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LordofMysteries
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I say we send one defensive unit on each corner of the nation, and maybe two or three on the corner with the most intense action going on.
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jtsisyoda
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COO, Morgan Industries, ACDG3
Jul 2003 time: 00:16
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I'm going to go in reverse to what was suggested as far as the former fleet path for building mines. For a lot of the distant formers, we can build two mines in the time it takes to get to Mt. Drogue and build one. Formers that are near Mt. Drogue will of course go right to work there.
Argi Narnia should start a crawler next. It will re-home to Mussels and head for a mine just NE of Argi Narnia, to support a few ships. The two formers in the area can start on the mine in the next couple turns.
The former near Micha Archives is building a road. The formers in the west could head there to start a mine. Choke on This could use it to support defenders or ships (if it goes to size one after building a CP). Then those formers can head toward Mt. Drogue.
Mead Metal should start two CP's in quick succession, to found an additional base, and refound the base at size three.
Whohabitat and Yoda Soda should build two CP's each, so they can get to size one and contribute to the navy.
I've made a decision that we need to go to 27 bases. The energy situation is nearly a wash, but we would gain minerals. The thing that tipped the scales for me, though, is in case the Spartans invade, losing say three bases will not impact our overall production nearly as much. The coastal bases can contribute most of the CP's, while the inland bases supply crawlers and formers.
Commerce with Spartans... we have 6 more commerce income than they do. The 40% will come out to 2.4 that we should send. I'll round off to 2.
Morgan Industries is collecting so much energy, that all it needs to boom are three things: Holo Theatre, Hab Comp, and two crawlers on rainy farms. Then we could build a Research Hospital for a super-science city.
Labs: Eco Eng in two years.
Econ: 131 ec/year.
I'll log back on in approximately 24 hours. I'll use any suggestions, end the turn, and send it on to the Spartans.
Attachment: acdg3-morgans-2153_endturn.zip
This has been downloaded 1 time(s).
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