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Hi all,
I'm back from a rather lengthy vacation from ACDG (still doing PBEM roleplaying in my spare time, though).
Anyway, it looks like you've made great progress. As to my opinions, I say build to the Gaian's strengths: efficiency, which means more bases before the dreaded bureaucracy warning. That means more bases, since with that we will have a long term production advantage in terms of raw production and production centers.
That does not mean giving up on CPs, or the juicy SP. It does mean don't be too greedy. For SPs, I like WP best, followed by HGP. ME is kind of worthless, in my humble opinion. For the price of an early SP you can have almost 7 bases. All in all, I'll take the six or seven bases (which give you a large turn advantage if you establish a few bases while you're otherwise building and SP).
I'm surprised the Angels have been friendly, but that is a good thing - for as long as it lasts. An aggressive defense (which it looks like you're doing) against Yang is a stellar idea until we can crank up the blitz.
Other things I like to do with my Gaians:
* 1-1-4 foil (eg - very cheap) to capture IoDs. This is wonderful if they happen to have friends on them! And early in the game absolutely nothing is a better explorer/warship/transport than an IoD. Plus, I like exploring. For me that is the fun part of the game. IoDs are also great when paired with a rover to pick off pods on the coast, and then running away back to the IoD if the results are bad, and getting goodies if it is good. This is a long term big advantage since other factions ignore the sea until late. Of course, this assumes you have Doct:Flex...
* Get a ratio of 1.5 formers per base, if you have decent production (eg - about 5/turn). This usually means bases that are size 1 or 2 get one, and 3+ get 1 or two. After a few CPs are out, get a former in the queue ASAP.
* Let Yang build some nice bases for us. Then after we have scouted a bit (which you’re doing) use some fungus to get a worm attack, then take the base. Don’t wait too long, though, or he’ll have hordes of troupers to counterattack. Probing is good, too. I’ve typically had poor luck with direct assaults by the time Yang gets plasma until I get missiles, though, so the window may be short.
I’ll poke around a bit more to get reacquainted with my Gaian buddies here, and will be happy to post my opinions as they congeal.
Hydro
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Illuminatus
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Salvaging Unity Fusion Core
Jul 2003 time: 06:36
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I think you should play the turn now. My comments: Well, we got no choice except WP, since ME is pretty useless compared to other projects. We will be able to terraform faster, and build condensors/boreholes (we will probably need to poll again about use of boreholes?). Also, we are sure we will complete it . I would still prefer expansion, then supply crawlers.
What about units? Our NW worm is vulnerable, and there is a base radius at the east. There is fungus NW and W from it - perhaps we should move it west, it will be protected from wandering rovers from north and east by fungal patches, and probably from west too - then it would be able to heal in fungus. Since it is our only unit in Hive teritory, we should guard it - it will provide valuable scouting data and mess up with Yang. We already lost unit to Yang, I don't want to see more units lost pointlessly. We can even learn about Yang/Angel relations - if he moves units that way. Let's guard him.
Also, units on our north - we should be careful with that probe. I also suggest we cover it with unit or two. Infiltrating Yang should us usefull. I hope Unity Foil breaches the fungus successfully - then we can harass Yang with probes. In case you spot Hive units, you should perhaps make a midturn save, post it, and give us some time 8-12 hours for comment. We are at war, and we should carefully make moves with units, especially if we stumble upon units.
We can get Social Psych after Mobility, with any luck.
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Chaos Theory

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Missouri / Misery; CC
Oct 2002 time: 04:36
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We will have the WP, but no HGP. I say we expand anyway and cope with more drones with doctors/police/small bases. With the WP, we can build condensor-farms, and put crawlers on them to support specialist bases in the moderate future. We still need recreation commons, as 1 EC/turn + 32 mins is a great deal for 2 workers, and the ability to recklessly ignore bureaucracy limits.
In a few turns, our foil will be in position to scout the periphery of Yang's empire, and we should be able to infiltrate and possibly conquer a base.
Terraforming options for the near future are still up in the air - without suggestions, I'm just doing whatever seems best with the formers that become available, which is making roads and forest for now.
No image due to limited connection, and the fact it hasn't changed much from the most recent image.
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