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GeoModder
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The most erratic Overlord!
Jan 2004 time: 06:37
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Edited to avoid confusion.
Last edited by GeoModder on 24-08-2005 at 18:33
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mart7x5
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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.
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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
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mart7x5
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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
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mart7x5
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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
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mart7x5
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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.
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mart7x5
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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).
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mart7x5
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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.
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mart7x5
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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
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mart7x5
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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
This has been downloaded 1 time(s).
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GeoModder
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The most erratic Overlord!
Jan 2004 time: 06:37
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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?
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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.
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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.
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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.
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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
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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.
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GeoModder
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The most erratic Overlord!
Jan 2004 time: 06:37
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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
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Cataphract887
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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
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mart7x5
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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.
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mart7x5
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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
This has been downloaded 13 time(s).
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mart7x5
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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.
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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
This has been downloaded 2 time(s).
Last edited by mart7x5 on 25-08-2005 at 11:28
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Cataphract887
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oh i see you already did
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mart7x5
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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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