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Mead
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Current Status
Gaians
Pop 13
Social Engineering
frontier, planned, wealth, none
Hive
Pop 53
police state, planned, survival, none
Data Angels
Pop 13
frontier, planned, wealth, none
Spartans
Pop 17
frontier, planned, survival, none
Morgan
Pop 34
frontier, free market, wealth, none
Cash on Hand 75
LABS
Progentitore Tech
Every 4 years, one year to go.
(Are we going to feel lab truncation? What does that mean?)
Tech Cost 239, Accum 236, Per turn 61
Net Income 56 (prior to share to Sparta)
Income from Commerce 10
We owe Sparta 5 this turn.
Military Situation
I can't see the any non Morgn unit. There are no native life forms in sight (other than the fungul tower that isn't moving anytime soon).
Military Suggestions
We need *-1-2 Probes. They are the only effective defense we have. I suggest switching our production of syn rovers to probe rovers in ZZT and Impala Poly.
Let an invader try to take one of our cities. If they do, we should probe techs and units from them. The probes will cost nothing to support and are more of a threat, than any syn rover.
The syn rover might slow down an invader, but will not stop an invader. The probes will capture an invader's units.
Keep our southern probe parked in the fungus to guard the southern approach.
Keep a certain amount of cash on hand so that we can probe any enemy units that invade our territory.
Other Thoughts/Concerns
1. Change the CP to a probe foil in Morgan Mussels. Get it launched from the western shores (Morgan Mussels) as soon as possible.
2. Continue the western movemnet of that trans foil out of Morgan Mussels and towards the (hoped for) location of the Peackeepers and Uni as soon as possible.
3. Keep enough cash on hand to allow us to make use of our probes. They (their ability to buy enemy units) are the only effective defense we have.
4. Continue the crawler construction for the PEG.
5. Whohabitat - move a worker from forest square to farm square to prevent starvation.
6. Morgan Aero - move a worke from flat rainy square to forest square to get more mineral production.
7. As mentioned above, change Morgan Mussels from a CP to a Gator Boat. Rehome 'half an SP on wheels to there to help production, and have that crawler crawl a safe forst square near Morgan Ind.
Possible Rushes this Turn
We need to send 5 ECs to Sparta to honor the treaty.
After that we have 70 ECs.
Mead Metal - CP 37 - 8 (4 min) = 29
Money Valley - CP 28 - 12 (6 min) =16
Vander Eud - Gator Boat 81 - 12 (6 min if we move a worker to a volcano square) = 69
Normally, I think we should not rush the Gator Boat in Vander Eud before the CPs, but right now I feel it is more important to launch that boat now to reach out to our neighbors, than to rush the CPs.
Mead
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Mead
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quote: Originally posted by Mead
***
Keep a certain amount of cash on hand so that we can probe any enemy units that invade our territory.
***
Possible Rushes this Turn
We need to send 5 ECs to Sparta to honor the treaty.
After that we have 70 ECs.
Mead Metal - CP 37 - 8 (4 min) = 29
Money Valley - CP 28 - 12 (6 min) =16
Vander Eud - Gator Boat 81 - 12 (6 min if we move a worker to a volcano square) = 69
Normally, I think we should not rush the Gator Boat in Vander Eud before the CPs, but right now I feel it is more important to launch that boat now to reach out to our neighbors, than to rush the CPs.
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Come to think of it, I wouldn't mind too much if we waited until next year to rush the probe foil in Vander Eud. It involves some risk, and one more turn until we send it out on the high seas to contact and infiltrate, but having two more bases sooner (and cash left over) may justify waiting.
Speaking of new bases, where are we going to place them?
Mead
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Mead
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quote: Originally posted by Whoha
Mead you may want to go ahead and play the turn, how much time is left? |
I think we have plenty of time. The turn was posted by the DA on 24-10-2004 at 14:18.
I am pretty sure that jtisyoda can and will play the turn. If he does not play it I can play it in about 20 hours from now.
If I was to play the turn I would move the 2 new CPs to locations stated in the new base thread. I would also rush the two new CPs and save cash for rushing the gator boat in Vander Eud next turn. Most of the other stuff I would do I have already suggested in my previous post.
I would like suggestions as to Teraforming.
Mead
PS
Drouge, it is my understanding that jtisyoda will play the turn. It's been over 6 months since I last served as a 'Turnplayer' in an ACDG. I'm rusty and would prefer to play the turn only in an emergency until I get up to speed. I'm going offline for now, but should check back in about 20 hours.
PPS
jtisyoda, don't forget to send 5 ECs to the Spartan's for their portion of the 'Morgan Bonus' profitsharing. The best thing I like about the 5 year deal is that it is a 5 year treaty deal. So, unless the treaty is breached, we should not worry too much about them attacking us for now, unless they want to play dirty. They'll only be able to do that once. I hope they realize the costs of breaking thier word exceeds the one time benefits.
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arginine
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I would rush the probe foil. I feel contact ASAP with the other humans is important. I figure the transport and probe foil will be good enough to get contact.
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jtsisyoda
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COO, Morgan Industries, ACDG3
Jul 2003 time: 00:20
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Imp Pol is working the e-bonus this turn, which saves two labs from truncation. Mor Ind should go back to working it next turn.
Mead Met, Whohabitat, and Money V should start SC's next turn. We only need six, the Half-SP, and a little cash for PEG. With luck, we can start Adap Econ next turn and finish in three or four. The SC's will be finishing right around that time. We should also have time for a couple more synth rovers and probes by then, too. If we can get to 2150 without being attacked, we'll be very strong. It won't be a quiet strong, though. Everyone will know. I'm thinking SSR is the place for PEG... it's the only area with two-min squares available... all of our forest is already being worked.
The former at Imp Pol should go SE and forest, for RFR's benefit. (Then it could clear the fungus to the SW of there.)
The four formers we'll have near Whohabitat can farm (25,21), road toward the chokepoint, clear the fungus, and plant a sensor.
The formers in the NW can either do more roads and forest in the heartland, or road toward a new base site if one presents itself.
As far as new bases, I sent the CP out of SSR to the east. Next, it could go directly north three squares, to an inland spot with two rolling moist squares. It would starve down to two, but that's still better than size one, and really there just aren't any rainy squares in the east yet, so we may have to bite the bullet on a couple of these new bases.
Van Eud could build a former after the Gator Boat, to plant forest over there.
I sent 5 ec's to the Spartans pre-accepted.
Attachment: acdg3-morgans-2144_endturn.zip
This has been downloaded 2 time(s).
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arginine
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Hmm, now that we can crank out the CPs, we've hit another bottleneck: formers. Also if we crank out more bases now we are going to get more drones. We can take care of the drones by cranking up psych (expensive), going democracy or making size 2 bases.
I've said my preference for the medium range future ~15 years is ICS to ~27 bases with size 2 bases, lots of forest, and 20% psych.
Given that the Spartans have offered a recent tech deal and they have eco: eng and should have doc: loyal, I think we should go police state, crank out crawlers to use the rocky squares, use size 2 bases to minimize unhappiness and pack our new bases in close to the capital to minimize inefficiency. Yes, this will be contingent upon getting a deal with the Spartans.
Last edited by arginine on 27-10-2004 at 02:17
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arginine
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On second thought clean reactor is 2 techs away from gene splicing and SotB & CPs give a better rate of return than crawlers on rocky mines will.
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Mead
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quote: Originally posted by Whoha
actually mead, the 1 time benefit could be 15 size 3 cities with 2 wonders. Still though 5 turns is a short time to wait. |
No, if that was to happen I would vote scortched earth.
I would destroy the empire so that they would finish no higher than third (after the DA and Gaians).
Mead
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arginine
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How bout a former road east in the north, a former road east in the south and everyone else pumping out forest where it's not rainy.
If we are going to ICS for now, lets cram in those new bases. These are some suggestions for base placement. A CP west of the forested nut bonus, a CP 2 squares from Imp Polymers, RFF and Whohabitat, and another CP 2 squares SE of Morgan Aerodynamics. I guess since it will take several moves to get the easternmost CP to a decent spot, we might as well move it north I guess until it gets within range of a rainy square. We could squeeze in 2 more bases in the far west, one north and one south. It would be a good idea to synchronize all the base building and then switch to demo shortly afterwards.
It would still be nice to rush the a probe foil next turn, especially with that isle of the deep.
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arginine
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We can always remove those extra bases later. I figure we'll eventually end up doing that, but right now CPs are only 3 rows and they give back so much. Especially with the PTS & HGP for drone control.
I also thought the crawlers would go on the rocky squares (which are mostly unless anyways), which give 4 mins mined & roaded.
If we want to crawl nutrients we can leave the rainy squares unoccupied.
As for energy, I suppose it would be worthwhile to crawl the 2 unused energy sites back to Morgan Industries. We can also stick in a Research Hospital there if we have extra cash.
I guess we should also come up with the borehole grid we will want to use.
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