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GeneralTacticus
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of Melbourne, Australia
Dec 2001 time: 15:25
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As before, except please note that the chat will now be held on the apolyton server. This caused some confusion last time.
Last edited by GeneralTacticus on 24-01-2003 at 17:43
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GeneralTacticus
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of Melbourne, Australia
Dec 2001 time: 15:25
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CENTRALIS ORDERS AS OF MY 2235:
Build Queue Orders:
New Apolyton:
Insert Aerospace complex at start of build queue, followed by Missile tactical.
ThisBaseIsBelongToUs:
No changes.
Tacticus Academy:
No changes.
Antioch:
Insert crawler at start of build queue.
Insert Command Centre after crawler.
Worker Placement Orders:
None.
Crawler Orders:
None.
Former Orders:
Tacticus Academy former (7, 91), SSW of Tacticus Academy, no orders.
- Build farm then solar.
- Move to 8,82, clear fungus, then drill borehole.
Tacticus Academy former (6, 90), SSW of Tacticus Academy, no orders.
- Build farm then solar.
- Move to 8,82, clear fungus, then drill borehole.
Antioch former (7, 91), SSW of Tacticus Academy, build farm.
- Build farm then solar.
- Move to 8,82, clear fungus, then drill borehole.
ThisBaseIsBelongToUs former (7, 91), SSW of Tacticus Academy, build farm.
- Build farm then solar.
- Move to 8,82, clear fungus, then drill borehole.
ThisBaseIsBelongToUs former New Apolyton, move to 18,92.
- Continue moving to 18,92.
- Drill borehole.
- When done, move to 18,88 clear fungus, build road, and plant forest.
New Apolyton former (18,92) drill borehole.
- Continue drilling borehole.
- When done, move to 18,88, clear fungus, build road, and plant forest.
ThisBaseIsBelongToUs former (13,83), no orders..
- Move to 12,82
- Clear fungus, build road, plant forest.
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DeathByTheSword
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soon to be a major religion
Nov 2001 time: 05:25
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prelim. Governers orders:
[UNPD] (changed)
tree farm (current)
Trawler
missile tactical
hospital
hab complex
[ZG] (changed)
sea colony pod (current)
crawler
[1-3t-1]
[6-3-6]
tree farm
[DEM] (changed)
fungul. formers (current)
bio lab
mind worm
mind worm
enegry bank
[Xanadu] (changed)
sea CP (current)
crawler
creche
trawler
[6-3-6]
Formers
[UNPD] Sea Former (14.96) [SE,SE of UNPD], [3 turn for tidal harness]
- move N [13.99]
- build kelp farm
- build tidel harness
- move around UNMI and start building kelp/tidels around the base
[UNPD] former (7.99) [W,NW of ZG], [3 turns for clearing]
- build forest
- move NW [8.100]
- build road
- build farm
- build solar
[DEM] former (2.100) [NW,NW,W of DEM], [1 turn for clearing]
- build road
- build borehole
[DEM] former (3.103) [SW of DEM], [no orders]
- build sensor
- build farm
- move N [3.101]
- clear
- build road
- build farm
- build sensor
[Xanadu] former (9.107) [W,W of NT], [4 turns to mine]
- move to [4.98]
- clear
- clear the surroundings
[Xanadu sea former (4.112) [W of Xanadu], [2 turns to mine]
- move NE [5.111]
- build kelp farm
- build tidel harness
- move NW [6.110]
- build kelp farm
- build tidel harness
- do this the the entire area
[DEM] fungical former (4.102) [in DEM], [build in 2236]
- clear all fungus and road all tiles in DEM base radius
workers order:
UNPD:
only workers on forests and seatiles
DEM: use doctor on forest
DBTS
P.S i need some clarification on who controls which formers...because the last two session Arikira (or what ever) has stolen 3-4 of my formers because they were close to there bases but i had them under my control and didnt give any command on handing them over....
PPS TKG when do the new borders of regions go in effect?
PPPS herc would you aprove of my [6-3-6] ship design? i have to in my list that i want to build...also i will be building two mind worms in DEM after construction of the bio lab....so you will get a lot of military units from the aurillion province be prepared
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Cedayon
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Ahh, k, better go remove UNMI from the Akiria post, then. What square is Esprito del Aqua gonna be on again?
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Method
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/me goes to France
Feb 2001 time: 00:25
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i don't know off hand, but somewhere in the south FWC
EDIT: E E E S of zanarkand gate.
Last edited by Method on 01-02-2003 at 00:47
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Maniac
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Gent, Belgium
Jul 1999 time: 06:25
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First version:
Jedinica Vrijstaat order, MY 2235 onwards
Requests to the DIA
Could the formers and the recycling tanks in Ankh-Morpork and Metropolis please be rushed as soon as 10 minerals are reached? I wouldn't want to declare autonomy for this new region when they don't even have some basic infrastructure.
And rushing the tree farm production in Terminal Dogma would allow a sooner production of a CP.
I can't give an estimate of the cost, as that differs depending on the economic system.
Requests to the DPO
-rehome ShSw police infantry to Ankh-Morpork
-rehome ShSw police infantry to Metropolis
-rehome ShSw police infantry to the new base on the peninsula N of Centralis as soon as established.
-let the ShSw police infantry follow the new ShSw colony pod to wherever it goes and rehome to the new base
-let the new Pandemonian police infantry follow the new TeDo CP to wherever it goes and rehome to the new base
Build queues
Concordia (3d item changes)
supply crawler
supply crawler
6-<3>-1*2 AAA Missile Infantry (or another crawler if fusion power isn't yet researched)
6-<3>-1*2 AAA Missile Infantry
Pandemonium (2nd item and following added)
former
police infantry
supply crawler
tree farm
Sheathed Sword (nothing changes)
colony pod
recycling tanks
hab complex
Ankh-Morpork (2nd item and following added)
formers
recycling tanks
children's creche
Metropolis (1st item and following changed)
formers
recycling tanks
supply crawler
Terminal Dogma (2nd item changes)
tree farm
colony pod
hab complex
Valhalla (3d item added)
rec commons
children's creche
former
Any new northern base
former
recycling tanks
Worker allocations
Concordia
Edit: Don't change a thing. Under planned Concordia still needs three doctors.
Pandemonium
put one of the librarians back to the fields, on the forest S-SW of Pandemonium
Edit: Please check at the end of each turn if drones are needed, since this base will be popbooming under planned.
Terminal Dogma
put the W fungal worker on the forest N-NE of TeDo
Valhalla
put the N-NW worker on the borehole SW-SW of Valhalla as soon as it's finished.
Colony pods
In Sheathed Sword and Terminal Dogma. Only TKG can tell!
Supply crawlers
First Concordian crawler
-move S-SW to (10.78)
-convoy minerals
Second Concordian crawler
-move to Valhalla
-rehome to Valhalla
-move W-SW to (14.74)
-convoy minerals
New Pandemonium crawler
-move S-S-E to (14.72)
-convoy minerals
Metropolis
-move W to (17.59)
-convoy minerals
Formers
One of the Pandemonian formers on (14.76) E-SE of Concordia, waiting for orders
-move one tile NW to (13.75)
-plant forest. Do NOT build a road
-move to (10.72)
-construct a borehole
The other Pandemonian former on (14.76) E-SE of Concordia, waiting for orders
-move to (16.70)
-plant forest. Do NOT build a road.
-move one tile N to (16.88)
-remove fungus
-build road
-construct mine
Group of five formers on (15.75) E-E of Concordia, constructing borehole
-finish borehole
-move N-E-SE to (18.74)
-construct borehole
-move to (10.72)
-construct borehole
New Pandemonium former
-move to Valhalla
-rehome to Valhalla
-join the group of five in their borehole quest
Sheathed Sword former (13.65) S-SE of ShSw, constructing solar collector
-STOP constructing solar collector
-move NE-E to (16.64)
-plant forest. Do NOT build road.
-move W to (14.64)
-cultivate farm
-construct condenser
Concordian former (19.63) N-NE of TeDo, waiting for orders
-build sensor array
-move SW-SW to (17.65)
-remove fungus
-build road
-construct borehole ( as a replacement for the one on (19.63) )
Two formers (18.62) N-N of TeDo, waiting for orders
-move S-SW to (17.65)
-remove fungus
-build road
-construct borehole
Two formers (15.55) SE of Ankh-Morpork, waiting for orders
-build road
-move one tile SW to (14.56)
-remove fungus
-build road
-move one tile S to (14.58)
-build road
Last edited by Maniac on 02-02-2003 at 01:49
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Voltaire
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Calgary, Alberta
Aug 2001 time: 22:25
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Twin Sea Preliminary Orders MY 2235
Build Queues
Crystalis (no change)
Mysidia (add to queue)
Biology Lab
Hab Complex
Research Hospital
New Suez (add to queue)
-hurry Hab Complex for 120 energy credits
-reallocate workers located on fungus directly north of New Suez to forest square to the northeast
Maritime Control Center
Biology Lab
Skunkworks
Former
Research Hospital
Supply Crawler
U.N. Research Complex (add to queue)
Supply Crawler
Supply Crawler
Former
Recreation Commons
Energy Bank
Tree Farm
Transcendence Academy (add to queue)
Recreation Commons
Energy Bank
Tree Farm
Crawlers
New Suez Skimship Crawler (New Suez) New Suez, in build queue 1
-move to 27, 93; east, northeast of New Suez
-convoy nutrients
Mysidia Crawler (Mysidia) Mysidia, in build queue 1
-move to 22, 104; two tiles south of Mysidia
-convoy minerals
Mysidia Crawler (Mysidia) Mysidia, in build queue 2
-move to 23, 105; west of Crystalis
-convoy minerals
Crystalis Crawler (Crystalis) Crystalis, due for completion in 2 turns
-move to 25, 107; two tiles directly southwest of Crystalis
-convoy minerals
Any other new crawlers are to move to unoccupied forest locations and convoy minerals.
Formers
New Suez Sea Former (19, 101) southwest of Mysidia, constructing tidal harness
-move to 20, 102; directly southeast of current location
-construct tidal harness
-move to 20, 100; directly west of Mysidia
-construct tidal harness
[i]Crystalis Former (24, 108)[i] southwest of Crystlis, building road
-plant forest
-construct sensor array
-move to 26, 102; north, northwest of Crystalis
-plant forest
[i]Mysidia Former (33, 107)[i] east of Crystalis, planting forest
-move to 34, 106; directly northeast of present location
-plant forest
-build road
-move to 35, 107; directly east of U.N. Research Complex
-plant forest
-build road
[i]New Suez Former (27, 101)[i] north of Crystalis, no orders
-remove fungus
-move to 28, 100; directly northeast of present location
-remove fungus
-construct mine
[i]New Apolyton Former (24, 108)[i] southwest of Crystalis, no orders
-move to 30, 106; southeast, east of Crystalis
-plant forest
-move to 31, 107; southeast of occupied location
-construct mine
[i]U.N. Pizza Delivery Former (25, 99)[i] northeast of Mysidia, constructing borehole
-build road
-move to 26, 100; directly southeast of present location
-remove fungus
-plant forest
-build road
[i]Crystalis Former (27, 101)[i] north of Crystlis, removing fungus
-plant forest
-construct road
-move to 28, 100; directly northeast of present location
-remove fungus
-construct mine
-build road
[i]Transcendence Academy Former (27, 99)[i] southwest of Transcendence Academy, removing fungus
-plant forest
-construct road
-move to 28, 98; directly northeast of present location
-plant forest
-move to 29, 99; directly south of Transcendence Academy
-plant forest
[i]New Suez Former (24, 92)[i] north of New Suez, no orders
-remove fungus
-plant forest
-move to 22, 92; directly west of present location
-plant forest
[i]Transcendence Academy Former (Transcendence Academy)[i] Transcendence Academy, in build queue 1
-move to 29, 95; directly north of present location
-remove fungus
-plant forest
-move to 28, 94; directly northwest of occupied location
-remove fungus
-plant forest
In case more formers are built have them remove fungus and continue planting forests and building roads in locations where they do not currently exist.
Last edited by Voltaire on 01-02-2003 at 07:11
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Voltaire
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Calgary, Alberta
Aug 2001 time: 22:25
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quote: Originally posted by Hercules
Voltaire: I need less self centred orders: so give me ideas for your contribution to the Defence of the Realm. Build Q orders. prototypes. defence units. what ? |
Don’t worry I have every intention of focusing more on defense now that a large and effective industrial base has been established. I would like better defensive units then the ones we currently have available to us, I think that out military forces have focused more on offence to the neglect of defense. The DPO of occurs itself cannot bare the totally responsibility for this, we just have not researched technologies allowing for better armor.
I am also prepared to embark upon a campaign to strengthen our navy, with the completion of the Maritime Control Center in New Suez I hope to make the fleets produced in New Suez the best in all the faction. We need patrols in the Sea of Pholus and I would make the request that the navy units to be built in the Twin Sea region in the immediate future be used for this purpose. Strengthening the air forces should also be of paramount concern, though I believe it should take a backseat to naval development given that air superiority over the Hive primarily would be used for an offensive purposes, and defense should be our priority.
Though it must be said, that though the administration of the Twin Sea region has full intent on addressing military issues as part of our contribution of the faction, civilian concerns must and will come first. We need a strong infrastructure in order to be support our military forces, therefore the less developed portion of the region will concentrate on industrial development, full attention to military units will be given in industrial centers such as New Suez and Mysidia.
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Cedayon
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K, here they are, let me know if you have any questions:
Orders for Akiria, 2235-
Requests to the DIA
A rush in each base, here's the list by priority (details at bottom):
44ec's in NT
12ec's in Twin Peaks
22ec's in Aurora
38ec's in Cyclops
If, during play, a good oppurtunity for a rush comes up, please consider doing it 
note: all rush costs are the bare minimum (that I could find) that would cause completion in 1 turn (no mineral overflow to next turn), sometimes having to be combined with some of the worker switch orders found below.
General Orders for the Commssioner
1) If, for any reason, an Akirian base should begin generating any ED at all, cut mineral production until the ED goes away. Start by un-convoying mineral crawlers, then start moving/pulling workers if necessary. Please use your discretion in worker fiddling, so as to not overly damage nutrient or energy production.
2) Please check, before ending each turn, whether the next turn will bring a drone riot for any Akirian base. If so, please take preventative steps. I'll understand if time constraints make this touch-and-go, but please do your best to prevent drone riots (as opposed to fixing the problem after the riot starts).
Build Queues
Aurora (queue changed)
Tree Farm
Recycling Tanks
Network Node
Supply Crawler
Recreation Commons
New Tassagrad (queue changed)
Recreation Commons
Supply Crawler
Supply Crawler
Sea Former
Research Hospital
Twin Peaks (no change)
Children’s Crèche
Recycling Tanks
Supply Crawler
Tree Farm
Network Node
Supply Crawler
Recreation Commons.
Cyclops (queue changed)
Supply Crawler
Children's Creche
Supply Crawler
Network Node
Tree Farm
Supply Crawler
Espirito del Aqua, when built
Garrison unit (your discretion)
Sea Former
Children’s Crèche
Recycling Tanks
Trawler
Network Node
Recreation Commons
Crawlers
Aurora Crawler #3 (in Aurora), to be built
- Move to 21,109
- Convoy nuts (displace worker to an unworked forest square)
New Tassagrad Crawler #4 (in NT), to be built
- Move to 13,109
- Convoy nuts (displace worker to an unworked forest square)
New Tassagrad Crawler #5 (in NT), to be built
- Move to 14,108
- Convoy minerals (displace worker to an unworked forest square)
Twin Peaks Crawler #2 (in TP), to be built
- Move to 23,113
- Convoy minerals (displace worker to an unworked forest square)
Cyclops Crawler #1 (in Cyclops), to be built
- Move to 9,115
- Convoy minerals
Cyclops Crawler #2 (in Cyclops), to be built
- Move to 10,116
- Convoy minerals (displace worker to an unworked forest square)
All other Crawlers to be left unchanged.
Formers
Dues Ex Machina Former (11,113) NNE of Cyclops, no orders
- Build Farm
- Move to (10,112) (NW,into fungus)
- Remove fungus
- Build road
- Build mine
New Apolyton Former (11,113) NNE of Cyclops, no orders
- Build Farm
- Move to (10,112) (NW,into fungus)
- Remove fungus
- Build road
- Build mine
Aurora Former (9,115) N of Cyclops, no orders
- Move to (8,116) (SW)
- Plant Forest
- Move to (10,114) (NE, NE, should still have time start the forest)
- Plant Forest
- Move to (7,117) (SW,SW,SW, should take 1 turn)
- Build road
- Plant Forest
- Move to (7,119) (S)
- Build road
- Build Farm
(IF the ZG Former next to cyclops is under my jurisdiction, do these things)
Zanarkand Gate Former (10,116) NE of Cyclops, no orders
- Move to (8,116) (W)
- Plant Forest
- Move to (10,114) (NE, NE, should still have time start the forest)
- Plant Forest
- Move to (7,117) (SW,SW,SW, should take 1 turn)
- Build road
- Plant Forest
- Move to (7,119) (S)
- Build road
- Build Farm
New Tassagrad Former (8,116) NW of Cyclops, planting forest
- Finish planting forest
- Move to (10,114) (NE, NE, should still have time start the forest)
- Plant Forest
- Move to (7,117) (SW,SW,SW, should take 1 turn)
- Build road
- Plant Forest
- Move to (7,119) (S)
- Build road
- Build Farm
Cyclops Former (8,116) NW of Cyclops, planting forest
- Finish planting forest
- Move to (10,114) (NE, NE, should still have time start the forest)
- Plant Forest
- Move to (7,117) (SW,SW,SW, should take 1 turn)
- Build road
- Plant Forest
- Move to (7,119) (S)
- Build road
- Build Farm
Aurora Former (24,112) SE of Twin Peaks, no orders (already moved)
- Build road
- Plant Forest
- Move to (25,113) (SE)
- Build road
- Plant Forest
Aurora Former (22,112) SW of Twin Peaks, no orders (already moved)
- Build Farm
- Move to (22,110) (N)
- Build road
- Plant Forest
- Move to (24,110) (E)
- Build road
- Plant Forest
Aurora Former (22,112) SW of Twin Peaks, building farm
- Finish Farm
- Move to (22,110) (N)
- Build road
- Plant Forest
- Move to (24,110) (E)
- Build road
- Plant Forest
Tacticus Academy Former (23,107) N of Twin Peaks, removing fungus
- Finish removing fungus
- Build road
- Move to (23,109) (S)
- Remove fungus
- Build road
- Move to (23,111) (S, to Twin Peaks base square)
- Rehome to Twin Peaks.
- Move to (23,109) (N)
- Plant Forest
Espirito del aqua Former, when finished
- Move to an adjacent square
- Plant Kelp Farm
- Build Tidal Harness
Workers
Twin Peaks Worker (21,109), working the farm square that should be Aurora's
- Switch a forest square
Next Twin Peaks Worker
- Cultivate a forest square
Aurora Worker (20,106), working the square immediately NE of the base
- Switch to the farm square at 21,109
Next Aurora Worker
- Cultivate a forest square
New Tassagrad Worker (14,108), working the square immediately SE of the base
- Switch to (15,109), the forested river square
New Tassagrad Worker (14,106), currently getting 2 nuts
- When the tree farm is completed, Switch to a forest square
New Tassagrad Worker (12,104), currently getting 2 nuts and a min
- When the tree farm is completed, Switch to a forest square
Next New Tassagrad Worker
- Cultivate a forest square
Cyclops Worker (7,119), SW, SW of the base
- Switch to a forest square, (10,116) is the only one
Next Cyclops Worker
- Cultivate a forest square if one is available, otherwise work the best available square
Rushes
- Children’s Crèche in Aurora in 1 turn for 22ec (needs to be ratified by TKG)
- Tree Farm in New Tassagrad in 1 turn for 44ec (needs to be ratified by TKG)
- Children's Creche in Twin Peaks in 1 turn for 12ec (needs to be ratified by TKG)
- Recycling Tanks in Cyclops in 1 turn for 38ec (needs to be ratified by TKG)
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Maniac
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Gent, Belgium
Jul 1999 time: 06:25
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Ok, fortunately we have all the governor orders, but the orders of five of our six directors are still missing (unless I've overlooked someone. Are any of the following needed?:
DPO Hercules (just some small unit movements etc asked by the governors I believe),
DEI Drogue (I do hope he still posts, I don't even know (yet) for what units I should make orders for... ),
DFA Voltaire (if he doesn't turn up, it shouldn't be that hard - just collecting the results of AdamTG02's polls.),
DS AdamTG02 (Just pick the most chosen option in Voltaire's poll. I do recall reading somewhere though he or Voltaire wanted AdvEcoEng as first option, PlanEcon as second),
DSE Pandemoniak (To switch or not to switch? That's the question.).
Edit: Pandemoniak and AdamTG posted their orders, and I just noticed Voltaire gave the science orders for this chat on the first page.
Last edited by Maniac on 02-02-2003 at 01:46
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