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mart7x5
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Yes, let us do Children Creshe in Gplex, and then just Command Center. Preferably hurrying everything here.
We should be ready for sneak attack.
Gaian-Morganic Pact is actually good for us in this respect, that Spartans may consider our neutral standing towards Morganities as positive for them. They may see us as possible human ally when Morganities cooperate that close with Gaians. Should we go for Pact with Gaians? I would say yes. Let us continue talks.
Although Morganities are higher in the graph, we will probably soon grow a bit. Spartans may consider attack on us as an option for levelling the powers on the planet. This is not good. Then let us build Command Center and put as many plasma units as possible within our economy. Then missile (6) attack forces. Just in case.
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mart7x5
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I cannot adjust details in the save, coz i get message of reload. Since i opened the original 2162 already.
EM is a bit less hurried then we could. I guess it was hurried by 27 EC, while what I had in mind was hurry up to 27 minerals accumulated. Sorry for not stating it more clearly. We will receive 6 minerals next turn. And 15 gives us 21. In order to get the 1-3-1 prototype in 2164 we will need to hurry minerals from 6 to 9 for quite high cost. Prototype is 24. I think though we can wait this one turn more. Anyway, the remaining Command Centers will need a bit more time. We can for example in 2164 make a police unit in RPS, when Command center will be there. Then plasma unit. According to my estimation, Gplex will have Command Center in 2165 if we start it right after Children Creshe. I think also SH might make Command Center too. Even more distant future.
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mart7x5
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Ok, the drawing shows two crawlers. Presently southern is from Gplx making 3 minerals. Northern is EM making 2.
The trick is move northern two tiles south and start crawling 3 mins for EM.
Southern goes 2 tiles to EM. Relocates there and goes where the other was. Starts to crawl 2 minerals for EM.
This takes 3 minerals from Gplex and gives them to EM.
Drawback. Ecodamage goes from 6 to 12. I checked.
I would go for it.
Attachment: acdg3_2162_06.jpg
This has been downloaded 20 time(s).
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mart7x5
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quote: Originally posted by GeoModder
Well, I was surprised hearing you having a reload warning first. I have the same download, and worked on the original turn before, and got no reload warning.
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operating system then? WinXP home here.
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mart7x5
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Ok, here is my end save. I will be leaving too in like 2 hours. So till then I can make morgans file. After that - I will be back after the deadline.
Attachment: acdg3-angels-2162-end4.zip
This has been downloaded 1 time(s).
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mart7x5
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I moved a COP towards KC. Everything seems ok.
We may get like 3 or 4 new techs from our ability next turn.
Also for discussion. Since we have Ecol Eng. How about making some boreholes?
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mart7x5
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You generated the turn, Geo, so we very well could do it. Hercules, how is your upload problem?
And, where did you find your avatars?
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mart7x5
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The 2163 is in. As for the technology outcome, the result is quite positive, but a bit strange. Hercules, after you open the turn, I will write more.
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mart7x5
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I think we got 2 techs:
- Field Modulation
- Superconductor
Also, the foil transport is in the save I have received where it was, not 13,25.
No fungus around EM, but I would take out some minerals in order to decrease the ecodamage. Now we have 18 min/turn and we need only 15 for succesful Garrison completion. It's a pity we have no trance ability yet...
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