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GeoModder is offline GeoModder
Emperor
The most erratic Overlord!
Jan 2004
time: 06:37
  Old Post 23-08-2005 04:07
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An attempt at pre-planning... Support Apolyton or Terrorists Win

Edited to avoid confusion.

Last edited by GeoModder on 24-08-2005 at 18:33

GeoModder is offline GeoModder
Emperor
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Jan 2004
time: 06:37
  Old Post 23-08-2005 19:00
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This post overrides earlier proposals in the post above Support Apolyton buy from Amazon

Formers/crawlers:

  • Former 20.76 plants a farm on 19.75
  • Formers 19.67 to 18.70 for mine construction
  • LIT picks up the former at 23.59 and moves it to 24.62, and next turn on 24.64 for road construction.
  • Fungy MK1 on 24.64 to 23.65
  • Formers on 26.64 construct a solar collector
  • Former on 19.49 plants a farm (so HG can grow again if the crawler there harvests nuts later on)
  • Crawler 26.68 to 26.70 and harvest nuts, worker in SH to 26.68
  • Move 19.73 crawler to 21.69 and harvest mins
    (a forest has grown there, and we need to relocate the worker there for ecodamage is quite high in EM)

Ambigious:
  • Upgrade seaformers with the deep radar ability sea former MK2. It's free!
  • The snake attacks the fungal tower, perhaps keep the new F6 in SH/EM in reserve in case first attack fails.
    --> we could get 70 ec out of the FT.
  • New base south of Googlieplex causes 1 extra drone in EM and has a drone itself.
    I propose to move the Googlieplex scout to the new base and relocate the closest crawler to the new base and harvest 2 mins.

Base actions:
  • EM frees 21.69 tile and worker becomes specialist. next turn Energy Bank.
  • KC makes sure it has 2 nut output and specialist to 1 thinker and 1 technician with colony pod production.
    Perhaps an Energy Bank as well next turn.
  • RPS to Energy Bank production.
  • DC Network Node or Rec Commons (and quick).
  • HG seaformer MK2.
  • SH a hab complex (my error, didn't saw it already had 7 citizens) and rushes it (108 ec's) with a Rec Com next turn.

    The other free bases can be used for military stuff I suppose.

Specialists resumé:
  • EM 3 technicians (it's minus 1 nut, but the base can take it with a fungy mk1 cleaning fungus within it's base radius)
  • KC 1 thinker, 1 technician (with cp production, no problem
  • GL 1 thinker
  • SH 1 thinker (just to be on the safe side)
  • RPS 1 thinker

    The rest of the bases without specialists, should do fine IMO
    This gives us PSA in 2189 and 86 ec's/turn.

Hercules is offline Hercules
Emperor
in Tir Na Og
Sep 2002
time: 05:37
  Old Post 23-08-2005 23:00
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The new base at 19,77 is to be called Timberland. The plan was to have those former forest at 21, 75 and then construct borehole. I agree with your plans removing a scout from Googleplex and rehoming the crawler. Then maybe a Recycling Tank.

I agree with Cp in KC, eventual base maybe over at 32,62 so formers at 26,64 may move to start road in that direction.

Upgrading sea formers makes sense.

A hab in SH yes

HG maybe a sea probe. because when we are about to go to war with Yang, we can steal Doc: Ini as well as Chaos. With Yang now well protected with Aerospace complexes we might need transports to carry amphibious units.

The former from DC and the one at 23,59 I would like to see foresting in the area between DC and KC

GeoModder is offline GeoModder
Emperor
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Jan 2004
time: 06:37
  Old Post 24-08-2005 00:48
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Good point on the need of extra probe foils. HS could always construct a seaformer instead and kelp the bay there with the KC seafomer. HS is a good base for popbooming as well so...
And Rec Tanks as first production in Timberland sure sounds good.

And about those formers between DC and KC for planting forests: no change it will grow on it's own anymore?
My sole point is that at this stage nut input becomes more important for some base are getting so big they can barely maintain their citizens.

I forgot to report: from the AI diplomacy front nothing new.

Hercules is offline Hercules
Emperor
in Tir Na Og
Sep 2002
time: 05:37
  Old Post 24-08-2005 04:54
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Re Nuts. I 'd like to build another tree farm somewhere to increase the min limit. But not sure if we have had our fungal bloom moment yet.

Also it is good to let Gemka's Loft keep up the aircraft production.

DC for Rec Comm first.

Hercules is offline Hercules
Emperor
in Tir Na Og
Sep 2002
time: 05:37
  Old Post 24-08-2005 04:58
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Got spare money?

With Yang having so many aerospace bases we will need some occupying rovers perhaps. Alternatively we can attempt mind control also.

mart7x5 is offline mart7x5
King

Sep 2002
time: 22:37
  Old Post 24-08-2005 07:56
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2185 Help yourself to an AD-FREE life

KP, SH, HG - we have 3 new F-6
RPS - Snake copter
DC gets former
KC completes Recreation commons
HS completes Aerospace complex

On my turn opening I got fungal bloom near GL, 25,75
However, the excellent tile 21,69 (sensor, canyon) got forest!

Gaian Missile penetrator is above our foil probe east of Gaian territory.

-----------
Preparing the compiled list of turn proposals will take me some time.

What is seaformer MK2? fungy?

Last edited by mart7x5 on 24-08-2005 at 08:14

mart7x5 is offline mart7x5
King

Sep 2002
time: 22:37
  Old Post 24-08-2005 09:45
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Formers

  • The formers near Timberland were going to start a borehole. Why farm on arid tile? wouldn't forest be better?
  • The formers near EM can go to make new mine as Geo suggests. It may be though next turn, since they complete the mine there this turn.
  • Good idea about using LIT for former replacement for ridge roading
  • I think maybe moving fungy to 25,65 instead 23,65 might be better. I would gladly see the echelon mirror on 25,65. Around that tile we might have farms with solar collectors. We should get quite good energy from this area, ridge and mostly above 1000 meters elevation, so around 4 energy/square.
  • Geo, 14,49 and 26,84 are on sea. 26,69 should do solar, as you proposed. Hercules, these formers would take a lot of time to get to new base location, 32,62. I would propose Fungal Heights to take care of this area, as Forester you proposed colony pod right after crawler. We might go for 32,62 base without sensor beneath it, then colony pod would do or otherwise make maybe a former in FH before to road the area? This is for discussion.
  • The former from 18,50 might help the one on 19,49 doing road and I thought a sensor too (maybe). And here important question. Do we plan any new base SW and North from Hercules station? Possible Spartan attack might be launched from there. However, the 15,57 would be at Seraph's wing bay coast, still more protected. And North, 19,47 would get that sea mineral. Any thoughts? These 2 formers might quickly do the stuff, e.g. to 19,47 (sensor there too, and colony pod might be made in KC

Last edited by mart7x5 on 24-08-2005 at 09:58

mart7x5 is offline mart7x5
King

Sep 2002
time: 22:37
  Old Post 24-08-2005 10:02
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Diplomacy,

We have discussed that, but do we have any info from Gaians? We might exchange clean former for drop-AAA Notice also that Morganities will have MMI in 5 turns. This would kinda make it impossible to transfer MMI to Gaians. Unless we may live with fact Spartans would get it also for free - Datalinks SP

mart7x5 is offline mart7x5
King

Sep 2002
time: 22:37
  Old Post 24-08-2005 10:22
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Put an end to popups!

I quickly made simulation of our chances with hardened empath copter 4e-1-10 against ellite FT.

Chances 9:8

Simulated 10 fights and won 6, lost 4

I would be against this attack, since 70 EC is a bit too low for possible loss of the unit. I would attampt to train it first on some mindworms and then lower morale of FT to commando maybe. or just get Snake much higher in the morale.

mart7x5 is offline mart7x5
King

Sep 2002
time: 22:37
  Old Post 24-08-2005 12:05
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Crawlers

The most difficult would be crawler near MP. Cataphract, your idea to get nutriets by it is good. Though due to worker relocation we may have only 3 ecodamage or none, depending if there are 2 or 3 specialists. Also using a crawler to get 4 minerals from mine is better than doing 2 nutrients.
So, there are like 2 options:
- get relocated to EM and have 3 specialists + no hunger
- get it to mine near EM, crawling for MP.
Also MP would get worker to mine not forest. By it we would get seaformer sooner/cheaper and kelp farm sooner.

The rest is to offset fungal problem near GL and HSA preparation.

LIT may do the stuff with former, but later it should get more crawlers near SH. I tried to count the crawlers for HSA, we need 10, if i'm not mistaken.

Attachment: acdg3-2185-03c.jpg
This has been downloaded 20 time(s).

mart7x5 is offline mart7x5
King

Sep 2002
time: 22:37
  Old Post 24-08-2005 12:14
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Inflate your Upload Space

New building items:

HG - foil probe, as proposed
HS - rec commons hurried by 30 EC (17 min/turn)
KP - energy bank
KC - colony pod
RPS - energy bank
SH - hab complex, hurry 106 EC (11 min/turn)
DC - rec commons, as proposed, any new citizen and we are out of police
TL (Timberland) - rec commons as proposed. With relocated crawler we can get ready for hurry in 2 turns.

Overall, we loosing on energy income recently. More energy banks and formers should be in order very soon.

mart7x5 is offline mart7x5
King

Sep 2002
time: 22:37
  Old Post 24-08-2005 12:23
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#103 Report this post to a moderator
Lose 30 kilos (of popups)

Proposed unit movements.

- scout from Gplex to TL, as Hercules aproved it too.
- Snake to Gplex till we have Police there
- Air cover for our probe near Yang mine. I would move F-6 over 29,45 fungus tile, then move probe foil there for possible action against Yang Mine or Labor Network. From this turn we might perform every turn air cover using 2 F-6 fighters from HG, as Yang is building a foil to possibly kill our probe foil.
- what to do with the second foil probe? move north? which base direction?
- plasma defender SE patrol?
- SH F-6 to RPS as proposed
- What beavers do? patrol? should MP one fly towards Spartan direction?
- Sioux from DC patrol hive border and land in HG

mart7x5 is offline mart7x5
King

Sep 2002
time: 22:37
  Old Post 24-08-2005 12:41
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Any oppinions?
The turn is somewhat controversial. And we will get more like this one in the near future.

Attachment: acdg3-angels-2185-mid2.zip
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ForesterSOF is offline ForesterSOF
Prince
Alpha Centuri
Oct 2004
time: 22:37
  Old Post 24-08-2005 19:49 Visit ForesterSOF's homepage!
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Still no word from the Giaans so will resend proposal.

GeoModder is offline GeoModder
Emperor
The most erratic Overlord!
Jan 2004
time: 06:37
  Old Post 24-08-2005 19:56
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quote:
Originally posted by mart7x5
  • The formers near Timberland were going to start a borehole. Why farm on arid tile? wouldn't forest be better?

You're right, I meant planting a forest, but mistyped.

quote:
  • The formers near EM can go to make new mine as Geo suggests. It may be though next turn, since they complete the mine there this turn.

1 of them can start already (it's free on my save), the other is for next turn as you say.

quote:
  • I think maybe moving fungy to 25,65 instead 23,65 might be better. I would gladly see the echelon mirror on 25,65. Around that tile we might have farms with solar collectors. We should get quite good energy from this area, ridge and mostly above 1000 meters elevation, so around 4 energy/square.

The main reason was that 23.65 is within the EM base radius so this base would stop starving. But I suppose there's enough nuts in the box to delay it from starving 'till first 25.65 and afterwards 23.65 is made fungus free. So go ahead for the Echelon Mirror.

quote:
  • Geo, 14,49 and 26,84 are on sea. 26,69 should do solar, as you proposed.

You mixed my 9's with 4's and 6's with 8's. I did mean 19.49 and 26.64. I suppose with 26.69 you mean 26.64 as well for the solar collector construction.

quote:
  • The former from 18,50 might help the one on 19,49 doing road and I thought a sensor too (maybe). And here important question. Do we plan any new base SW and North from Hercules station? Possible Spartan attack might be launched from there. However, the 15,57 would be at Seraph's wing bay coast, still more protected. And North, 19,47 would get that sea mineral. Any thoughts? These 2 formers might quickly do the stuff, e.g. to 19,47 (sensor there too, and colony pod might be made in KC

Well, If you think the road and sensor in the area is more important then go ahead. But it does mean that HG won't be able to popboom soon. HS could do 2 turns (next one and the one thereafter if that crawler in it's base limit is brought closer to EM).

  • Mart, keep in mind that if you move crawler on 26.68 to 27.69 for nut crawling and put the Snowflake Haven worker from 25.67 to 26.68 the base will have 1 less mineral/turn. So full rush (108 ec's will be needed).
  • Seems like we've missed the trick on upgrade production for free (regarding the new deep radar seaformer). When I tried that in the base turn, the game asked me to upgrade seaformers already under production for free, but this hasn't happened here.
  • The Crawler plans sounds good to me. Later on the crawler on 21.57 can move to 23.59 to give HS even more nuts if needed and that gives HS more nuts as well for the forest tile will be free.
  • How about constructing a crawler first in KP which can aid the construction of an Energy Bank thereafter?
    Also, since in a few turns we're gonna spent lots of crawlers, I propose to let KC produce them as well after the colony pod.
  • Googlieplex doesn't need any sort of garrison until it gets close to size 6, so why not instead moving the Snake to Fungal Heights for roaming the fungus every turn? We might pop something... I agree on the low odds for attacking the Fungal Tower this turn.
  • Timberland grows very slow. Perhaps a rec tanks first instead of a rec commons? Or would that make the base grow too fast then in time to construct a rec commons?
  • Good one on the foil aircover , and I sure agree on patrolling 2 or so aircraft towards the spartan side of the sea. Even if we only patrol our part of it would be a start.
  • How about renaming the seatile at 7.67 or 7.69? Hackers' Strait has a ring doesn't it? At least make a placeholder there so the Spartans don't take all names up.
  • Yeah, let the plasma defender patrol 26.52 and let it thereafter attempt to enter tile 26.50. If it works, fat luck but I don't think Yang will go to war over it and as worst simply demands us to retreat the unit.
  • And move the northern foil roughly parallel with the Gaian coast towards the Hive. It might get there in time to do probe actions when we and the Gaians start stirring things up.
  • And lastly, why not changing the faction leader to Sinder Mart?


Of course the Gaians know as well as us (but shouldn't be aware that we know that) that the Morgans will have MindMachine in 5 turns.

GeoModder is offline GeoModder
Emperor
The most erratic Overlord!
Jan 2004
time: 06:37
  Old Post 24-08-2005 20:08
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O yes, I figured out why my turnincome was so high compared with yours Mart. I checked the F3 screen before changing productions of the bases.

Hercules is offline Hercules
Emperor
in Tir Na Og
Sep 2002
time: 05:37
  Old Post 24-08-2005 22:03
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Timberland: Recyling Tanks we agreed.

GeoModder is offline GeoModder
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Jan 2004
time: 06:37
  Old Post 24-08-2005 22:22
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Avatar Enlargement: We've got the solution

O yes, Mart, any reason why there's 2 technicians and 1 thinker in EM instead of 3 technicians? Growth is -1, so the base would not grow. Or do you suspect growth in other bases will affect drone situation in EM?

3 technicians do give us 5 ec's/turn more.

Last edited by GeoModder on 24-08-2005 at 23:29

Cataphract887 is offline Cataphract887
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In Your Closet
Apr 2002
time: 00:37
  Old Post 24-08-2005 23:23
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sorry i couldnt contribute,ive been(am) away and am cut off from smax. looks like its handled well

Cataphract887 is offline Cataphract887
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Apr 2002
time: 00:37
  Old Post 24-08-2005 23:30
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quote:
The most difficult would be crawler near MP. Cataphract, your idea to get nutriets by it is good. Though due to worker relocation we may have only 3 ecodamage or none, depending if there are 2 or 3 specialists. Also using a crawler to get 4 minerals from mine is better than doing 2 nutrients.


2 nuts at EM looked better than 4 mins at mart pact,and i would get asap a crawler on that anyway(we are low on crawlers atm) i thought EM might revolt and prevent a new plane from being made.my thought was the sea former would take so long we could(potentialy) have lost before we had it,but the plane would have at least been made,as well as other units

mart7x5 is offline mart7x5
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Sep 2002
time: 22:37
  Old Post 25-08-2005 09:04
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Cataphract, the MP seaformer may be made surprisingly fast if we just add some minerals there and maybe rush a few minerals. There is possibility that in case of attack we loose it fast, but it should not prevent us from growing. Let me see how it looks in MP now.

The idea of crawling nutrients to EM is good, since we have that 2-1-0 tile there. We may get a new crawler there asap. Or just rehome that one next turn, since we may make few in KP and then KC. This one on the new mine is good for HSA - 3 tiles away only.

mart7x5 is offline mart7x5
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Sep 2002
time: 22:37
  Old Post 25-08-2005 11:04
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  • And just right away I saw new possibility. RPS can have pop boom, since that ridge tile is without fungus now, so we get one more worker 2-1-1. And if we do it, chances are there will be problems with more drones, as in EM recently.
  • Sioux scanned SW region of Yang Mine. No hive units, apart from that former making road to the Yang Mine. Looks like we will have faster land transport through that region after offensive starts.
  • Pop booming next turn:
    HG
    HS
    KC - though colony pod
    RPS - (riots risk involved)
    SH
  • And see the screenie, we have 2 Spartan ships, which one is probe cruiser and Hiverian 3r transport.
  • Specialists done so we have still PSA in 4 turns and only RPS could possibly riot.

Attachment: acdg3-2185-04a.jpg
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mart7x5 is offline mart7x5
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Sep 2002
time: 22:37
  Old Post 25-08-2005 11:07
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And end turn.

I will check for the errors myself, it seems. To be on time, there is only few minutes left, and if not needed, let us not take more time, than 48 hrs.
-----
The only thing I changed in end1 save is flying the F-6 from KP to DC.

As I wrote, RPS may riot, other bases have less drones than talents, so we should be ok. I thought that RPS might try to get one more citizen.

Attachment: acdg3-angels-2185-end1.zip
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Last edited by mart7x5 on 25-08-2005 at 11:28

GeoModder is offline GeoModder
Emperor
The most erratic Overlord!
Jan 2004
time: 06:37
  Old Post 25-08-2005 15:35
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Ok, turn looks good. Altho with the cp being produced in Kodycryptor I wouldn't have expected difficulties regarding drones there. Base pop would have stayed the same I thought.

Good find on RPS, I totally overlooked that.

It starts to look like the Spartans want to patrol our coasts as well.
How about a warning to the Morgans? That probe could reach a few of their bases in 2 turns...

I propose to ask the Spartans to keep their units out of our territory for at least 3 tiles on sea.

Cataphract887 is offline Cataphract887
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Apr 2002
time: 00:37
  Old Post 25-08-2005 17:53
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quote:
Originally posted by mart7x5
Cataphract, the MP seaformer may be made surprisingly fast if we just add some minerals there and maybe rush a few minerals. There is possibility that in case of attack we loose it fast, but it should not prevent us from growing. Let me see how it looks in MP now.


true,i dont know jack about rush buying,cause i have never needed it.mebbe ill take a look at cgn and see if they have an article

quote:
How about a warning to the Morgans?


definitly imho. the sparts have the upper hand so anything that helps someone else hurts them. and M relations would be +(or not since their humans)

everything looks so go ahead and submit before we are overdue. at 5 EST ill be home and will finnaly check the save.

Cataphract887 is offline Cataphract887
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Apr 2002
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  Old Post 25-08-2005 17:55
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oh i see you already did

GeoModder is offline GeoModder
Emperor
The most erratic Overlord!
Jan 2004
time: 06:37
  Old Post 25-08-2005 18:43
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Cataphract887 is offline Cataphract887
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Apr 2002
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  Old Post 26-08-2005 04:31
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whats so funny? i must have missed something...

(1 zillion xenocookies if you can guess where that quote is from)

edit; if there was something rediculous in what i said above,tell me asap so i know before i get into(IF) any mp games.

mart7x5 is offline mart7x5
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Sep 2002
time: 22:37
  Old Post 26-08-2005 08:48
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Geo has to answer this, but I think it is about, that you haven't noticed, that the turn had been posted. In fact it was 47 hours and 59 minutes.

Rush buying is obligatory in competetive human multiplayer games. Notice, that many facilities are often completed each turn one in a given base. E.g. you have over 10 mineral production (if that is the limit) then you arrange hurry, so you have in completion turn 10 minerals accumulated. Then you rush new building the same that turn, so in next you have again 10 minerals. 10 minerals is needed for cheap rush, otherwise cost is times 2. Facilities are always x2 (if above 10 minerals) in most efficiency settings, that I know of. Units are more complicated.

 
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