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GeoModder
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The most erratic Overlord!
Jan 2004 time: 06:37
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Ow, turn is in?
* GeoModder goes checking...
Well... Zakharov is prepared to loan us 111 ec's for 2 ec's a year for the next mission century.
He is also prepared to trade Planetary Economics for Advanced Military Algorithms (or perhaps Doc: Init as well)
Last edited by GeoModder on 08-08-2005 at 20:19
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mart7x5
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Then we take the loan, I guess.
How about tech trade with Zakharov?
And we need to talk with Gaians re what they need for Bioengineering
I would not harass Spartans for no real gain. We may only worsen relations without anything good in return. When we start to be aggresive towards them let us do it with all force.
Spartans did inform us about the reason for probe team destruction. I even thought they would be more aggressive, but it seems they still regard us quite high, or pretend it, but we have no way of knowing. Our military should soon give us more real strength.
Gaian IoD is that one we know of. They just uncover the map apparently
Last edited by mart7x5 on 09-08-2005 at 03:59
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mart7x5
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Giving AMA to Spartans may increase their power too much, and helps get PSA. Are you sure this is right thing?
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mart7x5
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End save for last corrections.
I took 111 EC loan from Zakharov and additionally rushed Aircomplex in RPS.
We need also some more long term plans worked on and I need to finally complete turnplaying manual.
Almost forgot. Pod popping gave kelp farm - gift for Gaians I suppose.
Attachment: acdg3-angels-2183-end.zip
This has been downloaded 1 time(s).
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Hercules
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in Tir Na Og
Sep 2002 time: 05:37
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So here I go again.
Enigma Machine: As Geo suggests, switch specialist to thinker.
Kodycopter: here I am thinking build a quick CP before we embark on building B6s and AMA units. It would require change of specialist to thinkers.
Hercules Station: could rush if need be.
Heavens Gate: on target but maybe switch a crawler to crawl a nut to encourage growth but we don't want to lose that juicy energy at 20, 52
DC: just rush the former .
RPS: great, I suppose it could be rushed for 29. we'll need a MW squasher soon.
FH: another crawler I presume, new crawler to Farm at 29,67, ready for cashing in later.
Snowflake's Haven: rush for 2ec I suppose but on target for another F6 or B6 before the big SP.
Geomatrix: looks fine, it will deliver well next turn.
I resume the Fungy( 33,75) should remove fungus where it is.
Gemka's Loft: keep building B6 or F6.
CP from Googlie move to 19, 77 and move a drop probe to there also.
Googlieplex: Build supply crawler (hey we need these for the HSA).
Kahlua Probing: build another F-6 or B-6
In Mart Pact: a seaformer (as Geo suggests) or Fungy.
Commence Borehole at 21,75
Build road at 19, 71
Well do we raise land at 26,78 or just road atm.
And do we build mine is it at 23.59 near DC.
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mart7x5
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- Riots in EM. The only thing that comes to my mind is that both HS and KC had population growth. This slightly changed something in drone level and our hq base rioted. I would be for this reason for increasing psych level to 20% and having more room for manipulation between thinkers and technicians. also some safety distance could be held, like 1 more talent in EM and some other more important bases in order to avoid such riots. I'm sorry I could not foresee this one.
- new building items:
FH - supply crawler
GL - Beaver BR-6 (BR has radar, B-6 is obsolete, but we have 2 units)
GX - Geomatrix - we got command center there. Let us do some infantry there. Network node is quelling drones, and still police can take like 2 or 1 more citizen. So Drop-AAA, 1^-<3>-1
Gplex - supply crawler, as suggested
KC - colony pod as suggested
MP - Switch to seaformer, as suggested
RPS - Snake copter, 4e-1-10. is this proposed here?
- Hurrying:
SH - 2 EC
DC - 2 EC
- Workers:
EM - one more thinker should do fine, but consider rising psych to 20 %. Anyway this turn should be no population growth.
HS - the worker from 1-1-1 can be placed on rocky with solar. 0-1-2. This prevents pop boom next turn, since HS would have only +1 nutrient.
KC - worker from 2-1-0 can be made a specialist. We may then have 2 technicians and 2 thinkers. (Consider 20% psych though)
- Crawlers. Some relocation towards SH. Also I tried to calculate how many will we have for HSA. I marked like 11 crawlers, and we need 9 or 10, depending on minerals present in the base. It is still good to have one spare just for the case. HG would get nutrients next turn.
- Formers. The 2 that just finished the borehole near the RPs may go to near Kc location for a new one, or maybe to the one already being made near SH. That would give us 4 formers working on 1 borehole and faster completion.
Boreholes near Gplex, I thought of actually 2 of them there, but before one could be made, the forest might be placed there, coz borehole would take a lot of time, so worker might work in the forest. I think it is worth it.
I would start rising land south of GL. The sooner the better.
- What to do with probe foil east from Gaian territory? Move north?
- Air patrols:
HG - one towards hive and one NW waters
MP - unity chopper towards PK land and back
- Sioux from GL relocate to HG, through RPS
- What do you think of an action of freeing Lal from Spartan prison? Something Geo you did in Naval Clash? We might schedule it in the future. Spartan Colonels would get perplexed again...
- Anything more?
Attachment: acdg3-2184-01a.jpg
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mart7x5
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Some other thoughts. Maybe our Missile infantry should be relocated to EM? Just for counterstrikes in case of attack?
Sorry the red numbers for crawlers are not visible.
We also should schedule some new place for next base for KC colony Pod.
Any ideas for new base name next turn - south from Gplex?
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mart7x5
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Ok, then I switched to 20% psych. We have then:
121 labs/turn
60 EC/turn
This gives us PSA in 6 turns, but we can later increase labs a bit.
- In this case, HS can grow next turn, and it has 1 talent now. Still risk, 2 drones will appear.
- KC, Geo you are right, we might have more citizens there, and rec commons are good there. Colony pod may be made this one turn later, and we might have pop boom in KC too next turn. Thus I would support the idea of rec commons hurrying there yet this turn. This though will lower income and labs. (I left cp for the time being, but if there is no objection I would do as Geo says).
- GL may use a forest for worker instead of thinker, but ecodamage would go high. We already lost a tile to fungus in the base radius. It is now 7, so I would leave it.
- Patrols gave no result. I made some short ones. Unity chopper spoted no units in the ocean near PK.
- New base - Timberland, will for sure have drone in it. Would unity chopper count as police? I think regular choppers do count as police.
Attachment: acdg3-angels-2184-mid3.zip
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mart7x5
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I should be back in 4 hours, just before deadline.
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mart7x5
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I am not sure about drop probing. We recently saw how difficult it is. I think still a regular probe team sneaking from a foil transport to a base 2 tiles away from coastline is better. You do not end up defenseles for one turn in hostile territory. Drop probe teams are excellent for fast probe garrisons.
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