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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:22
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Well, we're trying to get the movement and the build decisions discussed in advance (as was done earlier in the 2141 thread), so that when the turn arrives there's a series of moves that are almost on cruise control.
The turnplayer can stop and save the turn at any time if immediate input is needed (as in if a gunfoil encountered an IoD - fight or flee) and in fact this current turn has gone thru about five iterations (I simply removed the midturn save and substituted a fresh one twice as I saw that no-one had downloaded the earlier one)
Some of my questions were answered in text postings (eg build orders being changed to scouts, for example)
And of course the turn hasn't been passed on, yet, so changes can still be made (although not to movements)
Some decisions that I took unilaterally were, to me, no-brainers (eg, what to do now with SCC Hunter after its first movement point put it in the Morgan base harbor. The choice was (as I saw it) to continue with the planned loop that had been discussed and approved a couple of weeks ago, or to deviate and go Morgan coast exploring. As both courses of action would have involved the same next 3 tiles, I just went ahead and moved Hunter. Now we have the luxury of time (in the 2142 thread) to decide what to do next with the gunfoil.)
Similarly with R-112. In the Embassy I'd already suggested a possible course of action to the Gaians, who complied, but then I found I couldn't move the rover where we wanted it to go due to the Hive colony pod's ZOC. So to keep faith with the gaians I retraced its tracks back thru the monolith. That was an arbitrary decision on my part, but I sensed that the mood of the Junta with the Gaians was to try and foster trust, so that really was the only movement choice available.
But as I've said elsewhere, what we need are dedicated Officers with planning responsibility so that the turnplayer merely executes them. Right now I make the covert ops and engineering recommendations (and if no-one comments on them they become decisions), but we need to have a few of us (the more the better) taking responsibility for all the facets such as terraforming (what, where, when and how), Build orders in the bases, worker allocations, research paths and slider allocations, exploration, war and invasion planning (which would involve assembling the invasion fleet and armies - ie giving the turnplayer the necessary movement orders to get the troops assembled at the embarkation point), naval activity, as well as the diplomatic duties and the propaganda duties associated with the Phalanx
(The ocean and VV bay names needn't stay. there are only 128 slots available, less the # being used by the game itself for its landmarks. Early on I suggested an even allocation (1/4 x [128 - # game generated]), but got nowhere, so if we use 75 of them, so be it - nobody can complain)
But as well, several of our team don't have smax, so follow the team's fortunes through the gamnescreens and the descriptions.
I don't know if this long-winded answer dealt with the core of your qiestion, but if there's any aspect you want to take over, kjust yell and it's yours (unless an incumbent feels really strongly) eg, I'm double hatting on engineering (terraforming and crawler assignments) as well as Covert Operations. I'll give up either - or both - if anyone else wants to step up to the plate and take over responsibility.
Did that help explain how I see the turn developing?
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