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mart7x5
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Also, I think it might be better to disembark in fungus, as on the screenie. In 2164 we could attempt to do action when there is need of the two tiles in red circles to be free of units, and free of probe Mendelev base. In case we have problems, there little could be done.
Now, some better option might be gagarin memorial, but I think probe might be there. But there are many tiles around, where in one move probe might disembark and the second do the probing.
Attachment: acdg3_2163_01a.jpg
This has been downloaded 21 time(s).
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mart7x5
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Hercules, I do not have then the right save
Maybe send again that last one.
CMNs may demand that.
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mart7x5
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Actually I made mistake on the screenie.
First move is full 1 move
Second 1/3
Remaining 2/3 is for the action. 1/3 would be sufficient too
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I also noticed, there is a forest growth near KP and EM, outside base. We can put a crawler there, making one more forest tile available for workers. KP may make 12 min/turn then. Details later
Last edited by mart7x5 on 12-03-2005 at 07:07
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mart7x5
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We got Herc's open save. The only problem is where he moved the foil probe...
The foil transport is in disclosed location. We know where to move it. no problem here
We may see Hercules again - he mention mid Saturday.
If CMNs agree for moving foil probe best to our knowledge, we can proceed without delay.
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mart7x5
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quote: Originally posted by Hercules
Yes I have opened the turn.
I have moved our transport to 13,25. ... I tend to favour disembarking now at 11.25.
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The 13,25 is on the energy bonus, between two fungus tiles. Also the 11,25 is the only tile (without fungus) where probe can disembark.
I drew the course I wanted to do. Not what Hercules reported. Sorry for misunderstanding. We can proceed then if we can in this case. Hercules did not attempt to enter fungus with transport foil.
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mart7x5
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I start to think if we really gain that much by making the vendetta this one or two turns later. The wave will come just a bit earlier. We gonna have perimeter very soon. Also sensor is in place too for Heavens Gate. Is it worth of the risk of failing the mind control? How about our reputation for mind control - does it go down if other than traceless?
We could just probe both units normally and have it done.
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mart7x5
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I pmed Drogue for permission to proceed now with our save.
Waiting for response.
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mart7x5
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Ok, the turn will be played soon.
I think we have enough energy for both usual probings. I will see.
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mart7x5
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So the things I did so far:
- EM now has extra 15 minerals/turn, I also relocated a scout to Kahlua Probing. This gives us only 4 ecodamage in EM.
- KP now has 5 citizens, and I made one crwler making an extra food. This way we get pop boom to 6 citizens next turn.
- KC would have a pop boom next turn, but drone riots would result, thus a Librarian there. We may consider building recreation commons in KC after probe foil.
- GeoMatrix established. Worker on forest. We have soon forest on mineral bonus. Base is COP protected too.
Things to do, please tell your oppinion:
- Disembark the probe team on Univ coast? I would do it. Coz Morganities showed us screenie with apparently IOD like three tiles away.
- Ask Yang for withdrawal? Geo, according to your chack it can be succesful, and we realy do not need those synth and impact hive units. Energy is saved.
- If withdrawal of Yang is done, I would hurry some facilities, just to get things run faster. RPS might get Command center faster, Gplex could get Child. Cresh, HG get Perimeter next turn, start Command Center or Child cresh - also gives bonus on defence.
- What to do in Hercules station? I started Recycling tanks. Any other proposals?
- And one last thing. The same way we infiltrate others inland bases - Verres Loft is exposed too. There is now road and river. How about moving a COP from SH to VL. Snowflake's Haven gets COP anyway next turn. Could someone infiltrate our SH this single turn? It is very inland and we do have sensors around...?
Last edited by mart7x5 on 13-03-2005 at 11:54
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mart7x5
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Ok, I can play the turn then.
In this case we can disembark the probe, and if there is near some problem, put it back on the transport.
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mart7x5
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A lot of adjustments. I made also change in SE to
30 % Econ
40 % Psych
30 % Labs
This makes more workers and 4 bases can grow next turn.
We have then 53 labs/turn. For Int Int we need 35 only anyway. and we get +21 EC.
I tried to get SH to golden age back, but it did not work. Creating of the new base did that. So next turn SH will go back from golden age to normal standing. We might consider making Children Creshe there. I put now 3 crawlers on energy. We gonna get 5 minerals there from forest, and I forget that hurrying 3 minerals. So now SH has the best energy in faction. We may do adjustment next turn, when we get police units. Just in time for all this pop boom, the following bases will grow next turn:
EM to size 7
KP to size 6
KC to size 7
RPS to size 5
We may have then more specialists in 2164.
Still there is last decision to be made, leave the probe team on Univ coast or move it back to transport foil? Somehow I think it can be safer on the coast, but who knows. Good thing is that it is outside the Mendelev College bas eradius, so it may survive if Zakharov let it be there...
Re the growth, there will be new mine near KP next turn, so one crawler will get there +4min/turn. We also need to decide on that first borehole. My preference is somewhere in base radius, so we get both energy and minerals from it.
Last edited by mart7x5 on 13-03-2005 at 15:21
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mart7x5
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In my single player games I usually make 1-1-1 Police units by upgrading the scouts. It costs only 10 EC per unit since they cost also 1 row. I think you play them too Geo. 10EC upgrade is really cheap. Later on I can make Eco-police units, 1-1-1, Clean, Police. They cost though 2 rows of minerals. They are not good for defence, unless they are high morale, and can save a base from some mindworm. I would go for specialization in units. They are cheaper but cost more upkeep, but we will probably have no serious upkeep issue. We soon may make tree farms, which will allow for no ecodamage with larger production. It is about time to make some tree farms and we can make it. Economy boost is good too.
Plasma police is more expensive to build, and later when gets defeated, we are in trouble having no police. But it all is personal preference.
Regarding large Psych setting. I would use our pop boom ability coming from Demo-Planned social setting as soon as possible. Extra specialists are always welcomed, also due to network nodes they give often like 4 or even 5 labs now. Later we may want to switch to Free Market, and then it will be no pop boom, unless from golden age. Due to difference 30 and 40 % psych we loose like 4 labs and 6 or 7 EC. We gain one more citizen next turn and one worker works forest 1-2-1. So it level out more or less.
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mart7x5
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We can soon discuss in some more details our strategy regarding Police units, where to put them and so on. We can consider all things for and against. We get police ability next turn, hopefully, if a few new techs due to our ability (SFF, SoHB) will not jump our lab costs next turn... We have around one week for that.
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