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mart7x5 is offline mart7x5
King

Sep 2002
time: 22:37
  Old Post 31-08-2005 19:26
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Try to get Pact from Zakharov

FlameFlash is offline FlameFlash
Emperor
Minnesota, USA
Dec 2001
time: 23:37
  Old Post 31-08-2005 19:40 Visit FlameFlash's homepage!
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Love it.

GeoModder is offline GeoModder
Emperor
The most erratic Overlord!
Jan 2004
time: 06:37
  Old Post 31-08-2005 19:54
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quote:
Originally posted by mart7x5
Try to get Pact from Zakharov


Can't let him accept one. He does allow for 3 times asking, but that's it.

Standard response: My research is proceeding smoothly, I do not see... etc...

Perhaps if we switched to Knowledge as well and in a few turns try again asking?

GeoModder is offline GeoModder
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The most erratic Overlord!
Jan 2004
time: 06:37
  Old Post 31-08-2005 20:00
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quote:
Originally posted by mart7x5
I covered probe cruiser with Tactical fighter!!! Geo. Still unity gunship using long range fire killed probe cruiser easily. You are right, in this case air cover is worth nothing.


Against the Hive it should be save, I've never experienced AI-ships firing artillery barrage except for coastal bombardment. We just need to remember this against the other teams.

quote:
Originally posted by mart7x5
So we have the agreement of sending drop scout to Gaians, or drop AAA scout? We can design it now and start in 2187. Drop in 2188. Long time to clean formers then.


I think for a simple drop scout (no AAA) there is a concensus. Perhaps we shouldn't ask the Gaians for a clean drop former in return but a clean drop scout? Have to check if this is finished sooner. We could also pay the Gaians the amount of money needed to 'upgrade' a drop scout to a clean drop scout and have the unit returned to us the turn after? It costs money, but the ability is ours the sooner.

Hercules is offline Hercules
Emperor
in Tir Na Og
Sep 2002
time: 05:37
  Old Post 31-08-2005 20:56
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Yes we agreed Drop scout (no AAA).
If we design the drop scout in the design workshop, it becomes already prototyped. We can then upgrade the police unit in GM to the drop scout and it is ready to fly next turn. GM has a network node but we may need a doctor to quell a drone riots due to new citizen next turn. We will of course then need a new replacement police scout.

Hercules is offline Hercules
Emperor
in Tir Na Og
Sep 2002
time: 05:37
  Old Post 31-08-2005 21:00
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re new base, I think I favour 15,53 because of the sensor and because the base will also allow easier ocean access., plus easier to move the seaformer to for Kelp production.

re the airbase, by the time we establish a base at 32, 62, the tile 35,59 would be within our territory, I think.

Hercules is offline Hercules
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in Tir Na Og
Sep 2002
time: 05:37
  Old Post 31-08-2005 21:08
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Also lets claim some more ocean landmarks as discussed a few days ago. For the southern ocean suggestions?

Sea: Fish and Chips

mart7x5 is offline mart7x5
King

Sep 2002
time: 22:37
  Old Post 31-08-2005 21:37
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GM needs only one drone quelled even if growing next turn. We will establish base on 15, 53 in 2188. So there should be no problems with needed doctor in GeoMatrix.

Anyway, we may make drop-Militia 1^-1-1, drop, police. Gaians have IntInt already. upgrade costs the same. And we are safe as for that one turn with police unit.

Upgrade costs 20 EC.
Then we drop it 2187.
2188 Gaians upgrade it.
2189 we get clean ability.

I will contact Gaians.
From 2189 we build clean police and clean formers.

GeoModder is offline GeoModder
Emperor
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Jan 2004
time: 06:37
  Old Post 31-08-2005 22:02
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Okay, things seem settled then for this year.

mart7x5 is offline mart7x5
King

Sep 2002
time: 22:37
  Old Post 02-09-2005 08:44
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One more thing:

In regard to increasing our defensive capabilities, I would move our Missile infantry to Enigma machine for possible counterstrike.

I also try to get 2 F-6 towards Gaians, if we still do plan to cover our Probe Foil for future action.

mart7x5 is offline mart7x5
King

Sep 2002
time: 22:37
  Old Post 02-09-2005 11:18
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I was not succesful with entering rainy tile with crawler near Golex.

Growth next turn:
GM - normal
GP - popboom
KC - popboom
RPS - popboom
SH - popboom

I finally left missile infantry in RPS

Attachment: acdg3-angels-2186-end1.zip
This has been downloaded 2 time(s).

ForesterSOF is offline ForesterSOF
Prince
Alpha Centuri
Oct 2004
time: 22:37
  Old Post 02-09-2005 11:20 Visit ForesterSOF's homepage!
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Having those F6s on the front line to help deture conflicts with Spartans I feel is more important at the moment concidering recent developments.

mart7x5 is offline mart7x5
King

Sep 2002
time: 22:37
  Old Post 02-09-2005 11:30
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They are in GL at the moment. They can always quite quickly return if needed.

Let us see how things develop.
F-6 and BR-6 may be some priority still.
We may do formers, when we have clean ability

Cataphract887 is offline Cataphract887
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Apr 2002
time: 00:37
  Old Post 02-09-2005 12:37
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quote:
Originally posted by Hercules
Also lets claim some more ocean landmarks as discussed a few days ago. For the southern ocean suggestions?

Sea: Fish and Chips



whats the benefits of landmarks again? or is it for coolness sake.



everything proposed looks good. just cruisin' along

Hercules is offline Hercules
Emperor
in Tir Na Og
Sep 2002
time: 05:37
  Old Post 07-09-2005 03:27
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No benefit except maybe psychological: Saying this is our territory, keep out.

mart7x5 is offline mart7x5
King

Sep 2002
time: 22:37
  Old Post 07-09-2005 08:06
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We should have the turn in around 24-26 hours. Any proposals? Some stuff is decided, but not everything.

ForesterSOF is offline ForesterSOF
Prince
Alpha Centuri
Oct 2004
time: 22:37
  Old Post 07-09-2005 19:09 Visit ForesterSOF's homepage!
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I would say yes to more bases. Help economy grow.

Cataphract887 is offline Cataphract887
Prince

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Apr 2002
time: 00:37
  Old Post 07-09-2005 19:40
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imho

we need more boreholes to that end i suggest cities such as RPS and EM build formers for several turns,and then gang them up to get boreholes up asap. and adding condensers en masse would be

we only have 15 formers. i have a singeplayer game at this date2186 with 180 formers and 270 crawlers and plasma shard intercepters just started being built

Hercules is offline Hercules
Emperor
in Tir Na Og
Sep 2002
time: 05:37
  Old Post 08-09-2005 03:54
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IMHO, getting Clean is key to further progress.

mart7x5 is offline mart7x5
King

Sep 2002
time: 22:37
  Old Post 08-09-2005 04:00
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So we do:
- clean police, 2 rows cost
- clean formers, 3 rows cost

This would be several more minerls per base, as we might have 1 police and 3-4 formers even.

Hercules is offline Hercules
Emperor
in Tir Na Og
Sep 2002
time: 05:37
  Old Post 08-09-2005 04:03
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This is an interesting period for us. There is a lot happening.

We discover tech and exchange tech with Gaians
We exchange with Gaians units with tech attributes
We build SP, the HSA
We steal techs from Yang (all agreed on this?)
We probably will be in vendetta with Yang

mart7x5 is offline mart7x5
King

Sep 2002
time: 22:37
  Old Post 08-09-2005 12:31
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  • From events this turn, nothing interesting really happened.
    KP gets supply crawler
    SH gets recreation commons
    GP supply crawler
    GM drop-AAA
    FH supply crawler
    MP sea formers
  • New building proposals:
    KP Energy Bank, as we discussed this before
    SH supply crawler, to add to HSA, details later
    GP Tree Farm
    GM drop-AAA? or other unit? we have both CC and Bioenh. there
    FH supply crawler?
    MP Aerospace Cmplx or Recycling tanks?
  • Hurry:
    EM - energy bank for 64 EC
    TL - recycling tanks, 44 EC
    SH - supply for 12 EC, coz we may have 1 min less. In 2188 we get something 1 row cost, like a police for example, then we have around 0 to 3 minerals for SP and we can just use 10 crawlers or without much loss when paying energy if less than using 10 crawlers. Additional police unit will be for sure handy, since we soon gonna have more bases.
    DC can get recreation commons hurried next turn. I would also replace worker on borehole to RPS next turn. For borehole might stay in DC.
  • Crawlers, as shown in the picture.
    GM - it would make a forest for new worker and crawler would harves tile outside any base radius
    FH - new one would go make more nutrients
    SH - would go temporarily out of pop booming, but one more specialist there and more crawlers around for the turn in 2189. We are kinda out of good tiles in 6 tile range for now
    GP - new one to harvest 1-3-1 for 3 minerals. We could go for -1 nutrient in the base for a turn or 2, having more specialists. Another one as Geo proposed last turn, but I was not lucky. So the crawler goes making 2 nuts from 2-1-1, and 2-2-2 gets worker. This crawler could be possibly taken by a LIT for HSA, as I drawn it is possible.
    I also marked 12 crawlers that might be in range for the SP, just be sure, we might need only 11 for security, 12 should be sufficient.
    KP crawler can be rehomed to EM and make those 2 nutrients.
  • Replace air cover above foil probe near Yang Mine
  • We have 2 F-6 in GL, do we try air cover for second foil probe behind Gaian territory? Or we leave them for our own defense, as Forester suggests, I think the defense is very important, so would follow Forester's advice here maybe.
    Could we ask Gaians for air cover? They have only 3 bombers and no fighters at the moment.
  • The sea former from MP might go do kelp farm on the tile near sea fungus. this is in hope that kelp will use fungus to spread faster. The other sea former might go to either of the 2 tiles, to make kelp farm for HS or new base.
  • Colony pod move 3 tiles to new location using the unity rover for escort, as it is now.
  • Some more air patrol with planes and Sioux we have.
  • Snake make try to find some mindworms. I ask again here, does flying over fungus with copter make mindworms to appear?
  • Fungy MK1 near GM may not do road there, maybe enter road this turn, then in 2188 start clearing fungus on that tile, rainy rolling and 1300 elevation, good for farm solar, so we should clear it ASAP (it is near GL)
  • Two formers north of HS may enter the rainy flat tile and make road and sensor. I guess HS may make soon a colony pod and establish new base there.
  • The drop-militia from GM goes dropped into Chiron Preserve base of Gaians and turned control over to Gaians. Just a thought, they are going to have just this one unit, so according to the rules they mau upgrade it by workshop to drop clean scout. This would make it possible to drop them back in 2188 to us? I have to ask Gaians about it. Then we have clean ability a turn earlier.
  • And the drop-AAA maybe to Gemka's Loft this turn? later to EM?

Attachment: acdg3-2187-01a.jpg
This has been downloaded 9 time(s).

Hercules is offline Hercules
Emperor
in Tir Na Og
Sep 2002
time: 05:37
  Old Post 08-09-2005 12:53
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Two further points to note:

Spartans have AMA. So we can trade this tech to Gaians and Morgan if we want to now without worrying about Spartans getting it
Interestingly Zak doesn't have AMA and is interested in trading it for PE or Doc: Ini. But would it hurt our tech rate too much if we traded it now. Spartans will give Uni AMA won't they? so it might be good to get in first.
Did anybody notice Spartans have built the Supercollider.

mart7x5 is offline mart7x5
King

Sep 2002
time: 22:37
  Old Post 08-09-2005 13:08
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If Spartans have Applied relativity, then there is fast way to silksteel armor then photon wall armor

Hercules is offline Hercules
Emperor
in Tir Na Og
Sep 2002
time: 05:37
  Old Post 08-09-2005 13:21
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I think a new base at 19, 47 is a good idea.

Mart would you just check that the drop scout we handed over to Gaians in Chiron Preserve, retained drop capability? I copied your move and the drop scout changed to an ordinary scout?

Yes to Kelp farm at 16, 54

Hercules is offline Hercules
Emperor
in Tir Na Og
Sep 2002
time: 05:37
  Old Post 08-09-2005 13:26
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I don't think the snake stirs up any worms on its own. It is when you spot a new fungus tile pop up that you should be suspicious.

But try it anyway.

mart7x5 is offline mart7x5
King

Sep 2002
time: 22:37
  Old Post 08-09-2005 13:45
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quote:
Originally posted by Hercules
Mart would you just check that the drop scout we handed over to Gaians in Chiron Preserve, retained drop capability? I copied your move and the drop scout changed to an ordinary scout?

I have not done this yet - these are just proposals. But what you say sound like a nightmare... Our plan would be foiled... I will try something in scenario editor

mart7x5 is offline mart7x5
King

Sep 2002
time: 22:37
  Old Post 08-09-2005 14:20
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Ok, I have checked the stuff in scenario editor and the fact is, that it seems to be the regular game feature. I tried two scouts with drop ability, different designs and they turned out to be simple scouts after turning over the control. Then I tried 1^-2-1 unit and it retained its drop ability. Then we have no choice here, but continue with transferring to Gaians our drop-AAA unit.

I have more bad news. I further tried to simulate our operation using actual drop-AAA. I was succesful to drop it and transfer control, but when the same unit was transferred back after upgrade to clean, drop it turned out to be again drop-AAA NOT clean!!! I tried with a new unit, and it worked the same, again it became after the transfer an AAA one NOT clean!

I attempted to backengineer the drop-AAA into drop clean former, worked. So we have no choice, but:
1) we drop to Gaians our "drop-AAA unit"
2) Gaians make drop,clean former and drop it back.

I checked also:
- making drop,clean former takes 5 rows!
upgrading either:
- former
- clean former
to drop,clean former costs 50 EC.

Quite expensive operation.

mart7x5 is offline mart7x5
King

Sep 2002
time: 22:37
  Old Post 08-09-2005 14:31
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I send the following to Gaians:
quote:

To Gaian Union,

Here are some recent finds pertaining to our operation of exchanging the abilities of drop and clean units. It is very important, that we both understand implications.

It appears, that when a drop-militia unit or any other drop scout unit is transferred to a faction for backengineering, it turns out to be just a scout.

I have checked the stuff in scenario editor and the fact is, that it seems to be the regular game feature. I tried two scouts with drop ability, different designs and they turned out to be simple scouts after turning over the control. Then I tried 1^-2-1 unit and it retained its drop ability. Then we have no choice here, but continue with transferring to you, Gaians our drop-AAA unit.

I have more bad news. I further tried to simulate our operation using actual drop-AAA. I was succesful to drop it and transfer control, but when the same unit was transferred back after upgrade to clean,drop it turned out to be again drop-AAA NOT clean!!! I tried with a new unit, and it worked the same, again it became after the transfer an AAA one NOT clean!

I attempted to backengineer the drop-AAA into drop,clean former, worked ok. After transfer the unit retained its capability as clean drop former. So we have no choice, but:
1) We drop to you our "drop-AAA unit"
2) You backengineer it to drop,clean former
2) You make drop,clean former and drop it back to us.

I checked also:
- making drop,clean former takes 5 rows!
upgrading either:
- former
- clean former
to drop,clean former costs 50 EC.

Any proposals on your side how we could proceed with these new findings?

Data Angels
IT Mart

Hercules is offline Hercules
Emperor
in Tir Na Og
Sep 2002
time: 05:37
  Old Post 08-09-2005 14:50
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Got spare money?

It seems we have no choice. I hope they will reciprocate and after we give them two techs.

Lets also see if Morgans would like to trade PE for AMA.

 
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