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Old January 31, 2003, 14:33   #1
Cedayon
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Akiria - Term VI
Note: this post is adapted from Drogue's Akiria thread from the previous term, many thanks to him for all the hard work Please give any input you wish, particularly on the priorities proposing, and on the descriptions of the bases. I'm open to suggestions on just about all of it, and I'll certainly listen to the people if they're concerned about some part of my plans.

Akiria
Please return often, will be updated after each turnchat.



Priorities for Akiria, Term VI


1) Facility building priorities
a) If the base has drones and no rec commons, build a rec commons.
b) Children's Creche
c) If it can finish a tree farm in 10 turns or less, Tree Farm.
d) If the base is doing well resource wise, Network node. If not, Recyclying tanks.
e) The one not built from d.
f) Tree farm, if not yet built
g) Either energy bank if more ECs are needed or Reseach Hospital if more labs/psych is needed.
h) Hybrid Forest!
i) Fusion lab.

At any point after tree farm, if the population has reached the no-hab-complex limit and still has large potential for growth, I will probably insert a hab complex into the queue.

2) Unit building priorities
a) 1 defensive unit, something with trance preferably, but even a scout patrol will do.
b) If the surrounding area really needs terraforming
A former, possibly two if really needed
Else
A crawler, possibly two if there are some really nice squares to crawl
c) Some (1-3) of either formers or crawlers, whatever is needed.
d) Another defensive unit, if the people deem it necessary (this could possibly come earlier, depending on the situation)
e) If probe teams are needed:
An infantry or foil chassis probe team. Why? That's on a need-to-know basis, citizen
Or, if military units are needed more:
Some military unit, most likely determined by the DPO or the people.
f) More crawlers, possibly more formers if replacements are needed from attrition or donation to other regions.
g) More crawlers!
h) Once terraforming and crawling has reached a good level, shift more to probe/military production, if it is needed, or facility production if unit demand is low.

I'll also do my best to accomodate any requests from Directors regarding unit production.

3) Terraforming priorities
For land:
a) If the square is rainy and/or has a nutrient bonus, farm it and poll for condensor (and crawl for nuts).
b) If the square is rocky I'll poll to see if the people want a mine (and road) there for mineral crawling.
c) Just about any other square: Forest!
d) If the defensive situation calls for it: sensors and/or bunkers in key squares.
For sea:
a) If minerals are really really needed from the sea square, a mining platform and kelp farm, else a kelp farm and tidal harness.

4) Worker priorities
a) If not at current pop.max
Enough nuts to get at least +2
Else
Enough nuts to get at least 0
b) Some reasonable amount of minerals, 10 or so.
c) Energy, energy, energy!
d) Mineral production will most likely go up with energy (forest squares), if ED mineral limit is approaching, work non-mineral sea squares or switch workers into specialist roles:
1) if there are any drones, psych specialists should have been made before, unless it would have caused starvation (it's ok to run negative nuts so long as a pop unit wouldn't be lost, though, since the drone problem will be dealt with soon). In any case, make psych specialists if there are drones, or if the doctors would trigger a Golden Age.
2) Labs specialists, unless ECs are desperately needed in which case make econ specialists.

5) Base-specific priorities
-Make New Tassagrad and Aurora into world renowned bases for beauty, style, happiness and productivity.

-Get Espirito del Aqua's infrastructure up and running quickly, and focus on getting much energy for the faction, with trawlers if the need is felt.

- Get Twin Peaks and Cyclops: formed, crawling, and getting population rises. Make them into successful bases. (This is already pretty far along now)


Aurora


Aurora is the Capital of Akiria, and home to the small-but-influential Save The Environment Party. It is a vibrant base, with many sandy beaches, and an exciting nightlife. Aurora is the base of culture, with many fine theatres, art galleries, restaurants, and is home to the Peacekeepers first Morganlink 3D vision interactive cinema, a new invention whereby you can become a character in the film itself.

Aurora is also the base for exploration of ‘the fungal sea’, and includes the foremost ecological scientists, who are researching the eminent psychic abilities of native life, and the connection with the fungus.

Aurora appeals to many people: scientists and explorers for ‘the fungal sea’; culture lovers and party-goers for the nightlife; and farmers and agriculture specialists for the abundance of natural nutrients, and it’s rich soil, irrigated by the freshwater sea. It is the ‘Crown Jewels’ of Akiria: Beautiful, productive, and vibrant.

Major: Hercules
Population: 5: 2 talents, 3 citizens, no drones.
Facilities: Rec Commons, Children's Creche, Network Node, Tree Farm

Producing:
15 Nutrients (0 from crawlers) +5
19 Minerals (8 from crawlers) +15
14 Energy (0 from crawlers) +12

Ecological Damage: 0
Growth in: 4 turns.
Currently Building: Research Hospital (7 years, I'll request a rush though)

Base-specific goals
a) condensor farm the nut. bonus square at 18,108, crawl for nuts. (subject to poll)
(note: forest will be replaced, move the worker to another forest square once the crawler is there)
b) road+mine the rocky square at 20,110 and crawl for minerals (subject to poll)
c) forest any other square that hasn't been forested. (Completed!)
d) kelp farm+tidal harness the sea squares, if a sea former can be lured into the area. (Sea Former complete!)

15 Year Prediction
(I'll be honest: I'm not planning on doing one, just leaving the entry because Drogue had them.)

New Tassagrad


New Tassagrad is a progressive base beside the sea. The Major of New Tassagrad has been working hard on his ‘base rejuvenation plan’, which includes the building of many new facilities. It is becoming an increasingly popular destination as a weekend get-away for New Apolyton and UN Pizza Delivery executives, and has many fine hotels and secluded beaches. The River Eight runs along the outskirts of the base, and the mountains around the river are becoming popular with hikers, wanting to get away from the hustle and bustle of the base.

Major: Kirov
Population: 10: 5 talents, 5 citizens, no drones.
Facilities: Recycling Tanks, Children's Creche, Network Node, Rec Commons, Tree Farm, Research Hospital, Hab Complex.

Producing:
35 Nutrients (11 from crawlers) +15
24 Minerals (4 from crawlers) +21
38 Energy (0 from crawlers) +31

Ecological Damage: 0
Growth in: 3 years.
Currently Building: The Xenoempathy Dome (13 years till completion, may be rushed towards the end)

Base-specific goals
a) road+mine the rocky square at 14,110 and crawl for minerals (Completed!)
b) condensor the already farmed river square at 12,110 to increase nut output in that square and in the adjacent farmed river square at 13,109. Crawl the condensor square for nuts, work (probably) the adjacent square. (voted down)
c) farm rainy (adjacent to current condensor) square at 12,104 for possible crawling or even a condensor (forest overgrew it, plan abandoned).
d) farm rainy (adjacent to current condensor) square at 12,106 if nuts are needed. (forest overgrew it, plan abandoned
e) kelp farm+tidal harness the sea squares, if a sea former can be lured into the area or, possibly, built in NT. (formers working away)
f) hab complex once NT reaches 9 population, if the people want one. (Completed!)

15 Year Prediction
(I'll be honest: I'm not planning on doing one, just leaving the entry because Drogue had them.)

Twin Peaks


Twin Peaks is a quiet seaside base, for those that wish to get away for some quality alone-time. To the South it has the most beautiful natural scenery, in our great nation, unspoilt by neither man nor fungus. The coastline, though rocky in places, hides many undiscovered sandy beaches. Being a frontier base, much of the accommodation is in basic log cabins, although this adds to the atmosphere of the place.

Twin Peaks is popular with writers and artists, who wish to get away from the culture of Aurora and have peace and quiet to explore their imagination. One of Akiria’s favourite poets, William Lettersvalue, is finishing his new anthology here, entitled ‘The Light and Shade of Chiron’; and Ansel Eves has been commissioned to do a series of photographs about Aurora and Twin Peaks, entitled ‘Between Cinema and a Hard Place’.

Population: 7: 3 talents, 2 citizens (both empaths), 2 drones.
Facilities: Recycling Tanks, Children's Creche, Tree Farm.

Producing:
28 Nutrients (6 from crawlers) +14
9 Minerals (0 from crawlers) +9
12 Energy (0 from crawlers) +9

Ecological Damage: 0
Growth in: 4 Years.
Currently Building: Network Node (4 years till completion, may be rushed, and will solve drone problems).

Base-specific goals
a) condensor farm the nut. bonus square at 22,116 (just outside of base radius) and crawl for nuts.
b) condensor the pre existing farm square at 21,109 for nut crawling from either Aurora or Twin Peaks
c) finish construction of farm at 22,112 (completed!)
d) lots and lots of forest (completed!)

15 Year Prediction
(I'll be honest: I'm not planning on doing one, just leaving the entry because Drogue had them.)

Cyclops


Cyclops is a mountainous frontier base. It was founded near an ancient monolith, and many of the U.N. Peacekeepers best archaeologists are at Cyclops to excavate and study this ancient society. Although Cyclops is not a very fertile settlement, plans for a condenser have been drawn up, and this will make it much more inhabitable. There are also an abundance of sea nutrients nearby, although fungus will have to be removed first, so utilising the extra resources is still in the preliminary planning stage.

Population: 5: 3 talents, 2 citizens (1 empath), 1 drone.
Facilities: Recycling Tanks, Children's Creche, Tree Farm.

Producing:
16 Nutrients (0 from crawlers) +6
12 Minerals (4 from crawlers) +11
13 Energy (0 from crawlers) +9

Ecological Damage: 0 .
Growth in: 6 Years.
Currently Building: Network Node (3 years to completion, may be rushed, will solve drone problems).

Base-specific goals
a) lots of forest (almost done)
b) crawl the mine at 9,115 for minerals (done)
c) once enough forest is up to keep the workers busy, replace the solars at the solar+farm square of 8,114 with a condensor, to be crawled for nuts (voted down)

15 Year Prediction
(I'll be honest: I'm not planning on doing one, just leaving the entry because Drogue had them.)

Espirito del Aqua


Espirito del Aqua is a newly built base in the southern Freshwater Sea. It provides an alternative to the recently usurped from Akirian control re-allocated UNMI for citizens looking for a party on the water.
Population: 6: 1 talent, 4 citizens (3 empaths), 1 drone.
Facilities: Pressure Dome.

Producing:
16 Nutrients (0 from crawlers) +4
4 Minerals (0 from crawlers) +3
7 Energy (0 from crawlers) +6

Ecological Damage: 0
Growth in: 10 years.
Currently Building: Children's Creche (14 years till completion, will probably be rushed next year)

Base-specific goals
a) kelp farm+tidal harness most of the squares.
b) kelp farm+mining platform some of the squares, to provide a decent industrial capacity.

15 Year Prediction
(I'll be honest: I'm not planning on doing one, just leaving the entry because Drogue had them.)


If you wish to live in Akiria, please state which base you would like to move too, and I will add you to that base.


Current Inhabitants:

Aurora:
Drogue: Founder and former governor of Akiria, currently on semi-hiatus.
Hercules: Major of Aurora and DPO.
Cedayon: Governor of Akiria

New Tassagrad:
Kirov: Major of New Tassagrad

Twin Peaks:

Cyclops:

Espirito del Aqua:

Last edited by Cedayon; February 17, 2003 at 02:49.
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Old January 31, 2003, 14:34   #2
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He was watching the sunset from his temporary dwelling in New Suez when the NodePhone began beeping.

"Yes?", he inquired after opening the channel.

"Mr. Aruil, you won. You have been elected Governor of the Akiria region."

"Excellent. Thank you, Gabe. I'll be ready to move in the morning."

"Understood. Congratulations, sir.", a moment later the channel closed.

"So it begins," he thought aloud, "I hope they don't ask for a speech."
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Old January 31, 2003, 14:36   #3
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*ooc*

Well, here it is, the new thread I hope it's to everyone's liking so far. Any input or suggestions, especially from Drogue and the base majors, would be greatly appreciated.

edit - If you could top this thread, GT, I'd like that very much
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Old January 31, 2003, 15:39   #4
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Quote:
Originally posted by Cedayon
"So it begins," he thought aloud
you sound like you have an evil plan
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Old January 31, 2003, 15:50   #5
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Quote:
Originally posted by TKG
you sound like you have an evil plan
I really must stop telegraphing my evil intentions err, I mean, I'm sure it's just my character's contemplative mood that led you to that entirely erroneous conclusion

Besides, TKG, I hear you're the expert on evil plans around here... or is that Lemmy?
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Old January 31, 2003, 15:57   #6
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i'm the expert on evil, immoral research involving 2 headed cows and 's and monopolistic beverage sales, but general evil is definately lemmy's department
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Old January 31, 2003, 16:17   #7
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Ah. So tell me, do these 's make good garrisons or shock troops?
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Old January 31, 2003, 16:23   #8
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only when they breathe fire
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Old January 31, 2003, 17:35   #9
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Nitpick from the inventor of the base name : It's Espirito del Aqua.

Btw, please dont forget the turnchat is only 24 hours away and we need Akirian orders! I know it's annoying the elections have just passed, but that's the problem when a Saturday happens to be the first of the month.
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Old January 31, 2003, 17:44   #10
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I copied the spelling from TKG's post in the orders thread

And I know the orders are needed, still waiting to hear from Drogue about something before I do the final ones.
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Old January 31, 2003, 17:50   #11
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Quote:
Originally posted by Cedayon
I copied the spelling from TKG's post in the orders thread
Yes I noticed that too. He seems to have something with misspelling about all the names I propose.
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Old January 31, 2003, 19:51   #12
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Quote:
edit - If you could top this thread, GT, I'd like that very much
Done.
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Old January 31, 2003, 19:54   #13
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Thank you, GT

Guess I'll whip up those orders now...

let's see, what's this button do? ... *transmission interrupted*
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Old January 31, 2003, 20:54   #14
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Quote:
Originally posted by Maniac


Yes I noticed that too. He seems to have something with misspelling about all the names I propose.

it's not my fault! they're all in some foreign language!

besides, it's just that and Jeninica Jedinica!
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Old January 31, 2003, 21:38   #15
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Preliminary Orders for Akiria, 2235-

Requests to the DIA
A rush in each base, here's the list by priority (details at bottom):
44ec's in NT
12ec's in Twin Peaks
22ec's in Aurora
38ec's in Cyclops

If, during play, a good oppurtunity for a rush comes up, please consider doing it

note: all rush costs are the bare minimum (that I could find) that would cause completion in 1 turn (no mineral overflow to next turn), sometimes having to be combined with some of the worker switch orders found below.

General Orders for the Commssioner
1) If, for any reason, an Akirian base should begin generating any ED at all, cut mineral production until the ED goes away. Start by un-convoying mineral crawlers, then start moving/pulling workers if necessary. Please use your discretion in worker fiddling, so as to not overly damage nutrient or energy production.

2) Please check, before ending each turn, whether the next turn will bring a drone riot for any Akirian base. If so, please take preventative steps. I'll understand if time constraints make this touch-and-go, but please do your best to prevent drone riots.

Build Queues

Aurora (queue changed)
Tree Farm
Recycling Tanks
Network Node
Supply Crawler
Recreation Commons

New Tassagrad (queue changed)
Recreation Commons
Supply Crawler
Supply Crawler
Sea Former
Research Hospital

Twin Peaks (no change)
Children’s Crèche
Recycling Tanks
Supply Crawler
Tree Farm
Network Node
Supply Crawler
Recreation Commons.

Cyclops (queue changed)
Supply Crawler
Children's Creche
Supply Crawler
Network Node
Tree Farm
Supply Crawler

Espirito del Aqua, when built
Garrison unit (your discretion)
Sea Former
Children’s Crèche
Recycling Tanks
Trawler
Network Node
Recreation Commons

Crawlers

Aurora Crawler #3 (in Aurora), to be built
- Move to 21,109
- Convoy nuts (displace worker to an unworked forest square)

New Tassagrad Crawler #4 (in NT), to be built
- Move to 13,109
- Convoy nuts (displace worker to an unworked forest square)

New Tassagrad Crawler #5 (in NT), to be built
- Move to 14,108
- Convoy minerals (displace worker to an unworked forest square)

Twin Peaks Crawler #2 (in TP), to be built
- Move to 23,113
- Convoy minerals (displace worker to an unworked forest square)

Cyclops Crawler #1 (in Cyclops), to be built
- Move to 9,115
- Convoy minerals

Cyclops Crawler #2 (in Cyclops), to be built
- Move to 10,116
- Convoy minerals (displace worker to an unworked forest square)

All other Crawlers to be left unchanged.

Formers

Dues Ex Machina Former (11,113) NNE of Cyclops, no orders
- Build Farm
- Move to (10,112) (NW,into fungus)
- Remove fungus
- Build road
- Build mine

New Apolyton Former (11,113) NNE of Cyclops, no orders
- Build Farm
- Move to (10,112) (NW,into fungus)
- Remove fungus
- Build road
- Build mine

Aurora Former (9,115) N of Cyclops, no orders
- Move to (8,116) (SW)
- Plant Forest
- Move to (10,114) (NE, NE, should still have time start the forest)
- Plant Forest
- Move to (7,117) (SW,SW,SW, should take 1 turn)
- Build road
- Plant Forest
- Move to (7,119) (S)
- Build road
- Build Farm

(IF the ZG Former next to cyclops is under my jurisdiction, do these things)
Zanarkand Gate Former (10,116) NE of Cyclops, no orders
- Move to (8,116) (W)
- Plant Forest
- Move to (10,114) (NE, NE, should still have time start the forest)
- Plant Forest
- Move to (7,117) (SW,SW,SW, should take 1 turn)
- Build road
- Plant Forest
- Move to (7,119) (S)
- Build road
- Build Farm

New Tassagrad Former (8,116) NW of Cyclops, planting forest
- Finish planting forest
- Move to (10,114) (NE, NE, should still have time start the forest)
- Plant Forest
- Move to (7,117) (SW,SW,SW, should take 1 turn)
- Build road
- Plant Forest
- Move to (7,119) (S)
- Build road
- Build Farm

Cyclops Former (8,116) NW of Cyclops, planting forest
- Finish planting forest
- Move to (10,114) (NE, NE, should still have time start the forest)
- Plant Forest
- Move to (7,117) (SW,SW,SW, should take 1 turn)
- Build road
- Plant Forest
- Move to (7,119) (S)
- Build road
- Build Farm

Aurora Former (24,112) SE of Twin Peaks, no orders (already moved)
- Build road
- Plant Forest
- Move to (25,113) (SE)
- Build road
- Plant Forest

Aurora Former (22,112) SW of Twin Peaks, no orders (already moved)
- Build Farm
- Move to (22,110) (N)
- Build road
- Plant Forest
- Move to (24,110) (E)
- Build road
- Plant Forest

Aurora Former (22,112) SW of Twin Peaks, building farm
- Finish Farm
- Move to (22,110) (N)
- Build road
- Plant Forest
- Move to (24,110) (E)
- Build road
- Plant Forest

Tacticus Academy Former (23,107) N of Twin Peaks, removing fungus
- Finish removing fungus
- Build road
- Move to (23,109) (S)
- Remove fungus
- Build road
- Move to (23,111) (S, to Twin Peaks base square)
- Rehome to Twin Peaks.
- Move to (23,109) (N)
- Plant Forest

Espirito del aqua Former, when finished
- Move to an adjacent square
- Plant Kelp Farm
- Build Tidal Harness


Workers

Twin Peaks Worker (21,109), working the farm square that should be Aurora's
- Switch a forest square

Next Twin Peaks Worker
- Cultivate a forest square

Aurora Worker (20,106), working the square immediately NE of the base
- Switch to the farm square at 21,109

Next Aurora Worker
- Cultivate a forest square

New Tassagrad Worker (14,108), working the square immediately SE of the base
- Switch to (15,109), the forested river square

New Tassagrad Worker (14,106), currently getting 2 nuts
- When the tree farm is completed, Switch to a forest square

New Tassagrad Worker (12,104), currently getting 2 nuts and a min
- When the tree farm is completed, Switch to a forest square

Next New Tassagrad Worker
- Cultivate a forest square

Cyclops Worker (7,119), SW, SW of the base
- Switch to a forest square, (10,116) is the only one

Next Cyclops Worker
- Cultivate a forest square if one is available, otherwise work the best available square


Rushes

- Children’s Crèche in Aurora in 1 turn for 22ec (needs to be ratified by TKG)
- Tree Farm in New Tassagrad in 1 turn for 44ec (needs to be ratified by TKG)
- Children's Creche in Twin Peaks in 1 turn for 12ec (needs to be ratified by TKG)
- Recycling Tanks in Cyclops in 1 turn for 38ec (needs to be ratified by TKG)

Gotta go, will be back to check in about 2 hours.

Last edited by Cedayon; February 1, 2003 at 12:49.
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Old January 31, 2003, 22:59   #16
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Ok things have changed. I asked for volunteers ( bases) to include proto-type AAA units and/or needlejets
and interceptors into the build Q. I would like your region to volunteer something.
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Old February 1, 2003, 01:49   #17
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I'd be happy to have New Tassagrad construct the prototype aircraft; however, isn't New Apolyton already scheduled to do so? Should we not wait until we have a working prototype (and can thus avoid the prototype cost penalty) before producing more?
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Old February 1, 2003, 01:53   #18
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Yes, NA is scheduled to build it (as I've told him several times), and the unit will be Veteran when complete, as we're build an Aerospace Complex there first.
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Old February 1, 2003, 01:59   #19
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So do I need to stick a military unit in one of my build queues, or not?
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Old February 1, 2003, 02:06   #20
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If you want to, go ahead, but your region doesn'tr eally need any defence against the Hive, and you need other things more ugrently. Leave it to bases with more production capacity.
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Old February 1, 2003, 02:17   #21
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Yes, there are other priorities, just checking if there's a need.
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Old February 2, 2003, 20:48   #22
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Top post updated to reflect new save ('42). As noted in that post, the base data is what it is under FM 40/20/40, since that's what we'll be under when things start up again.

A summary of what happened in Akiria during the turnchat:

-Aurora grew, and rioted. The situation was quickly brought under control, and the empath currently there is no longer needed.

-Twin Peaks was about to riot (ie about to grow), and the actions taken to prevent this led to a slowdown growth-wise. It's still at 6, though, which is 4 points up from '35.

-New Tassagrad experienced a crop failure, and is still feeling the effects. The situation was stabilized (0 nut balance), and hopefully a hab complex can be considered when the farms recover.

-The Alien Artifact found south of Twin Peaks was brought back to New Tassagrad and linked into the network node there. Centauri Empathy Meditation was discovered. This gave us Empaths and the ability to construct the Xenoempathy Dome. I'm seriously considering devoting New Tassagrad to that task.

edited to correct tech name

Last edited by Cedayon; February 3, 2003 at 02:40.
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Old February 3, 2003, 02:18   #23
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Just a correction: We got Centauri Meditation out of the AA. We obtained Centauri Empathy ages ago.
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Old February 3, 2003, 02:42   #24
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Heh, every time I think "oh, I don't need to check...". Thanks for letting me know.

Ah well, it's not as if there aren't enough "Centauri (something)" techs to mix up... how long til we get "Centauri Kitchen Sinks", anyway?
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Old February 3, 2003, 02:50   #25
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We've had them since planetfall, I believe; where else would we do the washing up, considering the shortage of dishwashers?
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Old February 3, 2003, 10:19   #26
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Wow, it seems to me that everything has changed since my last visit... For first, welcome in Akiria, Cedayon! I will be missing Drogue, but everyone should have a chance to play... So, Governor Cedayon, what will change after your election? Is there something me and Herc should have know? Please, just don't tax Rec Commons and everything else will be fine...
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Old February 3, 2003, 17:00   #27
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Thanks for dropping by, Kirov

As for changes, well... not much will change, in terms of policy, although my build priorities are probably at least slightly different.

Quote:
Is there something me and Herc should have know?
That you should come by more often, this thread is turning into a monologue Also, please let me know what you want done in your respective bases if you have the time.

Quote:
just don't tax Rec Commons
how do they catch on to my evil plans so quickly!? , err, I meant to say that of course the Rec Commons will remain as they were, and in fact there are now more of them (like the one in your base)
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Old February 4, 2003, 20:54   #28
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(removed copy of orders, since they're in the Orders thread and I didn't want to keep updating two)

Orders can be found here:

http://www.apolyton.net/forums/showt...79#post1694979

Last edited by Cedayon; February 7, 2003 at 10:16.
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Old February 4, 2003, 21:05   #29
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There's the preliminary orders I just put together. A few things I wanted to mention:

My two polls on terraforming achieved new record lows for votership, so here's what I'm going to do:

1) I'll put orders for condensors, mines, and/or mirrors (though I don't have plans for mirrors) in the prelim orders without polling them. It's up to you folks to see if there's one you don't like. If there are any contested orders I'll try to poll them if there's time (ie 2+ days until the turnchat), or try to resolve it in discussion if it's too close to the turnchat for a poll. In the event that the people (ie a majority of those caring) are against the order, I'll revoke it. I'll also take a major's opinion very seriously, particularly if the issue affects that major's base.

2) No Boreholes. I won't even ask, despite their usefulness, because it wouldn't be appropriate for Akiria.

Unrelated to terraforming: I'm going to do the build orders without polling them, even for stuff like Hab Complexes (don't worry, no punishment thingys or stuff like that). Same deal as above if there's a dispute.

Let me know what you all think, please
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Old February 7, 2003, 09:47   #30
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OK, if you won't mind, I have some proposals for New Tassagrad:

- resign from building Sea crawler. Once crop failure ends, base will be no longer in need of nuts, and trawling is too hasty at this stage. This base requires improvements for herself at the moment, let her produce for the whole faction after she finishes improving 'herself'.

- start building res Hospital and rushbuild it in case of drone rot. It will be beneficial for the base and the whole faction at the same time.

- add Hab Complex to queue. Only after crop failure, surplus of nuts will be large and fast growth is expected.

- either build new former or get the only former this base have back. There is much to improve within base radius.

- disband scout patrol stationing in the band. It only eats support and there is already a trance garrison there.

- consider building some SP there. For the glory of New Tassagrad!
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