September 4, 2002, 02:46
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#91
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Emperor
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Quote:
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The strategies proposed by all CDC members in office are directly in opposition to the strategies that would gain us "turn advantage".
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I'd rather stay out of this debate, but are you including me in this statement, and if so, why?
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September 4, 2002, 05:24
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#92
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Emperor
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Yes, I'm including you. My disagreements with you are just two nitpickings, though the first one could be a problem if your idea was implimented. The rest of your stance I have no real disagreement with. I'd question the armoured probes, since they're just so expensive (And with Arty broken in SMAC, the only real use for them is as extra garrisons), but you said you didn't want to take away funds from the other areas, so I don't see that as being a problem in the long run.
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positioning military forces near the borders of hostile factions
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Extra (IMO unnecessary) forces besides the base garrisons and the small counter-offensive force I'd expect we'd have (ie. The units we used to prototype new weapons, etc). ==> Turns spent in creation that could be used on facilities ==> Credits spend on upgrading that could be used to hurry.
If we need units on the borders BTW, why not crawlers, perhaps with trance and/or radar and/or armour. The less frills probably the better. They just need to be EWS's, they don't need to fight back. At least if they're crawlers they can pay for themselves eventually.
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I will therefore argue against the institution of ‘Power’ system of values, except in extreme circumstances
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I personally see that it's better to have less well trained troops but much more of them, then a small amount of elite troops. With the projects we should be aiming at and the facilities we'll be building anyway, we really shouldn't need it.
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Veni Vidi Castravi Illegitimos
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September 4, 2002, 12:22
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#93
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King
Local Time: 09:06
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*confused* The Offensive Troops 'en masse?
I only do that with the Drones or Yang.
I'D prefer an smaller Elite Offensive Corp's which will less strain our scare resources?
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Stopped waiting for Duke Nukem
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September 4, 2002, 13:15
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#94
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Local Time: 09:06
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Location: Gent, Belgium
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Main_Brain, GeneralTacticus, are you also against building cheaply trained 1-1-1 clean police forces? Those won't strain our resources and will act as good garrisons. Plus they aren't human wave "cannon meat" soldiers. They would be police forces which can be upgraded to combat troops in emergencies, if we have the money of course...
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Contraria sunt Complementa. -- Niels Bohr
Mods: SMAniaC (SMAC) & Planetfall (Civ4)
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September 4, 2002, 14:09
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#95
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PolyCast Thread Necromancer
Local Time: 07:06
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Quote:
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Originally posted by Maniac
if we have the money of course...
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*Sigh* Dont use this thread to promote your evil capitalistic ways
Just trying to lighten the mood....Because it seems as if this debate is being taken a bit too seriously....
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September 4, 2002, 14:13
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#96
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Local Time: 09:06
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Well this is the Merchant Exchange.
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Just trying to lighten the mood....Because it seems as if this debate is being taken a bit too seriously....
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Yeah I know. My post about police forces is just an attempt to get some on-topic discussion going on again. I for one aren't interested in the crap they are writing. I suggest they send mails or PMs to each other instead.
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Contraria sunt Complementa. -- Niels Bohr
Mods: SMAniaC (SMAC) & Planetfall (Civ4)
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September 4, 2002, 14:16
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#97
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PolyCast Thread Necromancer
Local Time: 07:06
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Join Date: Jul 2002
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Quote:
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Originally posted by Maniac
Well this is the Merchant Exchange.
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*Sigh* It doesnt quite seem like it....
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Yeah I know. My post about police forces is just an attempt to get some on-topic discussion going on again. I for one aren't interested in the crap they are writing. I suggest they send mails or PMs to each other instead.
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I for one completly agree. They should take it 'outside'.
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September 4, 2002, 14:28
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#98
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Prince
Local Time: 07:06
Local Date: November 1, 2010
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Location: Oregon
Posts: 386
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Urgg... Can't... Be... Out-bickered...
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September 4, 2002, 15:23
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#99
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Emperor
Local Time: 04:06
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i think we've all had enough of this
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September 4, 2002, 21:06
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#100
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Emperor
Local Time: 01:06
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Location: Minnesota, USA
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.... I'll buy into that, TKG...
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I'm not conceited, conceit is a fault and I have no faults...
As always, will play after work. I wonder if I'll ever be able to turn that the other way...
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September 5, 2002, 01:18
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#101
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Emperor
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You people aren't the only ones who've had enough of it you know.
Anyway, in response to Main_Brain, yes, more troops would strain mineral resources more, but these extra troops wouldn't be produced until we were at or about to go to war anyway. And with the facilities/SP I expect we'll be building, they'll be close enough to elite anyway. Penalties to Industry cripple us far more than a few extra minerals in support here and there.
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Veni Vidi Castravi Illegitimos
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September 5, 2002, 03:12
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#102
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Emperor
Local Time: 18:06
Local Date: November 1, 2010
Join Date: Dec 2001
Location: of Melbourne, Australia
Posts: 6,851
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Quote:
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Extra (IMO unnecessary) forces besides the base garrisons and the small counter-offensive force I'd expect we'd have (ie. The units we used to prototype new weapons, etc). ==> Turns spent in creation that could be used on facilities ==> Credits spend on upgrading that could be used to hurry.
If we need units on the borders BTW, why not crawlers, perhaps with trance and/or radar and/or armour. The less frills probably the better. They just need to be EWS's, they don't need to fight back. At least if they're crawlers they can pay for themselves eventually.
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If we can see we're going to get into a war anyway, isn't it better to be able to strike as soon as necessary rather than having to wait while we build up our army and move them to the border?
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I personally see that it's better to have less well trained troops but much more of them, then a small amount of elite troops. With the projects we should be aiming at and the facilities we'll be building anyway, we really shouldn't need it.
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I agree that 'Power' tends to not be worth it, however, I don't think it should be ruled out as an option completely.
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Main_Brain, GeneralTacticus, are you also against building cheaply trained 1-1-1 clean police forces? Those won't strain our resources and will act as good garrisons. Plus they aren't human wave "cannon meat" soldiers. They would be police forces which can be upgraded to combat troops in emergencies, if we have the money of course...
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No, I'm not against building them. I find they can be very useful (though they won't be if we use FM).
Last edited by GeneralTacticus; September 5, 2002 at 04:08.
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September 5, 2002, 06:56
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#103
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Emperor
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Quote:
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Originally posted by GeneralTacticus
If we can see we're going to get into a war anyway, isn't it better to be able to strike as soon as necessary rather than having to wait while we build up our army and move them to the border?
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I think you're assuming the day will be carried by land forces. Unless we get into battles very early, it should be Chop 'n' Drop all the way. Movement to the border? Pffft. What movement? Unless we're too spead out...(*Pokes a certain CCCP member*), it's not a problem
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I agree that 'Power' tends to not be worth it, however, I don't think it should be ruled out as an option completely.
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Why not? By the time it comes around, we'll be long past needing morale upgrades from it.
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Veni Vidi Castravi Illegitimos
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September 5, 2002, 07:23
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#104
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Emperor
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Quote:
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I think you're assuming the day will be carried by land forces. Unless we get into battles very early, it should be Chop 'n' Drop all the way. Movement to the border? Pffft. What movement? Unless we're too spead out...(*Pokes a certain CCCP member*), it's not a problem
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Chop'n'Drop, AFAIK, is not viable until we get the Space elevator, by which point the game will probably be decided anyway.
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September 5, 2002, 10:21
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#105
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Emperor
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How is it not viable? You're assuming our troops are far, far away. Not likely with the expansion we should have. Our drop troops would just leapfrog from base to base, 1 turn at a time, until they reach their target. The Choppers would do likewise. What's wrong with that? Hell, if it'll work in MP (cgn-5, myself against zergling.), it can work in SP.
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Veni Vidi Castravi Illegitimos
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September 6, 2002, 02:49
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#106
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Emperor
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I was thinking more along the lines of overseas factions myself.
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September 6, 2002, 03:50
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#107
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Emperor
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If they're on other continents, why even worry? They can't attack us to begin with unless they transport troops by sea, and we won't likely ever need to attack them until we're at the stage of orbital insertions anyway. If we do get into war, the sea bases we'll likely have build after filling up the space in land will give us plenty of space for Chopper refueling.
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Veni Vidi Castravi Illegitimos
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September 27, 2002, 11:34
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#108
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Prince
Local Time: 07:06
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Recycling Tanks will positively impact our economic prospects. I am currently worried that the winning build queue for TBIBTU in particular ignores how important 'tanks in that base will be for our continued rapid development. I wouldn't mind being convinced otherwise, but that would take some clear reasoning indeed!
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September 27, 2002, 11:38
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#109
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Local Time: 09:06
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Formers will give us more extra resources than Rec Tanks. I'd like to be convinced otherwise. Until then, I won't support building Rec Tanks anywhere but in our secret project bases.
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Mods: SMAniaC (SMAC) & Planetfall (Civ4)
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September 27, 2002, 13:02
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#110
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Prince
Local Time: 07:06
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Recycling Tanks add a "constant boost" to a base's production. Are you saying that is only important in a base which will develop only (for instance) mineral resources for the production of an SP? With Soil Enrichers and Condensers a ways off, and with some need to start using talents as soon as possible, that "workerless" production is pretty darn meaningful in general, I'd say.
Further, am I ignorant here or don't they also help efficiency?
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September 27, 2002, 13:11
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#111
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Local Time: 09:06
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They don't help efficiency. Formers can build forests instead of rec tanks. Those boosts are just as constant unless mind worms would come and destroy them. These also provide a mineral and energy bonus over the "regular" rolling&moist tile. So if I have to make a choice between the two...
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Contraria sunt Complementa. -- Niels Bohr
Mods: SMAniaC (SMAC) & Planetfall (Civ4)
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September 27, 2002, 14:14
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#112
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Prince
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But we don't commit workers to rec tanks. I still really feel it is worth it to build them at every base.
Thanks for the correction on efficiency.
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September 27, 2002, 15:33
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#113
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Emperor
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what would you rather commit workers to? mines/condensors can be crawled, so the only thing left to work is boreholes and forests (unless we have a farm tile or two)
rec tanks are good to have, but not before formers.
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September 27, 2002, 15:39
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#114
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Prince
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Quote:
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Originally posted by TKG
what would you rather commit workers to?
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rec tanks are good to have, but not before formers.
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I'd rather allocate that population to talents as soon as it becomes practical. I'm even all for having 1.5 formers per base before building the 'tanks, but I believe we are just about there at TBIBTU anyway. We want every boost we can manage coming on line in optimum order, absolutely.
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September 27, 2002, 15:54
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#115
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Emperor
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i don't think that'll be necessary. size 4 bases with go GA if we get the HGP (i think) but right now, we need to commit all our workers to, uh working
later once we're in free market ( 20% psych will make more than enough talents to get our bases in GA even with the -5 police.
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September 27, 2002, 16:02
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#116
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Prince
Local Time: 07:06
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With base facilities such as the 'tanks, Children's Creches and (later) Hybrid Forests, etc. we can avoid having to go FM, maybe even still bag a few golden ages. Never neglecting basic population growth and security, of course.
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September 27, 2002, 16:07
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#117
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Emperor
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Quote:
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Originally posted by lucky22
we can avoid having to go FM, maybe even still bag a few golden ages
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having to go FM? no no, fm is great for research, especially with the facilities you mentioned. then adding GA's make it even better because you can pop boom without having to switch to planned and the inefficiency that it entails.
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September 27, 2002, 23:28
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#118
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Queen
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one thing i don't get is why a planned economy is inefficient in compirison to a Free Market? shouldn't be vice versa? I consider Free Market inefficient from what i see in the real world.
-Mellian
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September 27, 2002, 23:36
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#119
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Emperor
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Quote:
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one thing i don't get is why a planned economy is inefficient in compirison to a Free Market? shouldn't be vice versa? I consider Free Market inefficient from what i see in the real world.
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Planned is inefficient because it seems to have been based on the old Soviet model, and we all know their reputation for efficiency.
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September 27, 2002, 23:52
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#120
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Queen
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It was their Totalitarian form of government that was causing the inefficiency, not the planned economy. darn those firaxians :doitnow:
-Mellian
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