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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Alpha Centauri > AC-Democracy Team Game > ACDG3 Morgan > 2142 End Turn and 2143 Discussion
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Mead is offline Mead
King

Aug 2003
time: 00:21
  Old Post 13-10-2004 05:02
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2142 End Turn and 2143 Discussion Get a bigger avatar today!

I just downloaded the turn and took a look.

Sparta is offering Treaty and Gene Splicing.

I think we want to accept the treaty but not the Tech (250EC is too much and will not help us with getting the PEG).

I don't know how we go about accepting the Treaty but not the tech.

DA renamed their leader Geo.

Yang looks like he is making the commnad nexus in 2 different bases at the same time.

No one built the PTS yet.

If no one builds it this turn we can get it next turn at Morgan industries. We will need to rush the crawler a Morgan industries and rearrange our crawlers this turn to have in range of Morgan industries next turn.

We can build the base between the mineral bonus and pod in the northwest. We can then start building half an SP on wheels there and pop the pod with one of the formers northeast of Morgan Mussels.

I cannot see the Spartan foil.



Please see the Spartan Embassy for Kassiopiea's reply. He seems to be surpisingly vague on the details of how much money they will get.


Mead

Whoha is offline Whoha
King
The TOC is supposed to be classified guys...
Dec 2001
time: 23:21
  Old Post 13-10-2004 06:29
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Yea, I also say veto the tech trade, we can't afford to lose 250 credits at this point, even if it is a fair assessment of our tech cost.

arginine is offline arginine
Prince

Apr 2004
time: 05:21
  Old Post 13-10-2004 07:49
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I think they stole Gene Splicing. Hell with trading them for Gene Splicing at that price for now, we could buy 3 real probe teams for that price and steal it ourself (yes, I know that will affect relations).

arginine is offline arginine
Prince

Apr 2004
time: 05:21
  Old Post 13-10-2004 09:15
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Don't forget to rush the foil in the west, and rush a probe team if a city in range is making one. A transport foil, while slower, won't create unhappiness. Also, make some cheap scouts to go east for exploration, see if the Spartans will try quietly land troops and eventually take down those fungal towers.

jtsisyoda is offline jtsisyoda
King
COO, Morgan Industries, ACDG3
Jul 2003
time: 00:21
  Old Post 13-10-2004 22:18
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I should be able to play the turn within 14 hours from now.

#endgame is offline #endgame
Prince
of the town of ZZT
Dec 2003
time: 15:21
  Old Post 14-10-2004 04:00
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Sounds good.

-- CTO #endgame

jtsisyoda is offline jtsisyoda
King
COO, Morgan Industries, ACDG3
Jul 2003
time: 00:21
  Old Post 14-10-2004 11:15
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Populations:

G: 13
H: 50
A: 13
M: 12 (36 in two turns )
S: 14


The Spartans have the Gaian commlink and Ind Auto. The Spartans don't have Ind Econ, so they traded or stole to get IA. The Gaians have Mobility now, so maybe it was an IA-Mob trade. When the Spartans said they recently met someone and tried to figure out if we had their commlink, they were probably referring to meeting the Gaians.

PTS will start next turn. We'll need 20% psych to prevent riots. Van Eud should work the energy bonus to make sure it has enough energy to get 2 psych. SSR should work its rainy square to make sure it has enough nuts.

We have four CP's queued up. Morgan Mussels is currently scheduled for downsizing from 3 to 2 to 1, with two CP's after the foil finishes this turn. That makes six new bases. We'll need 40-50% psych when those are founded. It's probably worth switching to Dem (if we meet Zak and he trades Eth Calc) or building Rec Coms everywhere (if we get Soc Psych somehow).

Attachment: 2142_map.jpg
This has been downloaded 33 time(s).

jtsisyoda is offline jtsisyoda
King
COO, Morgan Industries, ACDG3
Jul 2003
time: 00:21
  Old Post 14-10-2004 11:15
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...

Attachment: acdg3-morgans-2142_endturn.zip
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jtsisyoda is offline jtsisyoda
King
COO, Morgan Industries, ACDG3
Jul 2003
time: 00:21
  Old Post 14-10-2004 11:17
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hmmm...

Attachment: 2142_f4.jpg
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#endgame is offline #endgame
Prince
of the town of ZZT
Dec 2003
time: 15:21
  Old Post 14-10-2004 13:39
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I'd like to see the fungal tower cleared off, but I can't envisage it happening in any reasonable time before fungi tanks. Another base on a river, pop the pod adjacent to the base might be worthwhile. Will we be going through a mineral focus phase?

jtsisyoda is offline jtsisyoda
King
COO, Morgan Industries, ACDG3
Jul 2003
time: 00:21
  Old Post 14-10-2004 20:48
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Yes on the mineral focus. We may still build some roads out to the last base sites, and put a sensor under the base site at the chokepoint. After that, though, getting three forests and a Rec Tank at each size three base is the best way to boost our min output.

The fungal tower could net quite a few credits, but right now I'd like preserve our scouts for exploration.

arginine is offline arginine
Prince

Apr 2004
time: 05:21
  Old Post 15-10-2004 00:46
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Glad to see we'll have a foil next turn. Hopefully playing these turns doesn't take large amounts of time.

jtsisyoda is offline jtsisyoda
King
COO, Morgan Industries, ACDG3
Jul 2003
time: 00:21
  Old Post 15-10-2004 09:09
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The erratic Spartan mood indicates to me that we should prepare defenses. After PTS is built, I recommend coastal or near-coastal bases get at least two synth rovers and two defense attorneys. We could have two to four roaming litigators for emergency recapture of bases that might still fall.

We could possibly ask the Spartans about purchasing HEC. If not that, maybe Impact, for possibly retaking bases.

Micha is offline Micha

King
Technical University of Ilmenau, Germany
Oct 2002
time: 06:21
  Old Post 15-10-2004 16:19
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I second that plan. However, I donīt think we could really hold them back if they decided to wpe us out. We need better offence in order to destroy intruders before they can attack...

jtsisyoda is offline jtsisyoda
King
COO, Morgan Industries, ACDG3
Jul 2003
time: 00:21
  Old Post 15-10-2004 21:38
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We could use a sea sensor net, to spot incoming ships. I'm not talking about sensors built by formers... just having some units spread out in the sea surrounding our continent. Unfortunately, it's pretty expensive any way you do it. Supply foils eventually pay for themselves but are pretty expensive. Transports cost support. 'Gator boats are expensive, and are better utilized for infiltrating and stealing techs.

I don't know if it's practical at this stage.

If we can get HEC and GS, we'd be two techs from DAP. That would be more effective, and possibly even faster than building a string of ships.

#endgame is offline #endgame
Prince
of the town of ZZT
Dec 2003
time: 15:21
  Old Post 16-10-2004 08:08
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Put an end to popups!

Once we start down the gsplice, ecoeng, enveco path, we should rush formers while researching gsplise, build new road links through rocky areas, mining as we go (push out our borders perhaps?) and start shifting crawlers onto the rocks.

Morgan Aero has a pod that is next to it, and there are lots of rockies to the ne border. I don't think we'll really be able to get bases working there until after condensors, so we could make a mineralpark? then just set some bases to building crawlers constantly, perhaps?

Boreholes would be great on our min and energy specials too.

-- CTO #endgame

-SafaN- is offline -SafaN-
Warlord

May 2004
time: 06:21
  Old Post 16-10-2004 18:26
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i think mil is our main concern now, we will have to show sparta that they may conquer us, but that it will cost them dearly.

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