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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:17
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In 2153 Yang discovers Superconductor (weapon-5, Gatling lasers)
we have a probe team sitting in the Pegasus in Great Collective Bay
In 2153 Mercury will dock in Arcadia university, and Mr Longstrider will lope down to Monitoring Station and relieve Zak of Optical Computers
The only other tech Yang has that we lack is Polysoft. If he'll talk to us this turn or next, why don't we try to trade for/buy Polysoft, then steal Superconductor or if we can't get Polysoft, take our 50:50 chances of getting Superconductor?
Our probe would be returned to MT, GH or SC4 in 2153, and the Peg can reach any of these (or be offshore) for pick-up again in 2154, so we don't loose very much by this (other than possible war with Yang)
But I don't think Yang will risk war - he has only 2 impact units in the 4 bases nearest us, and seems to be gearing up for a Morgan conflict (as they themselves are, with 2 military units now in Red Fungus Resort and 2 probes in Choke-on-This
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Maniac
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Gent, Belgium
Jul 1999 time: 06:17
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I've had a look at some things we could do in MY 2153:
How should we set our energy allocations? After pacting with Lal and getting all that extra commerce & energy, the inefficiency created by running uneven economy-labs allocations has become rather large.
To compare with the MY 2152 situation:
Currently we're running 60-20-20 and we produce 14 surplus credits and 7.2 labs. However as the drone problems with SC1 and SC2 can be solved next year (see below), psych can be reduced again.
Under 60-10-30 we produce 15 surplus credits and 13.6 labs.
Under 60-0-40 we produce 18 surplus credits and 16.8 labs. Downside of putting Psych to 0% is that we need to garrison Arcadia University with two units, which means one unit less moving to the front.
Under 50-10-40 we produce 11 surplus credits and 22.4 labs.
Under 50-0-50 we produce 14 surplus credits (by changing the AU doctor to a technician) and 24.8 labs. Next tech breakthrough anticipated in 29 years. Drawback here is again that by putting psych to 0%, we'd have to keep two units garrisoning Arcadia University, which means one unit less that can move east.
To summarize, the two questions are:
Should we let as many units as possible move to combat and lose some credits & labs as a consequence (due to investing in psych), or instead keep an extra unit as a garrison unit?
And second question: What do we value most? Some extra credits now, or roughly speaking double as many extra labs, but labs that will only result in a tech a considerable number of years down the road?
Btw, we got a free network node in Rio Grande after conquering Koppernigk Observatory. It seems that bug is working again where one gets a free facility in one of your domestic bases, when you conquer a base of a faction that has that facility as its free fac.
As Gythium harbour will grow to size 4 next turn, we need to appoint a doctor. May I therefore suggest to put the two remaining GH workers on the 2-1-1 tile and the 1-2-2 forest tile? GH will grow despite producing not enough nuts to feed its population.
In combination with this, may I suggest to move the SC2 forest worker to the 3-1-0 tile? This will allow SC2 to grow in 2 turns. That fourth worker would also have to be a doctor, but that doctor (and the resulting +2 psych) would allow us to move the Ogre to SC4, so that base can grow to size 3 without needing doctors.
A possible unit shuffling plan for solving drone troubles. Very important nothing happens wrong here, or we'll have drone riots after all:
Shrek Ogre in SC2 moves to SC1.
Fiona Ogre in GH moves to SC2.
One of the hoplites in SC1 moves to SC2.
One of the three hoplites in SC4 moves to GH.
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:17
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Aha - then I agree. A road then a forest.
But my proposed site for Messena isn't the best (58:6). That's a Rolling and Moist tile. Better would be 57:7 (flat and rainy). Also, Messena would then be built in 2155 rather than 2156, and there'd be one less roadtile needed to link it to the rest of the world
That way the proposed forest on the river at 56:10 could be shared by Rio Grande as well as by Messena. And as well, it fits with a subsequent base at 52:6 that would complete that NW grid.
Attachment: messena site.jpg
This has been downloaded 25 time(s).
Last edited by Googlie on 24-12-2004 at 06:36
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:17
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Hermes' cargo and scout due to meet in 2155
Attachment: 2153newbase.jpg
This has been downloaded 20 time(s).
Last edited by Googlie on 24-12-2004 at 19:46
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:17
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Invasion:
Mercury docked, and units deployed- Synthspeeder to Argos and homed there - Garrison duty
- Chiron Knights NW onto river (for attack on Otk-Dis next turn) encounters a mindworm, so kills it, taking some damage (it'll be the one to "liberate" the base, healing in the process - moves onto tile
- Spartan kel joins it
- Warwag, from Argos, joins it
- Castor Horsemen, from AU (just landed) mosey down but end up just beside them
All primed for attack in 2154
Last edited by Googlie on 25-12-2004 at 05:26
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:17
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Engineering Corps report:
Tomcat Deployment- As mentioned, road on river bed NE of RG completed - forest now being planted there
- Forest completed between RG and FB - Tomcat moves SW x 1 to forest tile 53:15 (can be used by RG, FB and SC3)
- Tomcat on monolith between SC and OA moves E x 1 and commences mine there
- Tomcat SW of SC moves W x 1 and commences road linking GH to SC
- 2 Tomcats north of Vlad completed farm - need fresh orders for 2154
- Others are in mid-task (Mine at MT, road linking SC and MT, Forest between SC2 and GH, Farm W of OA N of SC2)
Crawler deployment- FB's worker taken off the 1-4-1 forested mineral tile to the N and put on 1-2 crater tile to allow crawler to work the forest/min tile en route (next turn) to working RG's big mine (will rehome to RG while passing thru)
- MT's speeder crawler completed this turn on a podpop, and next turn will work its way into the heartland, crawling as it goes
Last edited by Googlie on 25-12-2004 at 05:56
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:17
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All moves made. 2153 endturn attached
Need final concensus on slider allocation (eg, AU needs a doctor as all Impact Rovers are in the attack group - it'll be 2 turns before Mercury returns with Hoplite garrison units)
Attachment: acdg-3 - 2153 endturn.zip
This has been downloaded 3 time(s).
Last edited by Googlie on 25-12-2004 at 06:03
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Snoddasmannen
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Wow great turn! Another completion pod!
Looks like we're all set for the CDF. Which SP are we going for next?
quote: Originally posted by Googlie
Engineering Corps report:
- MT's speeder crawler completed this turn on a podpop, and next turn will work its way into the heartland, crawling as it goes
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This always gets me REAL worried, driving around with half an SP, crawling. I always hide them in bases or keep them real closely escorted when I transport them, don't want a nasty mindworm to catch it!
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Maniac
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Gent, Belgium
Jul 1999 time: 06:17
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Turn looks wonderful as usual! 
quote: Originally posted by Googlie
But my proposed site for Messena isn't the best (58:6). That's a Rolling and Moist tile. Better would be 57:7 (flat and rainy). Also, Messena would then be built in 2155 rather than 2156, and there'd be one less roadtile needed to link it to the rest of the world |

Btw, Vladivostok will grow to size 2 in four turns, and thus will require a second hoplite. Should we switch VV production to a hoplite, or solve it otherwise?
quote: FB's worker taken off the 1-4-1 forested mineral tile to the N and put on 1-2 crater tile to allow crawler to work the forest/min tile en route (next turn) to working RG's big mine (will rehome to RG while passing thru) |
Something to think about : if we didn’t rehome the crawler to RG, we could make Fort Buster our most productive base with 15 minerals: a crawler every two turns.
quote: Need final concensus on slider allocation |
IIRC Snoddasmannen suggested 60-10-30. As no one else told another opinion, I guess that’s the consensus. 
quote: It'd [the super supply speeder] survive a mindworm attack - it'll be hardened, and its tranced |
Even better – won’t it be commando? Command center + Fundy + Spartan morale bonus.
Also if the crawler hugs the coast while moving north, it won’t border any fungus tile. So I think it should be pretty safe. 
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