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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:17
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It could be an update bug. But they still have a spy, we didn't expose him. I'm guessing that they won't have the cash to expose ours. Let them investigate if they wish so, their war is over.
Okay, I'm going to take a 15 minute break here. Please post all comments on defense after that. Otherwise, I just will put down 8 infs on NI 88, and 16 infs and a couple of workers on NI8. I'm getting tired here, so any ideas are welcome. I can wait for this until I did the economic stuff...
Besides, are we going to need all those airports? I guess we need at least a couple for vet fighters, but wouldn't most of those builds be better transformed into wonder builds, stock exchanges and the like? Once our mobilization ends, can we build Sistine, Bach's and Smith's? And Magellan?
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:17
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I agree on the airports. We need a couple of them for fighters. Transport capability is not really an issue right now, we should be able to take Abilene without any further reinforcements.
Further, once this is finished, we need to have a very decent conversation with GoW. I don't know about you guys, but this war as worn we out. I do not intend to stay the player of GS for much longer, and the moment I get a new job this certainly has to end. If I can take us, so that we get into some kind of settlement for Legoland, and get some kind of defense of Stormia going, I consider it mission accomplished 
For the moment, the war hasn't ended, though. We might need to concentrate for a couple of turns longer... there now is no way to foresee how Lego is going to react. With all the baits we're leaving in the open, they might go for that to get some kind of revenge.
That said, we need to get the last bits right as well, and my concentration is gone. I want to end this turn tonight, otherwise we risk my pc crashing, wasting everything. So any thoughts, please let us hear them!
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:17
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okay, here's what I'll do:
First of all, get Stormia sorted out. Do those worker actions we need to get the demob bug gone in the cities we need it (the rifle builds). The cities where we get too much spt, so be it.
After that, let's focus on how we're going to attack Abilene next turn. The plan for MZ has to wait until tomorrow (which will be in time), what to post publicly and how we're going to break the news to Lego has to wait as well.
I think we need to be able to connect to the RRs next turn, so somehow, we need those workers in the open, so they can build at least a road. (one worker, or 2 slaves). We can't risk too much here, Lego will have at most 16 tanks to attack us, so NI has to have a minimum of 20 defenders. Damaged MIs have to stay put to heal. But if we move our workers, we need to defend them perfectly, or we risk that Lego captures our workers, builds a road, and gets here with their infs. NI 88 will still have a Lego RR next turn, as will NI 87.
I think that we need to move 1 worker plus protection to NI 9. If Lego captures it, it won't create a way where they can move their infs on, so it only leaves their tanks to attack.
Also, the defense can't be too large, so NI is under threat.
Things to ponder on. I'm going to do the economical things right now, trying to make everything so that we can switch during build phase next turn without any problems.
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:17
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movement continued
- captured explorer moved into NI.
- MI moved on top of our damaged tanks next to Stanwix
- slave next to ahhmyfoot moved 7 , to get cover from a 4/4/ marine, instead of a 3/4 marine.
- slave at Quanto 1 creates radar tower (I made a mistake with the explorers, it seems. I should have put them either here, or moved them around to let Lego capture them instead. Oh well.)
- 1 slave at forest at Dye 47 moves 4. another moves 7. a third moves 9.
- 1 slave at forest at Dye 41 moves 4. another moves 7 another moves 2
- the 3 slaves of the forest near Legopolis move to Tarzania 8, 9, and 6
- all MI on Stormia distributed, so all cities have one, most coastal cities on the Bobian side have 2, WoC has a few more, and Elipolis has a few more. This will have to do for now.
- Further, all workers and settlers on Stormia create a carpet, stretching from Elipolis down. If anyone wants to enter, they will need a lot of units just to get through the workers.
- 2 workers which used to be a settler, and the 2 last forest ones distributed over Quanto 77, 78, 8, 9.
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:17
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Oh, and a big thanks to everyone who weighed in on this turn with valuable comments. CH, vmxa, Krill, alva,... you all helped a lot in accomplishing this. And this is just this turn, without the past few months and the people who helped there (Big T, where were you when the fireworks really exploded?), we wouldn't even have gotten this far.
But I think everyone will agree that our biggest thumbs up should go to our one and only general. Aeson, it's always a pleasure to have a peep into that wonderful mind of yours, you proved again that you are the best civ player this world has... even without civ installed on your pc 
So thanks everyone! 
DeepO
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notyoueither
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of naught
Aug 2001 time: 22:17
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quote: Build queues... now that could be it. I don't know exactly, but I changed some builds after going through the build phase. I think I changed the MI in Tornado only after doing all the rest. Also, I cycled a couple of time through the cities to see if we had enough airports (IIRC, Bolderberg was changed once I saw we might need another one, as it otherwise is a good MI city).
If that affects the RNG, there is no way this game can be reproduced. But I reloaded after the first day, I thought, and did the build phase again as it supposed to be? And diplo... well, didn't that happen twice after going to bed as well?
DeepO |
Bingo!
We learned during the 1st ISDG that manipulating the build ques alters the RNG under certain circumstances. Wonders specifically do it every time. Other things might as well.
We discovered this because I would change city production to a wonder as something was finished during the beginning sequence, so that I could easily see which cities needed to be reset to the instructions of the MoI. One turn with combat vs barbs nobody could reproduce what I did, because I wasn't telling anyone about the 'que marking' that I was doing, because it wasn't part of the 'official moves' and shouldn't have mattered. It turns out it did matter. We looked into it, et voila.
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