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laurentius
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Helsinki, Finland
Jun 2001 time: 07:30
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..nothing
Last edited by laurentius on 24-12-2003 at 04:00
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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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Internal Affairs 2151
Aurora - Hurry Impaler transport 16 Credits
Apolyton Prime - Hurry 8 Credits to push minerals to next production.
Portral - Move worker onto Sea Mineral Bonus, Hurry 12 Credits
Pi Sqare - New Production Holo Theather
Logic Loop - Take a worker off one of the Forests and Make him a doctor to prevent Drone Riots next turn. Former at (71,71) continutes East and makes a road at (73,71).
EDIT - New Production idea, make new production a Plasma Garrison, complete in 2 turns then start a Holo Therather and scrap the Battle Ogre for 5 rows of Mins completing the Holo in 1 turn. When we take FreeMarket the Ogree will no longer be able to police the base and the Holo will be quite nessary, we will only need to keep the doctor for 3 turns with this plan and can begin making crawlers in turn 2154 with full Drone Control and maximum worker efficiency.
Binary Bastion - If B-Drone redistribution from Democracy/Caping Peace/founding And/Or removes the current B-Drone their then set new Production to Tanks. If not then set to Rec Commons and make a Doctor. New Former moves south and starts a road/forest.
Bolean Bay - Move worker to rivered forest, change production to an Amphibius scout patrol or Plasma Garrison depending on level of PEACE probe production and war plans. Upgrade Scout Patrol to Amphibius at cost of 10 Credits.
Zetaris - Move the crawler not currently assisting Mine building at (76,66) to (81,65) and start a road it able.
Move the 2 formers at (71,65) to (72,64) and begin Forest (no road is nesary before hand). This Forest can be crawled by the new Formers from Zetaris.
Athena - No Change unless Drones apear. In which case we will need to re-evaluate and possibly use 2 doctors next turn.
Margaritaville and Tripoli - Redistribute workers for maximum mineral collection and low to stagnent growth set Production to Amphibius "Boy" scouts (recomend we rename them Aqua Scouts to avoid confusion with PEACE Boey Scouts). Scrap Navey Yards for 40 Credits each. Assign as many Doctors as are needed to maintaine control. If Rec Commons were scrapped by Peace additonal Police may be needed.
And/or Gate - Set new Production to Crawler, work the Mineral Bonus, do not Re-Home the scout patrol.
Authorizing 90 Credits to be spent upgrading Love Boat to a 4-3-8 Impact destroyer at Maniacs Discression.
ReHome as much Military in Concoured Bases as possible without incurring Maintance
Last edited by Impaler[WrG] on 02-01-2004 at 17:33
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laurentius
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Helsinki, Finland
Jun 2001 time: 07:30
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My calculations indicate that these are the optimal orders.
Holo on Pi square is a good idea IMO.
Logic loop needs one too.
I'm basicly against spending large amounts of ECs in upgrades, but right now love boat needs to be upgraded.
Last edited by laurentius on 02-01-2004 at 13:02
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Maniac
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Gent, Belgium
Jul 1999 time: 06:30
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I have a few points I'd like to discuss about the IAF orders.
quote: Move worker onto Sea Mineral Bonus |
That's the rolling&rainy worker right? (Just want to make sure the correct one is moved. )
quote: Then we scrap the Battle Ogre for 5 rows of Mins |
Personally I would vote against that. We would be wasting a perfectly good combat and police unit, and one that has independent support as well!
quote: Upgrade Scout Patrol to Amphibius at cost of 10 Credits. |
Just to streamline things: I have ordered to upgrade it to an impact marine as according to the chat proposal.
quote: Set Production to Rec Commons. Hurry 16 Credits to get acumulation up to 10 mins in 2 more years. |
What would you say about building an aqua scout first? That way we have a police and garrison unit, when our other troops leave that base in a while.
***
Btw, please don't forget to order to switch research to Synthetic Fossil Fuels after we stole Ethical Calculus.
Also, what would you think of changing the energy allocation to 40% economy and 60% labs? With democracy the inefficiency hit will be minimal and due to our +2 Research we will gain more labs than we will lose credits!
Also, if we switch the allocation further to 30% economy and 70% labs, we'll be able to research Synthetic Fossil Fuels one year earlier, in MY 2154. I would be in favour of that, as such a faster research rate can be a good argument to leapfrog to D:AP with the drones, as suggested in the chat. What do you think?
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Drogue
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Omnipresent conscience
Oct 2002 time: 05:30
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A couple of things Impaler:
Terraforming units are formers, not crawlers. Your "Crawler Orders" were quite confusing being that they were for formers 
The rush in And/Or Gate was done for the reasons stated in the turn report:
quote: 2) I did rush the crawler in And/Or Gate 15 mins. That gives us two exytrab turns with crawler, which will presumably mean a net result of 6 nuts extra, for a size 1 base. Combined with the extra mins we are further forward, and the fact that because of the extra ec, we should still get over 200 by next turn, made me think it a very worthwile deal. Checked with Lauri in chat and he agreed, so did it. |
I asked Lauri in chat, and he agreed with me. I'm sorry for overruling you, but we still get over 200 ec next turn (in case of Drones tech-buy) and the two turns of crawler time plus the extra 2 turns building the next project seemed too good to miss IMHO.
Also, IMHO SE sliders changes should be polled. I've doen it, sicne we don't research any later, and we both agree on it (turn player and official in charge) but polls would be nice 
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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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Dont worry Maniac I already noticed that one, thouse inefficient workers wont slip by me *crack* *crack* "No not their you obsolet cybornetic buckets of bolts back their to the River before I have you Recycled, BAAA!! must I do everything myself" 
Internal Affairs 2153
First off Add Stockpile energy as the next item in ALLLLL the build quees.
Apolyton Prime - make the worker currently working the forest energy bonus a Doctor to stop the Riot, change production to a Crawler
Triplex - No change unless Capture of Casablanca, inwhich case redistribute workers to Mineral bonus Mine.
Megabyteville - Change production to Boy scout per say poll results. Put the new worker on 5 Nut bonus (else we get starvation)
Pi Square - Move worker from unrivered to new rivered forest, change production to crawler
Logic Loop - Set new Prodution to Crawler, move the new Crawler on to the Mineral bonus and switch the new crawler to colect thouse Minerals, move the old crawler north to the Forest Energy bonus next to Apolyton Prime that should now be unworked, crawl 4 energy for Logic Loop.
Bolean Bay - New Production Crawler
Portal - New worker to the sea mineral bonus, if the base is not hit with B-Drones then assing the doctor to work the 2/1/0 tile to the north as the Police will be ready next turn and a riot can be avoided.
Aurora - Change production to crawler
Athena - New worker to the Nut bonus
Zetaris - New Production Crawler, send new crawler west into the new forest and Crawl minerals.
Mythical Matrix - No change (this base wont be much use untill we sent it crawlers or rush that Rec Commons)
Binary bastion - No change
And/Or Gate - New Production Former, new Crawler to mineral bonus, Worker to rivered Nut bonus.
Sea Lurk channel - 2 Doctors should be sufficient, work the Nut bonus to return the base to 4 population the next turn, new Production Rec Commons or Boy Scout depending on our ability to bring a garrison unit their. Rehome a Cruiser their too.
Casablanca - If Captured add 1 doctor and work Nuts to regrow base asap, Police will be present in any case so new Production Rec Commons.
Scrap all Navel yards, if we only capture 1 base this is simple and their will be atleast 1, possibly 2 to scrap. If we can capture 2 bases then scrap twice, once after each capture to give the maximum posibility for duplication and incressed energy. I will atempt to test this further if capturing 2 bases is possible.
Formers!!
(69,57) - Move south to (69,61) and start a farm
(72,64) Move both Southwest to(71,65) and start Solar Collectors
(73,67) move north East to (74,66) and start a Mine.
(78,66) use both to build a road
(67,81) move to (69,79) and start Solar colectors
Rename Sea of Indecision to "Sea of Decision"
Rename Bird Island to "Phoinx Island"
Last edited by Impaler[WrG] on 17-01-2004 at 20:16
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