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Old November 12, 2001, 18:52   #91
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2130 to Flubber.

Flubber, thanks for the heads-up on the Consciousness. I will keep an eye out for them.

Tau, Secrets on the way. Good luck with your worms.
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Old November 12, 2001, 19:39   #92
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2131 on to tau

I get SFF next turn -- heres hoping for airpower as the next choice

One way or another, could one of you offer me planetary networks next turn. If air power does not come up, thats what I will take and then switch again immediately-- If D:AP does come up then I still want Plan Net for the probes -- I want to send out immediate probeships.

The chopper may have to rest for a turn or two but then I will try to get a longer look at Consciousness territory.
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Old November 13, 2001, 07:15   #93
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2131 to Qantaga, PN to Flubber.
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Old November 13, 2001, 10:11   #94
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Fingers crossed on D:AP showing up.
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Old November 13, 2001, 12:45   #95
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2132 to Tau

Air power came up as a choice but I decided to go for optical computers instead . Seriously though, I am now scheduled for air power in 16 turns (I am the current tech leader of us three ). I should be able to get that down to about 10 through base growth and 3 new bases. I will be very happy to get eco eng and then, with luck, enviro eng. All restrictions gone should mean a relative tech rate boom for us all.
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Old November 13, 2001, 20:47   #96
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My boss informed me this afternoon that I am off on a hectic business trip for the next three days. I will have several flights and some long days, so my turns will be rather slow until the weekend. Sorry for any delays.
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Old November 14, 2001, 10:46   #97
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No problem, Qantaga. Play 2132 when you find the time...
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Old November 16, 2001, 10:18   #98
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Qantaga got the turn to me (from the airport) so next turn 2133? to tau

------------------------------------------------------------------------------
Oh and I want eco engineering the second you get it please (want to get full value for my mines)

Other than that I founded a base and am now due Airpower in 14 years. Two more bases get founded in 2 years so I am hopeful to get that down futher. I plan to stop bases for a while and start an SP and prepare to boom with creches and rec commons (probably won't go Planned until airpower is in the bag)
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Old November 18, 2001, 11:16   #99
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Hey Flubber, you sent me 2132 again. Could you resend, please? Sorry about the delay.
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Old November 18, 2001, 18:58   #100
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2133 to Tau

You will get a reload message as I could not find the outbound turn so I replayed from my last incoming one

My chopper continues scouting missions and I hope to have my first probeship in the water soon.
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Old November 18, 2001, 20:47   #101
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2133 to Qantaga.
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Old November 19, 2001, 00:38   #102
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2133 to Flubber.

I'll have EcoEngineering next turn. I'll send it to both of you.
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Old November 19, 2001, 01:26   #103
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2134 to tau

Thanks Q -- I have intensified my mining in anticipation--
Oh and D:AP now due in 12 turns (with two new bases to be founded on my turn)
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Old November 19, 2001, 15:37   #104
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Old November 19, 2001, 15:49   #105
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EcoEngineering to you both.
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Old November 19, 2001, 16:13   #106
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2135 to Tau

Yay-- D:AP in 10 and enviro economics in 3 (if the tech gods allow)
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Old November 19, 2001, 19:11   #107
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Well, they did not smile on me this turn. Flubber, could you send Applied Physics so I can try again?

2135 to Qantaga.
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Old November 19, 2001, 19:44   #108
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Sure I will send applied physics on the turn
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Old November 19, 2001, 20:14   #109
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Old November 19, 2001, 21:16   #110
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Old November 20, 2001, 06:10   #111
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2136 to Qantaga. EnvEco next turn.
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Old November 20, 2001, 12:34   #112
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Great news on EnvEcon, Tau.
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Old November 20, 2001, 13:43   #113
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Congrats on the tech-- Energy restrictions gone in 2138 !!!!!


AS for D:AP , you will note that I have ramped my science up to 80% and we will have planes in 5 turns (maybe less with restrictions lifted.) I also have my first probeship in the water and will head west. Two more will be produced within 5 turns.

Now, what are our beelines and plans? I look forward to your ideas on where we go from here. I am also thinking about building infrastructure for a demo/planned creche pop boom soon. I have one more base to place (CP enroute) and then I am done with horizontal expansion.


Once I have boomed, I could return to FM but I could also see the possibilities in abandoning research and using Fundy/Planned to just build a bunch of high-morale units and be the "stick"of the alliance-- ie have a lot of planes-- some in your bases-- with no worries about pacifist drones). In that vein I am thinking that I would like neural grafting and MMI to be our next targets. Would anyone disagree that I should build the CBA and Cyborg factory or do one of you want to take those?

I believe we are in range of our initial goals and it is time to think about what our next moves should be. Infiltration on the AI is a key part of this. Other than that, any ideas at this stage? let me know what you think since communication is likely the key to really stuffing the AI.
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Old November 20, 2001, 18:53   #114
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2137 to Qantaga. EnvEco sent to both of you.

I suppose we will have to defeat them militarily, so turning the Drones into the military wing of the alliance sounds OK.

I took Neural Grafting now - should we leapfrog to MMI, then go for Fusion?
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Old November 20, 2001, 19:13   #115
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Tau

thats my thought MMI and fusion and then start thinking about one of you -- likely you with the Morganites, getting the TOE and SC in some sort of super science centre. I would concentrate on military wonders/ facilities and would likely use a lot of specialists so I could have some energy generation despite poor efficiency. I

A military victory? . . . well diplomatic seems impossible without fighting them to reduce their size and I was never much for economic victories so I see transcendance and conquest as the possibilities-- But even going transcendence I could see value in each of us specializing somewhat-- using our attributes--

qantaga-- any thoughts??
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Old November 20, 2001, 19:58   #116
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2137 to Flubber.

I am in agreement on our general direction. My first inclination was to begin the Fusion run, but Flubber makes a good point. The quicker we can get to MMI, and the Cloubase Academy and Cyborg Factory that come with it, the better.

I have also chosen Neural Grafting based on Tau's good suggestion for us to leapfrog to MMI. I should get it a few turns ahead of Tau and will send it over. Hopefully, once Flubber sends Air Power, Tau will have MMI opened up.

Last edited by Qantaga; November 20, 2001 at 20:39.
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Old November 20, 2001, 20:27   #117
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4 turns to airpower

Good thoughts all. I will prep for crash building of the CBA and CF. At the same time I will probably start building a couple of planes so we can get some better aerial scouting-- I fear the AI could show up at any time.
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Old November 21, 2001, 12:49   #118
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Old November 21, 2001, 14:40   #119
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Here's a question for you both. I almost hate to show my SMACX ignorance in public, but I am wondering, given our very arid lands, is it worthwhile to plant a forest before dropping a base?

I have a base square being prepped with a sensor array. A Colony Pod will arrive there in a couple of turns. It is a very arid square and I know that I could build a forest and drop the base on the forested square. However, will that improve the base's resources or does the base just calculate the resources based on the arid starting square? Is it worth the extra 5 turns (actually 3 because I have a second former that can help soon) to build the forest or should I just go ahead and drop the base?

Thanks.
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Old November 21, 2001, 15:00   #120
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Altering a base square makes no difference--arid is the same as rainy is the same as forest -- I have seen no difference in this ( this is different from CIV2 IIRC where the base square could make a lot of difference)-- -- so I generally choose arid squares or the worst available square for my base so the worked tiles can take advantage of the good terrain. I have never seen anything additional for being on a forest .

Exceptions

Specials add to the base square resources
Rivers add to the base square energy (I plunk bases on rivers when I can)
Landmarks (like jungal ) add benefits


Now if the entire area is arid, there is a benefit to putting that forest in the square you plan to work of course but there is no benefit to terraforming the base square itself-- other than a sensor as you are doing
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