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mart7x5
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The 2177 is in. Just some proposals. A screenie of the territory with formers moves, proposed base sites, two crawler placement.
- Crawler near SH relocate to the forest and get minerals. Place worker on 3-1-0
- New crawler from KP to the mine. We get ecodamage high, but I would next turn relocate that crawler to MP for better growth.
New buildings:
Geomatrix - Network node, we need to get rid of doctor
Kahlua Probing - rec commons. We still have nutrients problem. We can even hurry it cheap for completion next turn
RPS - rec commons. drone problem in the base.
Attachment: acdg3_2177_01a.jpg
This has been downloaded 37 time(s).
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mart7x5
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I would be careful with approaching Morgans.
Did they inform us of their intent for NG trading? If not, we might possibly uncover fact of infiltration by asking them directly about NG.
Good idea with Gaian foil probe. Also have you noticed one more Gaian base established this turn? However, how drop works for probes? Do they loose all move poits after landing? If yes, we might need to land somewhere behind the base radius and then infiltrate next turn
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mart7x5
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Some changes to mid save:
- Change doctor to thinker in EM
- I would also hurry aerospace complex in EM for 58 EC. Let us start planes sooner.
- KP hurry rec commons anything between 6 and 26. 26 EC is better for the next build
- MP may attempt to build something in it coz of unity pod near transport foil, which I would pop that one to the north. I think maybe network node or tree farm even more preferably. However that's for long run, but I think base will grow very fast, especially with Tree farm
Also, I am almost done with Gaian Map from our infiltration. Also, we can read Gaian orders.
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mart7x5
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Gaians have 3 colony pods and 2 of them have "Go" orders to tiles marked in green circles. Both are not coastal bases, and interesting is this one inside the ruins ring. Do we have a chance to infiltrate it? There is a lot of fungus there, but it also might hide our unit.
Second base is north, might be easier to infiltrate, but more far away. And, yes, it will be established on a sensor. We would have to keep far from this one to avoid detection
Attachment: gaian_map_02-two-bases.zip
This has been downloaded 2 time(s).
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mart7x5
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And there is a chance of infiltrating the north base, however, we would have to risk sailing the fungus, and transport foil would be probably detected by the sensor. Anyway, Foil would enter fungus 2 tiles west from 57,63. Then probe team uses one move to disembark into fungus and the remaining move to infiltrate, provided Gaians will not come with "Gimp" unit (foot probe) or other.
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ForesterSOF
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Alpha Centuri
Oct 2004 time: 22:22
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S may have made one extra play.
KP,EM and G. - Beavers in each so we can get some air power going.
Rush Aero in GL for 68.
Have not heard a thing form the G and nothing in the diplo box either.
I would not go to FM. the Economy would be better but police and planet would take to big of a hit IMHO.
We could take the former at 2165 and make a farm on the food square by EM then change a drone in EM to Doctor after the farm is done. this way we could get rid of drone problems in EM for now.
Pop pod a 767
Chopper at GL to HG
What do others have to say.
tick tock, tick tock, tick tock
Last edited by ForesterSOF on 04-07-2005 at 20:30
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mart7x5
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I fully agree with drop probing Spartans.
Also, I would build air units in bases having Aerospace complexes already. And I would keep decent number of air superiority firghters. So maybe F-6 might slip in. Aerocomplexes are in SH and EM so far. Googlieplex may build aerospace complex now.
We may soon have chaos gun also. So new prototype of bomber B-8 as soon as we get it. I have to take a closer look into the turn.
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mart7x5
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Do we really have a drone problem in EM? We have 2 talents, 2 drones and 2 thinkers and 0 nutrients growth. It is ok. tile 21,65 is better with forest, since it is flat, only 278 altitude and can cause growth of forest on fungus to the east.
I would rather move the former two tiles along the road to 24,66 and start farm, and after farm the solar collector or maybe Echelon mirror ??? we might finally get some echelon mirrors.
Yes, pop the pod at 7,67. What to possibly hurry in Mart Pact? Network node? tree farm? Switch to it before popping, and return to COP if no minerals pod would pop out.
And important note, notice that GL has production of 17, and only 10 minerals can be forwarded to the next turn. Thus paying full 68 EC will be wasting 7 minerals, which is 14 EC. Thus hurrying Aerospace cmplx in Gemka's Loft should be for 68 - 14 EC = 54 EC. No more than that. And, yes - hurrying that complex in GL is a good idea. We need air power ASAP. Conquering of PK by Spartans will place them directly near our coast. Extremely dangerous situation.
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ForesterSOF
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Alpha Centuri
Oct 2004 time: 22:22
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With the ECs we could make SH, EM and KP make Drops now and hurry them.
That would let us make b6 in SH and EM next turn for a cost of 37 at KP, 37 at Googlieplex and Kody would be 11.
25 to do the beaver at SH.
Leaving us with 98.
Now to the formers and crawlers.
Last edited by ForesterSOF on 05-07-2005 at 16:38
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mart7x5
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I would have this one remark. Fungy MKI has fungicidal tanks and is supposed to remove fungus. It was placed on fungus tile in 2177. Now it will have to return to fungus tile again loosing 2 turns. What I meant is that former, which currently stands on 21,65 can travel 2 tiles along road to 24,66, by which it will be able use this very turn for terraforming. I proposed that tile 21,65 is not changed to farm, since forest is still useful there. Instead of changing tiles already terraformed, we could use formers for terraforming tiles that do not have yet useful installations on them. Boreholes and echelon mirrors including.
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