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MORON
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Vancouver, Canada
Jun 2001 time: 13:32
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The thing is that dangerous players must be elimated early, and there is no better time to do it than turn one since there is no possible defense against it.
I'm surprised by the number of single base start players......
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MORON
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Vancouver, Canada
Jun 2001 time: 13:32
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quote: Originally posted by Atragon
I also accept the mutual defense pact.
Edit:
So far the public mutal protection pact, PiMP for short appears to contain myself, Ljube-ljcvetko, and MORON. |
Accepted.... 
Analysis for turn 3 for the sake of world peace.
High threat level:
Sandman: Full fleet an no second turn base building means he'll be behind in production and be relatively weak by turn 4, so an attack is likely. He would have an 4:3 advantage over most players here.
DrSpike: It is literally do or die with his full fleet. While turn two fleet size potential isn't as great as others, it'd still outnumber first turn base builders silly. (32 as opposed to 32+15 = 47) Waiting three turns to build an base would make him hopelessly outclassed. (with max fleet potential by than 32+45 vs 32)
GameCube64: While he did save one prod point for turn 2 base construction, he can still attack and still leave behind an fleet big enough for defense. Probably the ideal defensive strategy.
Sparrowhawk: similar to GameCube65's strategy.
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It is asked if any of the other leaders is interested in containing those threats this turn.
Also, trade offers: DrSpike, SkanyBurns, I'm willing to trade one home base for three of your captured bases or 5 battleships of your choice. (if that is allowed by the rules...I'm not sure)
Last edited by MORON on 14-01-2005 at 12:35
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MORON
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Vancouver, Canada
Jun 2001 time: 13:32
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:/ Than why is it stated that base trade are allowed? The idea is that home base are different from captured base isn't it?
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