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Micha

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Technical University of Ilmenau, Germany
Oct 2002 time: 06:20
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The turnŽs here, had a short look on it.
Spartans sent us both techs in negotiation mode (not preaccepted), as Googlie already told us in the embassy.
We finished research on Progenitor Psych, next techs to chose from:
Doctrine: Initiative
Polymorphic Software
Social Psych
Fiel Modulation
Morgan Mussels is running low on nutrients; IŽd say we switch one of the workers from forest to farm.
I had a message saying "Forest expands near Sector Cratersouth". Since I donŽt remember a base of that name, I clicked on "Zoom to message", which caused SMAC to crash... hm, strange... 
Mead Metal finished a colony pod, Whohabitat finished a former.
Mead Metal currently has a pop of two and will grow in 23 turns. Instead of this I would rather let it work a forest tile to the south, so that growth is stagnant but mineral output rises by one.
A crawler can be used to ship nutrients to that base if it is needed...
Money Valley is set to stockpile energy, although it didnŽt build anything this turn? Was that intended? (I suppose so, since you guys put a lot of efforts into turnplaying).
Our research will take 5 turns gaining 64ec per turn, with 50% labs it could be lowered to 4 turns (weŽd still be gaining 44 ec per turn)...
Last edited by Micha on 01-11-2004 at 15:41
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arginine
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No Adapt Eco :P Once we get the techs from the Spartans next turn, we could switch our research and maybe get Adapt Eco. We will probably be able to buy/trade soc psych. I'd prefer Doc: Init, as no one will have researched it. I'd also like to make the Maritime Control Center for some energy rich sea bases, but that's pretty speculative for farther in the future.
I guess we could rush 2 more CPs for next turn (effectively preventing us from rushing anything else this turn). Then in a few turns plop down 6 CPs at once and then switch to demo shortly afterwards.
Alternatively, we could finally rush one of the probe foils.
Last edited by arginine on 02-11-2004 at 10:24
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jtsisyoda
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COO, Morgan Industries, ACDG3
Jul 2003 time: 00:20
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Populations:
G: 12
H: 55
A: 14
M: 32
S: 19
We had a crappy tech choice. Initiative, PolySoft, SocPsych, or Field Mod. I picked Soc Psych, because Rec Coms will be useful eventually. Not being able to pick Adap Econ is bad news, though, because the Angels already have Prog Psych. They may be aiming for PEG. Some players on that team know I love that SP.
Tech Cost: 276
Tech Accumulated: 50
Tech/Turn: 61
Next Breakthrough: 4 years (2149)
Income: 57 ec/year
We can probably go with Democracy in 2148 -- found three bases that turn: (24,22), (29,3), and (35,5). Chokepoint base can be founded in 2149 or 2150. (I flubbed the terraforming and lost two former turns.) Also, (23,11) (arginine's suggestion, I believe) and (22,6) seem like good candidates after that.
The CP in Mussels was rushed, so we won't have nutrient issues there anymore. It can start another CP so it can get to size one. Then it can start on a gunship or two. The transport in Mussels ventured back into the fungus... no IOD in sight... I guess it ran (swam/floated?) off.
The probe in Aero was rushed, after re-homing the crawler and working the min bonus. This made the rush-build affordable and increased the stockpile rebate by 2 ec's.
Gator Boat in RFR was also rushed. Where should we send it?
I included 13 ec's and Ind Econ for the Spartans. Eth Calc and Gene Splicing were already included on their end, so I accepted. When they accept next turn, they'll get their stuff, then when we open our next turn, we'll have the two techs.
Attachment: 2145_map.jpg
This has been downloaded 35 time(s).
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jtsisyoda
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COO, Morgan Industries, ACDG3
Jul 2003 time: 00:20
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Somebody asked about the meaning of "pre-accepted" and how it works.
The normal quid pro quo deal starts with one faction, say the Spartans, putting a tech in the box for, say, the Angels. Then when the Angels get the turn, they put another tech they're willing to trade into the box. If they like the deal as it is, they hit "accept". Then when the Spartans get the turn again, if they like the deal, they hit "accept" and receive a tech. Then when the Angels get the next turn, they get their tech. So, once both parties accept, the transfer takes place.
Pre-accepted... this would mean the Spartans put a tech in the box and hit "accept" right away. The Angels then get that tech on their very next turn. The Angels are not under any game mechanics constraint (honor aside) to repay the Spartans. So there's a gain in speed, but it introduces the element of risk (i.e., no guarantee of repayment).
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arginine
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Someone.... else.... building... the.... PEG..... I don't feel so good. If they still have all those crawlers lying around, they merely have to grab the tech... Hopefully the Spartan's tech will let us change research topics.
Is Sparta's population increase from growth or conquest? I've been wondering about it for a while.
Thanks for rushing a gator boat.
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Mead
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How much cash did we send to the Spartans?
Mead
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arginine
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jtsyoda said 13 EC & ind. eco.
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Mead
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quote: Originally posted by arginine
jtsyoda said 13 EC & ind. eco. |
Thanks
Mead
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arginine
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Hmm, the biogen-ind eco tech exchange occured in 2135. Assuming a 7 year research time for the Angels, they got Prog. Psych in 2142 and will get adapt eco. in 2149. It looks like another SP rush is in order (those ****ing bastards). Furthermore, it will be trivial for them to go towards planetary economics after that IF they can get I.I. from the Spartans. We really don't know what is going on with the Spartans, Angels and Gaians. I hope the Angels & Gaians really have teamed up forcing the Spartans to us...
The gaians meanwhile might be busy researching towards doc: flex.
Hmm, so we're teching at roughly the same rate as the Gaians & Angels put together.
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arginine
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We'll find out if we can next turn. I don't know where the spreadsheet is... I HOPE we can, but we won't know. Hopefully, we can get the Spartans to give us one tech at a time so we'll get two shots instead of one.
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arginine
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Hmm, seeing how many things will finish next turn, we could have the cities far from Scorpi Ski Resort (ie Morgan Aerodynamics, City of ZZT) make 2 move probe teams. Morgan Mussels make CPs, switch Morgan Industries to making crawlers. Everyone else can switch to crawlers when done with their current production. In two turns we can see what we have to do to rush the PEG.
Next turn we can stick the probe team from Morgan Aerodynamics on the transport foil 
Last edited by arginine on 04-11-2004 at 22:26
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Mead
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quote: Originally posted by arginine
rover chasis |
Good.
Thanks.
Mead
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Mead
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quote: Originally posted by jtsisyoda
Well, we could put the probe on the transport, but it was intended for recapturing any bases that might get taken. If we put it on the boat, we should definitely build a replacement for the homeland right away. |
I agree.
Mead
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arginine
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The plan I put up was a lazy one to get us into a position where we can get the PEG (and a few extra crawlers) relatively quickly without meticulous planning. My above "plan" had 2 cities making more 2 move crawlers (I've editted it for clarity). I'm sure if someone looked more closely, we could up with a plan make more legal teams and get the PEG in the same amount of time.
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