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mart7x5
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Shortly about new base location. I thought it might be 31,67. Exactly the place the former is doing a road, which will be completed in 2166 - next turn. It is 5 tiles from Verres Loft, so we can establish that base next turn, having 1/3 move point left. The former may then serve as temporary garrison unit. We also need a COP ASAP.
This will use some of those forest tiles, but later we may create yet another coastal base somewhere to north-east. This 31,67 will cover the territory and 29,67 when with road connect the base to the road grid nicely.
If we do that base. A COP from SH if enters a flat 29,67 this turn, it will reach that new base in 2166. Then we do there a Police unit?
SH may do one more COP yet.
Last edited by mart7x5 on 30-03-2005 at 06:48
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mart7x5
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Regarding Events
- Our commando probe team in EM tells me, it has been interrogated and sent back home. Headquarter base is destination in that case.
Regarding moves, turn adjustements
- As proposed:
economy 40%
psych 20%
labs 40%
This gives us +83 labs/turn and 49-13-3 = +33 EC/turn.
- Remove stockpile energy from queue in KC after the Tree Farm. The bug works that way, that after facility or SP stockpile must NOT be in the queue. The queue should be empty.
- I think to gain 1 mineral in KP we need to spend 3 EC, not only two.
- Upgrades, as Geo proposed, HG and SH to police.
- Garrison and Plasma Defender on monoliths - defending units.
- Crawlers:
Crawler 19,69 1 tile south then minerals.
Crawler 19,71 1 tile south then minerals.
Crawler 26,68 (near SH) 2 tiles south to 26,72 then nutrients.
Crawler 26,66 1 tile south and then minerals. This is to get next turn the tile 28,74, which is forest on river or 30,74 so that first one later gets worked - better energy this way.
- Former near SH do road then solar collector.
- If KC places a worker on that sea energy resources, it has then total 6 psych, and no drone problems.
- Proposed new buildings:
EM - no change
GX - no change
Gplex - former
HG - hurried
HS - no change
KP - no change
KC - mineral pod, no change
RPS - LIT, this is till we have SFF. Then we might make some 6-1-1 and 6-1-2
SH - COP
VL - Supply crawler
- Let us consider
- Do we build Hab Complexes and try to pop boom to size 14? or
- Do we switch to FREE MARKET? sometime in the near future.
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mart7x5
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How about free market for some limited time - in order to get a lot of energy for hurrying all those hab complexes? Then we switch back to Planned.
Anyone tried that?
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mart7x5
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quote: Originally posted by Hercules
Ok Changes made. CP heading for 31,67. However screwed up Cop from SH. Forgot it had just 1 MP not 2 and was taking it via Verre's Loft: well actually I was going to substitute it for the defender probe there. But it too has only 1 MP. rage.
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Maybe sent the commando probe team from EM for this turn only to Verres Loft and move the COP from Verres Loft with the colony pod?
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Hercules
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in Tir Na Og
Sep 2002 time: 05:22
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End turn save. Turn 2165 sent to the Morgans.
Abstained and moved foil probe in a southerly direction.
Didn't move EM probe or Verre's loft. I guess we can wait one more turn. didn't want to leave Verre's loft exposed.
I know it didn't work.
Going to try and fix this annoying thing.
Last edited by Hercules on 31-03-2005 at 15:01
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