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GeoModder
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The most erratic Overlord!
Jan 2004 time: 06:30
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Tentative IAF orders, MY 2165
- Abort Retry Fail(ed): hurry rec commons (30 ec)
- Binary Bastion: probe team or crawler
- Liar's Lair: hurry Children's Creche (28 ec)
- Locutus of Chiron: sea colony pod
- Mega Reboot: Plasma Steel Defender
- Megabyteville: hurry missile rotor (3 ec)
- Triplex: Drogue Dropper
- Zetaris: hurry Aerospace Complex production (48 ec)
- Thermal Tassagrad: change production to probe cruiser (see workshop)
- Blessed Saviour: drone to doctor
- Glory of God: drone to doctor
- And all the newly conquered Believer bases drone control as well next to stockpile energy in the queue
- Formers on 72.64 to 70.68 for sensor construction
- Seaformer in Locutus bring him south ASAP
- Crawler in Mega Reboot moves to 36.66 (and crawls every turn on the way)
Do not spent more ec's this turn. I'm trying to save enough in order to 'buy' Blessed Saviour in two turns.
Last edited by GeoModder on 30-04-2004 at 03:37
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Impaler[WrG]
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Cheif Manufacturing Officer of Morgan Industires
May 2002 time: 22:30
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Ok heres my initial write up for Internal Affairs.
First off though my sugjestions for the military front,
Dont obliterate DBTS as the Hive dose not have the ability to drop directly in to the base, though they can drop 1 rover next to the base, this rover though has weak weapons and any desent defender could stop it. Even if they fly in some Choppers I think we should try to mind Control the base on the following turn with the Probe in AP.
I think our units in Beliver territory shoud be able to mop up the swarm of Beliver infantry with little problem, both probe teams should be used to capture units as the costs are rather reasonable their.
On the Angel Front we should move in X Choppers to the western island next to the Bananna Sea (Hense forth refered to as Western Bananania), from their we can Gass Angel Bases to death and hopefully create a buffer between us and the Hive and if possible Gass some Hive troops as well.
AND FOR THE 10th time in as many years MOVE THE DAMN SCOUT PATROLS AND OTHER INFANTRY SCATERED ACROSS SOUTHERN TRANTOR AND THE SEA BASES NORTH WARE THEY CAN BE OF SOME USE!
Ok now for the internals
HoG - Change to Rec Commons and hurry 8 Credits
GoG - Crawlers, make worker a doctor,
WoG - Scrap the scout patrol (whos dumb idea was that anyways) and change to Rec Commons and hurry it for 120 credits or else we will loss population and will be screwed.
Zet - Might want to start a Perimiter defence here incase they make land incursions along the And/Or road, if not then build defenders. Worker from forest to Mine (should have been done last turn)
AP - full hurry
MBV - full hurry
Trip - X Chopper (move thouse units to Trantor)
Loop - Full hurry
Bolean Bay - Crawler
Binary - full hurry
Aurora - mililanious military production
MegaBoot - X Chopper
LoC - full Hurry (presumably we will use the transport to place that pod in some desirable location (perhaps a last stand base)
Lair - change to X Chopper
Thermal and Casablanca - what are thes Probe Cruisers for and whos idea was this, their a huge investment for a measly 2 movment points.
Mega Reboot - X Chopper
NJ - change to Rec Commons, hurry 34 credits
Athena - Misilanious military (upgrade that scout to drop and get it onto Trantor)
Matrix - Mililanious military
Crawler at 69/75 rehome at Bolean Bay then switch harvesting with the worker on the forest, move a worker to farm to compensate.
(72/76) Mine
Convoy all the Formers in Central Trantor down to (71/69) ware they can start on a series of Mines in that area
Formers by Matrix both put a sensor in the forest just north of their current location
Sea Formers - Tidal Harness at (52/66)
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