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Old September 20, 2001, 05:29   #31
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Call it desperation. Chopper CPs are quick, easy, and cheap after Fusion. Let's hope they bring some sort of return....

Meanwhile, Markite officials launch their first satellite. Nothing much doing - just to get a decent map of Misotuite territory more than anything....Markite construction workers cower at the fact that the energy park across the water is markedly more impressive than ours.

2192 to Mis...
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Old September 20, 2001, 10:13   #32
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Energy Parks R Us

Actually, you'd have to admit that mine isn't particularly impressive either ... now Paul's effort in DT6 or whatever it was, that was an energy park Still, we think we're doing all right on the energy front over here.

This turn was an absolute corker for us. Yes, we did pop a pod in a very stupid place with no back-up (because we just couldn't resist it, could we) and we did get a seriously bad result But despite this, Misotu functionaries are positively skipping as they go about their duties.

Tra la la they sing in dulcet tones

Needless to say, good news for us is very bad news for the Markites 2193 is sent.
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Old September 20, 2001, 10:38   #33
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Argh - a turn too late on the Translator. I knew I should have got it last turn

Ah well - the nail in the coffin methinks. Cranked up the research a bit, to ensure that no turn is now without a technological breakthrough - something Misotuite researchers have enjoyed no doubt for yonks now

....and the Guild as well. Oh well....

Meanwhile, futile colonization efforts continue. An extra base was added this turn, with two more chopper CPs coming online this turn....
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Old September 20, 2001, 12:07   #34
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No, couldn't get a tech a turn during the pop boom years, not running planned. Despite the GA in my HQ, just couldn't get it to work So we've only recently hit a tech/turn too ...

Misotu engineers complete the Translator and also the Empath Guild. We don't want anyone else knowing what we're up to

Otherwise, a quieter turn than the last. We were pretty surprised to get the Translator though, Provost. That one should have been yours by rights. 2194 is sent.
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Old September 20, 2001, 14:27   #35
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Hmmm. Yep, the Translator should have been mine. To be honest - it took me by surprise. Bad forward planning there....oh well, not to worry....

We struggle on, unfazed by the seemingly unassailable advantage of our neighbours. The good news is that two new colonies were founded this year - now, if only I could actually get them to produce something

2194 sent.
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Old September 21, 2001, 06:38   #36
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I'm not surprised you were surprised - immense stroke of luck enabled us to build it when we did. Otherwise you'd have been safe for several turns.

Aargghh! We have had THREE power cuts this morning, the power has finally come back up now and seems to be holding but ... And here was I thinking I'd finally got back to civilisation and out of the boonies with their flaky power supply ...

Anyway, there will be several reload messages - I was playing this game every single time the power cut out (you know how long I take to play my turns, heh).

Aaarghh. Sorry. Anyway, made no difference to the game. I popped the same pod three times I think - got credits, then a nut special or similar and (finally, the one that made it) a worm which I killed for 20 or 30 credits. Apart from that, nothing different.

2195 off to the Expansionist
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Old September 21, 2001, 12:17   #37
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Head hurts too much to write anything reomtely witty or funny (no change there then... )

2195 back....
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Old September 21, 2001, 13:08   #38
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Well, we were going to compliment you on your charming personality, wit and sense of humour ...

... but then we saw you had renamed our landmarks

and christened new bits of the disputed trench

... so we won't bother. So there

Having said that, you have to admire someone who plays SMAC with a migraine. Respect.

2196 is back to the Evil Empire as the game rushes into the final years ...
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Old September 21, 2001, 13:35   #39
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Ah well. Better than being couped up in bed. Gotta feel for my poor empire though

Oh yeah, the landmarks

Well, I just thought it'd be a good way to compensate for my poor show. You may have won the game, but I've got the landmarks

Ah well. 2196 back to you....
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Old September 21, 2001, 13:49   #40
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Waiting for the turn to arrive ... tum te tum ...
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Old September 21, 2001, 15:20   #41
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Argh! Friggin' hotmail

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Old September 21, 2001, 15:25   #42
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Thanks ... still no email version in either account
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Old September 21, 2001, 15:27   #43
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Don't know what G was on about - I had no problem deleting the attachment
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Old September 21, 2001, 16:14   #44
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Oh ... that's cool I didn't realise you could get rid of it again!

This looks like a good way to do the turns tonight at least, if you're still around. Here's your 2197 turn

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Old September 21, 2001, 16:40   #45
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Well, I thought perhaps it was admin only, but it turned out not to be the case after all....

Anyway, Markite officials would like the Misotu empire to kindly remove their troops from our territory. Or we shall have to bring reinforcements

Heh. Gotta find some way to make the last 10 turns fun

2197 back....

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Old September 21, 2001, 17:17   #46
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Gnash! Curses!!

Not content with renaming landmarks claimed by bold Misotu explorers. Not satisfied with snaffling whole tracts of ocean, rifts, trenches and fungus belts. No. This heinous Provost from the Dark Side now founds a base on my continent

Fie! Fie! and thrice Fie! Remove your base or ... or ...

or else!!

Turn attached, you hideous reprobate

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Old September 22, 2001, 05:49   #47
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Hi Mark, saw you'd downloaded. A quick plea for attaching the turn to the thread, email still isn't behaving properly Thanks
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Old September 22, 2001, 06:11   #48
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Yep, that's fine - also sent a mail to both accounts, so you've got the turn coming at you from three sources

Ah well. I have evil cunning plans for that base though I don't expect it to last another turn. That is, if Mis still has her Impact penetrator-type thingy

Ah well. Couple of tree farms go up, couple of hab complexes, along with a couple of satellites. Hopefully I'll be able to properly crank up the research before long....

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Old September 22, 2001, 09:49   #49
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The Misotuite faction is proud to announce that a former Markite base - Evil Dr Mark's Revenge Base or somesuch - has joyously defected to the Misotu cause

And all it cost us was our beautiful, cherished, carefully-nurtured elite empath impact jet, which was forced to make a suicide run :sob!:

Vendetta on you, Provost Mark!

Oh. We already are.



2199 attached
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Old September 22, 2001, 10:53   #50
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Hmmm. Markite officials are rather less pleased than they might be at the antics of the dispicable Misotuites. Of course, we would never dream of harming innocent civilians in the way that your jet did



Ah well. Markite researchers are, needless to say, pleased at the last turn's income. Not only were we able to crank out over 2000 research points, 300 more than each tech costs but our energy facilities yielded 500 energy. What joy

Hmmm. 2199 attached....

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Old September 22, 2001, 15:15   #51
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As Provost Mark is well aware, our beautiful little jet harmed only an evil, malignant, provocative, enemy plasma unit, leaving civilians completely unharmed. A little collateral damage was sustained when troops entered the city. This damage amounted to only one third of the citizens of the newly renamed Reformed Sinner base. A small price to pay for liberty, and casualties were, of course, kept to a minimum.



You really, really don't want to know our lab/economy figures. Trust me

The century draws to a close as 2200 is passed to the Evil Invader.
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Old September 23, 2001, 05:02   #52
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Bah! Spoilsport

Ah well. Considering I don't have any SPs worth mentioning, I don't think it's too bad....

Just waiting for Mis to press the button now....
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Old September 23, 2001, 05:04   #53
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Oh, sh.....ugar. Forgot to attach the file

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Old September 23, 2001, 09:41   #54
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Sorry about the delay - we ran out of food so I had to abandon the keyboard for a bit

We've both got a pretty storming rate going on the labs/energy. You insisted on the numbers, so don't blame me if your migraine comes back ... Misotuite labs this turn were 6350, economy was 946. Cost per tech is just under 3000 labs. These numbers will improve next turn with the construction of a Quantum laboratory in my HQ (without the Vats, I can't use growth to maintain the 2 techs/turn rate, which is what I'd normally do. I very rarely build a quantum lab - your unusual beeline certainly put a spoke in my usual strategy hmmph.)

Like you said, I have a few key SPs helping me along here: the key ones are SuperC and ToE boosting the labs, and the Space Elevator in my HQ boosting economy. Raw energy going into my HQ (SuperC and Space E) is just under 300/turn at the moment, with around 180 energy/turn going into my secondary science city (ToE).

2201 to Provost Mark
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Old September 23, 2001, 10:55   #55
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Well, that's pretty impressive. I had guessed you were at about 2 techs/turn, but hadn't reckoned on the economy surplus as well

In any case, Markite research officials are hopeful of two discoveries this coming turn - and the upcoming switch to Cybernetic will enhance that further.

Darn. Not enough crawlers, not enough trawlers, not enough energy, not enough SPs. Not a good performance.

2201 back....

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Old September 23, 2001, 14:07   #56
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No, your performance has been very good. Your problem is that the strategy I adopted was an extremely good one for this scenario, that's all. I wasn't sure about it when we kicked off, but I'm absolutely convinced now that this is the Mother of All Strategies for this particular set-up

So don't be down, the fault is absolutely not yours. You've kept me well on my toes - and managed to hurt my progress very significantly several times. You were unlucky not to do better, as I'll explain when we finish.

Despite the fact that the game has been even less accommodating than usual on the transcendence beeline (gnash! ) I believe that the final MY in this game will be a distinct improvement on what has gone before.

Um ... 6170 labs, 3011 tech cost, 1509 economy.

I *always* have a strong economy as well as strong labs. I believe it is key, and I work for that. Having said that, if you were to compare my mins with yours you would be surprised by my poverty ...

Turn attached
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Old September 23, 2001, 14:18   #57
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Well - it's been some performance from you, I must admit. The key moment was beating me to the Supercollider by one turn - still, even without it, you would probably have won. Your economy isn't too bad, I suppose, and mine...well, pretty much pales into insignificance.

Ah well. Despite the insignificance of our empire, we are proud to announce ***TWO*** glorious technological breakthroughs for the Markite cause

Didn't do a lot else - chose my new tech and hit turn complete

2202 back...

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Old September 23, 2001, 16:03   #58
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Finally, the game permits me to research the Threshthingy. So I can confidently predict just three turns more to go ...

Yes, beating you to the SuperC by one turn was a stroke of luck. If the strategy were truly any good, there should have been a much wider margin.

I was thinking maybe no more DT games. But perhaps another to refine it.

2203 to Mark
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Old September 23, 2001, 21:38   #59
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Wow, you're doing very well, Mis. It looks like you're going to set a new DT record. I'm impressed and I enjoyed reading this thread.
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Old September 24, 2001, 08:15   #60
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Well, she's not doing too badly, I suppose....

Yeah well. It's quite impressive - however, Markite labs officials rejoice at the fact that they have settled at 2 techs per turn. This provides some comfort, as it means we would certainly have transcended by 2214 or so.

There's always next time, I s'pose...

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