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Old February 3, 2003, 06:46   #1
GeneralTacticus
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Orders for turnchat 8/2/2003, 2200 GMT
Everything the same as the last chat: apolyton server, etc.
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Old February 4, 2003, 04:08   #2
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PRELIMINARY ORDERS AS OF MY 2242:

Build Queue Orders:
New Apolyton:
Insert crawler at start of build queue.
Insert Centauri Preserve at end of build queue.

ThisBaseIsBelongToUs:
Delete current queue.
Insert Hab Complex, Fusion Lab, Biology Lab and Centauri Preserve, I that order.

Tacticus Academy:
Insert Centauri Preserve at end of build queue.

Antioch:
Insert Centauri Preserve at end of build queue.

Worker Placement Orders:
New Apolyton:
Move 1 forest worker to mine on 17,89 (N of NA).
When crawler arrives, switch workers back to forest.

Antioch:
When borehole is complete, switch one forest worker over.

Crawler Orders:
When NA crawler is complete, send it N to 17,89 and crawl minerals.

Have 8,92 crawler switch from energy to minerals.

Former Orders:
Tacticus Academy former (8,82), W of Antioch, drill borehole.
- Continue drilling borehole.
- When done, move N to 8,80 and clear fungus, then build road, then plant forest.

Tacticus Academy former (8, 82), W of Antioch, drill borehole.
- Continue drilling borehole.
- When done, move N to 8,80 and clear fungus, then build road, then plant forest.

Antioch former (8, 82), W of Antioch, drill borehole.
- Continue drilling borehole.
- When done, move N to 8,80 and clear fungus, then build road, then plant forest.

ThisBaseIsBelongToUs former (8, 82), W of Antioch, drill borehole.
- Continue drilling borehole.
- When done, move N to 8,80 and clear fungus, then build road, then plant forest.

ThisBaseIsBelongToUs former (18,88), NNW of New Apolyton, no orders.
- Clear fungus.
- Build road.
- Plant forest.
-Move to 16,86 and repeat.

New Apolyton former (18,88), NNW of New Apolyton, no orders.
- Clear fungus.
- Build road.
- Plant forest.
-Move to 16,86 and repeat.

ThisBaseIsBelongToUs former (12,82), E of Antioch, no orders.
- Plant forest.
- Move NW to 10,80.
- Build road.
- Plant forest.

Rush Requests:

Hab Complex at New Apolyton for 110 ECs (optimal price)
Research Hospital in TBIBTU for 182 ECs (optimal price)
Research Hospital in Tacticus Academy for 60 ECs (optimal price)
Research Hospital in Antioch for 72 ECs (optimal price)

Total: 414 ECs.
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Old February 4, 2003, 05:02   #3
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This poll are my orders for this turnchat. It will be close on Fri 7th Feb, at 10:00 am. If Green Wealth wins, switch first turn to green, and second turn to wealth.
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Old February 4, 2003, 09:56   #4
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Director of Science Orders
Next tech: Advanced Ecological Engineering
Backup tech: Planetary Economics

Edit: These orders, which I got from Voltaire's last poll, have already been carried out. Please ignore these orders; a new techpoll will follow shortly.
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Old February 4, 2003, 10:02   #5
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Quote:
Originally posted by Pandemoniak
This poll are my orders for this turnchat. It will be close on Fri 7th Feb, at 10:00 am. If Green Wealth wins, switch first turn to green, and second turn to wealth.
And if FM wins, switch to FM on the first turn? I just want to be sure this time
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Old February 4, 2003, 21:08   #6
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Anyway, the orders (same as the ones in the Akiria thread, btw... edit- well, not anymore, as I didn't want to keep editing both when I noticed some small errors):

Preliminary Orders for Akiria, 2235-

Requests to the DIA
Rush requests as follows (you may want to be sitting down ):

Format of rush costs:
Cost for no carryover (Cost for 10 mineral carryover)

Requested immediately:
- Tree Farm in Aurora in 1 turn for 164ec (184ec)
- Children's Creche in Cyclops in 1 turn for 44ec (64ec)

Requested for a bit later (note that these are estimates):
In one turn (on 2243):
- Tree Farm in Twin Peaks in 1 turn for 202ec (222ec)
(note this cost goes down by 16ec each turn, more if Twin Peaks' mineral production increases)

In three turns (on 2245):
- Tree Farm in Cyclops in 1 turn for 180ec (200ec)
(note this cost goes down by 20ec each turn, more if Cyclops' mineral production increases)

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. If time permits, please check any Akirian base that was near the ED limit (ie over 20 mins) and may have increased production since last checked.

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 (as opposed to fixing the problem after the riot starts).

Build Queues

Aurora
Current Project: Tree Farm
Queue (changed):
Network Node
Supply Crawler
Fusion Sea Former
Research Hospital
Hab Complex
Fusion Lab

New Tassagrad
Current Project: Fusion Sea Formers
Queue (changed):
Research Hospital
Hab Complex
Xenoempathy Dome
Fusion Lab
Energy Bank

Twin Peaks
Current Project: Supply Crawler, please change this to Tree Farm (no mins will be lost)
Queue (changed):
Network Node
Supply Crawler
Former
Recreation Commons
Former
Research Hospital

Cyclops
Current Project: Children's Creche
Queue (changed):
Tree Farm
Network Node
Supply Crawler
Former
Rec. Commons
Supply Crawler
Research Hospital

Espirito del Aqua
Current Project: Police Infantry
Queue (changed):
Sea Former
Children’s Crèche
Recycling Tanks
Trawler
Network Node
Recreation Commons

Crawlers

Aurora Crawler #4 (in Aurora), to be built
- Move to 23,107 (E, E)
- Convoy minerals

Aurora Crawler at (18,110) (S SW of base)
- If the mine at 20,110 (1 square east) has been completed, move there and convoy minerals

New Tassagrad Crawler at 11,111 (S, SW, SW from NT)
- Move to 11,113 (S)
- Convoy nutrients

New Tassagrad Crawler at 13,109 (S from NT)
- When NT's crop failure is over move to 11,111 (SW, SW)
- Convoy minerals

New Tassagrad Sea Trawler #1 (in NT), to be built
- Move to nearest unused FWS squre with a tidal harness
- Convoy energy

New Tassagrad Sea Trawler #2 (in NT), to be built
- Move to nearest unused FWS squre with a tidal harness
- Convoy energy

Twin Peaks Crawler #2 (in TP), to be built
- Move to 22,112 (SW)
- Convoy minerals (displace worker to an unworked forest square)

Cyclops Crawler #2 (in Cyclops), to be built
- Move to 7,119 (W, S)
- Convoy nutrients (displace worker to an unworked forest square)

Cyclops Crawler #3 (in Cyclops), to be built
- Move to 10,112 (NE, N, N)
- Convoy minerals

Espirito del Aqua Sea Trawler #1 (in EdA), to be built
- Move to nearest unused FWS squre with a tidal harness
- Convoy energy

All other Crawlers to be left unchanged.

Formers

Note: I'm assuming that any formers in Akiria are under my command and am thus giving orders for them. If any are not under my control, please ignore any of my orders for them and notify me which ones are not under my control.

Dues Ex Machina Former (10,112) (NE N N of Cyclops), building mine
- Finish Mine
- Move to (11,113) (SE)
- Build Condensor
- Move to (14,110) (N NE NE SE)
- Build road
- Build Mine
- Move to (18, 108) (NE NE E)
- Build farm (replacing forest)
- Build Condensor

New Apolyton Former (10,112) (NE N N of Cyclops), no orders
- Build Mine
- Move to (11,113) (SE)
- Build Condensor
- Move to (14,110) (N NE NE SE)
- Build road
- Build Mine
- Move to (18, 108) (NE NE E)
- Build farm (replacing forest)
- Build Condensor

Zanarkand Gate Former (9,118) S of Cyclops, no orders
- Remove Fungus
- Build road
- Plant Forest
- Move to 10,118 (NE into fungus)
- Build road
- Plant Forest
- Move to 7, 115 (NW NW into fungus)
- Build road
- Plant Forest

Aurora Former (7,119) SW SW of Cyclops, no orders
- Build Condensor
- Move to 6,118 (NW)
- Build road
- Build farm
- Move to 9,119 (SE, E possibly into fungus)
- Remove Fungus
- Build road
- Plant Forest
- Move to 10,118 (NE into fungus)
- Build road
- Plant Forest
- Move to 7, 115 (NW NW into fungus)
- Build road
- Plant Forest

New Tassagrad Former (7,119) SW SW of Cyclops, no orders
- Build Condensor
- Move to 6,118 (NW)
- Build road
- Build farm
- Move to 9,119 (SE, E possibly into fungus)
- Remove Fungus
- Build road
- Plant Forest
- Move to 10,118 (NE into fungus)
- Build road
- Plant Forest
- Move to 7, 115 (NW NW into fungus)
- Build road
- Plant Forest

Cyclops Former (7,119) SW SW of Cyclops, no orders
- Build Condensor
- Move to 6,118 (NW)
- Build road
- Build farm
- Move to 9,119 (SE, E possibly into fungus)
- Remove Fungus
- Build road
- Plant Forest
- Move to 10,118 (NE into fungus)
- Build road
- Plant Forest
- Move to 7, 115 (NW NW into fungus)
- Build road
- Plant Forest

Aurora Former (25,113) SE SE of Twin Peaks, building road
- Finish road
- Build Farm (to provide food for Heaven's Gate)
- Build Condensor (to provide more food)
- Move to (23,115) (NW, S)
- Build road
- Move to (22,116) (SW)
- Build road
- Build farm
- Build Condensor

Aurora Former (24,110) NE of Twin Peaks, planting forest
- Finish forest
- Move to (25,113) (S SE)
- Build Farm
- Build Condensor
- Move to (23,115) (NW, S)
- Build road
- Move to (22,116) (SW)
- Build road
- Build farm
- Build Condensor

Aurora Former (24,110) NE of Twin Peaks, planting forest
- Finish forest
- Move to (25,113) (S SE)
- Build Farm
- Build Condensor
- Move to (24,114) (SW) (note: this is diverging from the other two formers it'll be with)
- Build road
- Plant forest
- Move to (20,110) (NW NW NW)
- Build road
- Build mine

Tacticus Academy Former (22,108) N NW of Twin Peaks, no orders
- Remove Fungus
- Build road
- Plant Forest
- Move to (21,109) (SW)
- Build Condensor
- Move to (20,110) (SW)
- Build road
- Build mine
- Move to (18,108) (NW NW)
- Build Farm (replace forest)
- Build Condensor

Crystalis Former (22,108) N NW of Twin Peaks, no orders
- Remove Fungus
- Build road
- Plant Forest
- Move to (21,109) (SW)
- Build Condensor
- Move to (20,110) (SW)
- Build road
- Build mine
- Move to (18,108) (NW NW)
- Build Farm (replace forest)
- Build Condensor

New Apolyton Former (23,109) N of Twin Peaks, no orders
- Move to (24,108) (NE)
- Plant Forest
- Move to (21,109) (SW NW)
- Build Condensor
- Move to (20,110) (SW)
- Build road
- Build mine
- Move to (18,108) (NW NW)
- Build Farm (replace forest)
- Build Condensor

New Tassagrad Sea Former, when finished
- Move to (15, 105) (NE NE)
- Build Mining Platform (square for use by EdA)
- Build Kelp Farm
- Move to (17, 105) (E)
- Build Mining Platform (square for use by EdA)
- Build Kelp Farm
- Move to (19,103) (NE NE)
- Build Tidal Harness
- Move to (18,104) (SW)
- Build Tidal Harness
- Build Kelp Farm

Espirito del aqua Former, when finished
- Move to (15, 105) (S SW)
- Build Mining Platform (square for use by EdA)
- Build Kelp Farm
- Move to (17, 105) (E)
- Build Mining Platform (square for use by EdA)
- Build Kelp Farm
- Move to (19,103) (NE NE)
- Build Tidal Harness
- Move to (18,104) (SW)
- Build Tidal Harness
- Build Kelp Farm

- The two Formers to be built in Twin Peaks and the Former to be built in Cyclops
- I can't really predict how far the other formers will have gotten, so just use your discretion or ask me if I'm in the turnchat.


Workers

Aurora Empath
- Cultivate (20,106) (NE of base) unless needed to calm drones

New Tassagrad Worker (12,104) (N NW of base)
- Become Empath to trigger GA.
(Note: this, if done first, will cause a 1 point nut deficit, which wouldn't really be a problem anyway, but the crawler orders above should rebalance this to at least break even)

Cyclops Worker (10,116) (NE of base)
- Switch to farm at (7,119) (SW SW of base)

Espirito del Aqua Worker (17, 101) (NE of base)
- Switch to kelp farm at (19,103) (E SE of base)

New Workers in any of the land bases
- Cultivate a farm square if nutrients are really needed, a forest square otherwise. Feel free to use your discretion if it would help the base.

New Workers in EdA
- Keep the food coming in, and go for any mining platforms that get built. If feasible, take some off of non-mineral low energy squares to work as engineers (or empaths, if needed).

Last edited by Cedayon; February 7, 2003 at 10:24.
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Old February 5, 2003, 18:17   #7
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edit- removed military units from NT's build queue, partly due to lack of interest on part of the military, partly due to the Major's advice.

edit- btw, I won't be able to attend the turnchat, as I'll be on campus and my university (in its infinite wisdom) blocks mIRC completely.

Pardon me while I go bury the body of the tech support guy who had the misfortune to be the one to inform me of this...

Last edited by Cedayon; February 7, 2003 at 10:28.
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Old February 6, 2003, 18:17   #8
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Jedinica Vrijstaat order, MY 2242 onwards

My worker placements and hurry requests presume a switch to Free Market with 20% Psych.

Request to the DEI

Please move that Sheathed Swordian trance scout skirmisher asap back into Peacekeeper territory. I have a basewide strike of concerned mothers...

Request to the DIA
-A hurry of the Concordian Missile Infantry of 35 ec.
-A hurry of the Pandemonian tree farm of 202 ec.
-A hurry of the Sheathed Swordian hab complex of 126 ec.
-A hurry of the Terminal Dogmatic aerospace complex of 86 ec.
-A hurry of the Valhallan network node of 102 ec.
Total: 551 ec.
These are just requests seeing our large reserve. If it's too much, just say so. Bear in mind though:
-Not rushing in Concordia would mean a waste of 10 minerals.
-Pandemonium is suffering a nutrient shortage.

Request to the DPO
Could you please design a <6>-1-9*2 Missile Interceptor?

Worker allocations

Concordia
Change two empaths into engineers.
If a borehole is finished, put an engineer to work that borehole. If that generates eco-damage, rehome the Concordian mineral-convoying crawlers to Pandemonium after which you return them to their original square.

Pandemonium
Remove the two fungal workers from the field. Change ALL empaths into engineers.

Terminal Dogma
Change the empath into an engineer.

Valhalla
Put the fungal worker on the borehole.

Build queues

Lacking any other request, and having enough formers and crawlers, and not having yet clean reactor to build clean units, I just put buildings in all queues...

Concordia (second and following items added)
AAA missile infantry
2e-1-2 empath recon rover (design is obsolete currently - should be made available again)
energy bank
research hospital
fusion lab
centauri preserve

Pandemonium (second and following items added)
tree farm
energy bank
research hospital
fusion lab
centauri preserve

Sheathed Sword (second and following items added)
hab complex
energy bank
tree farm
research hospital
fusion lab
centauri preserve

Terminal Dogma (second and following items added)
aerospace complex
<6>-1-9*2 Missile Interceptor
energy bank
research hospital
fusion lab
centauri preserve

Valhalla (change first item!)
network node
energy bank
tree farm

Supply Crawlers

Pandemonian crawler on (15.91) W of New Apolyton, convoying minerals
-move to (16.68)
-convoy minerals

Formers

Two Sheathed Swordian and Terminal Dogmatic formers (14.58) SS of Ankh-Morpork, building road
-finish road
-hire those formers to the Solarian-Xenobananan government for the next decade or so.

Sheathed Swordian former (14.64) SE-SE of ShSw, constructing condenser
-finish condenser
-move one tile SW to (13.65) and construct condenser
-move two tiles NW to (11.63) and construct condenser

Three formers on (17.65) NW of TeDo, constructing borehole
-finish borehole
-help the above former to construct its three condensers

Two Pandemonian formers on (18.68) SW-SW of TeDo, removing fungus
-remove fungus
-build road
-construct mine
-move one tile N to (16.66)
-remove fungus
-build road
-construct mine

Terminal Dogmatic former on (13.73) NE-NE of Concordia, moving to (10.72)
-STOP moving to (10.72)
-move one tile S to (13.75)
-plant forest. Do NOT build road.
-help the following former group in their borehole quest.
I've alreadyasked for a forest there fifteen years ago. I hope it works this time.

Five formers on (10.72) N-NW of Concordia, constructing borehole
-finish borehole
-move two tiles SW to (8.74)
-remove fungus
-build road
-construct borehole
-move one tile E to (10.74)
-remove fungus

Thanks.
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Last edited by Maniac; February 7, 2003 at 12:28.
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Old February 7, 2003, 05:16   #9
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Switch to Free Market, with 40/20/40 Psych allocation.

/me seizes his Talisker whisky and succesively drinks five double-talisker-no-ice-no-water-no-soda bottows up and in a row.
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Old February 7, 2003, 09:00   #10
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Quote:
Originally posted by Pandemoniak
Switch to Free Market, with 40/20/40 Psych allocation.

* Pandemoniak seizes his Talisker whisky and succesively drinks five double-talisker-no-ice-no-water-no-soda bottows up and in a row.
* arranges for the delivery of a few more cases of Talisker to Pan's residence, along with a few detox units just in case.

That aside...
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Old February 7, 2003, 12:52   #11
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Btw, I've given orders for the Xenoempathy Dome to be put in NT's build queue (probably won't get started this turnchat, but maybe). NT's mineral production will likely be over 20 by the time construction starts. Sound good to you all, or do you want another base to build it?
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Old February 7, 2003, 13:20   #12
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At TKGs request I made some orders for the new region north of JV. Feel free to pick them apart and change whatever, anyone, I just did the "grunt work" with the structure and my suggestions.

Possible Orders for The New Region (go banana!) 2242-

Requests to the DIA
Rush requests as follows:

Format of rush costs:
Cost for no carryover (Cost for 10 mineral carryover)

Requested immediately:
- Recycling Tanks in Ankh-Morpork in 1 turn for 54ec (74ec)
- Recycling Tanks in Metropolis in 1 turn for 46ec (66ec)

Requested for a bit later:
- Recycling Tanks in Shangri-La, whenever it becomes feasible
- The Sea Former in UNAXB, whenever it becomes feasible (it'll take till near the end of the term to build without some help)

If any other rushes become feasible, please consider them, as this region will be largely dependent on such spending to become truly productive.

Build Queues

Ankh-Morpork
Current Project: Recycling Tanks
Queue (changed):
Children's Creche
Supply Crawler
Rec Commons (if necessary)
Supply Crawler
Network Node
Former

Shangri-La
Current Project: Trance Plasma Skirmisher
I strongly recommend changing the current project to recycling tanks or a former, this base badly needs food (and is, indeed, about to drop to 2 pop units)
Queue (changed):
Rec Tanks or Former (whichever hasn't been built)
Children's Creche
Supply Crawler
Rec Commons (if necessary)
Supply Crawler
Network Node
Former (if necessary)

Metropolis
Current Project: Recycling Tanks
Queue (changed):
Supply Crawler (for the nearby rocky mine)
Children's Creche
Rec Commons (if necessary)
Supply Crawler
Network Node
Former (if necessary)

U.N. Aquaxenobanana
Current Project: Fusion Sea Formers
Queue (changed):
Children's Creche
Rec Commons (if necessary)
Sea Trawler
Sea Former (if there's enough minerals to spare the support)
Network Node
Sea Trawler

New base at (25,59) between Metro and U.N.Aqua
(a garrison unit is enroute with the CP)
Queue (changed, obviously):
Former
Recycling Tanks
Children's Creche
Supply Crawler
Rec Commons (if necessary)
Supply Crawler
Network Node
Former (if necessary)

Crawlers

Just pick good spots when the crawlers come on-line. A really good one, though, is for a Metro crawler to convoy minerals from the adjacent mine at (17,59, just W of the base).

Formers

Ankh-Morpork Former (18,54) (SW of Shangri-La), no orders
- Build Farm
- Build Condensor (it is necessary)
- Move to (18,52) (N)
- Build road
- Plant Forest (or should it be farmed?)
- Move to (17, 51) (NW)
- Build road
- Build mine

Metropolis Former (22,58) (NE E of Metro), building road
- Finish road
- Move to (23,59) (SE)
- Remove fungus
- Build road
- Build farm
- Build condensor (if necessary)
- Move to (24, 60) (SE)
- Remove fungus
- Build road
- (from here depends on priorities)

If Shangri-La builds a former, have it assist the A-M former nearby.
If the new base builds a former, have it assist the Metro former nearby.

Maniac, you have two formers very near A-M (14,58, S S of A-M), would you mind allowing their use to bolster A-M's food production? Orders would be as follows (for the both of them, or 1 if you need the other):
- Finish road
- Move to (14,56) (N)
- Build farm
- Build condensor
- (depends on how long you want to loan them)
(note: AFAIK Maniac has approved the former loan)

Workers

Ankh-Morpork Worker (14,52) (N of base)
- Switch to (14,56) (S of base)

U.N. Aquaxenobanana Worker (26,62) (W of base)
- Switch to a normal sea square (nothing better that's unworked, and the fungus won't be producing anything)

New Workers
- At this stage the bases simply need food, the workers should be placed accordingly. If possible, work some good mineral squares. Hopefully some forest can be planted soon.
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Old February 7, 2003, 19:03   #13
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Twin Sea Preliminary Orders MY 2242-2249

Build Queues

Crystalis (add to existing queue)
Biology Lab
Hab Complex
Tree Farm
Energy Banks
Recreation Commons

Mysidia (add to existing queue)
Fusion Lab
Centauri Preserve
Supply Crawler
Supply Crawler

New Suez (add to existing queue)
Maritime Control Center
Fusion Lab
Research Hospital
Centauri Preserve
Supply Crawler

U.N. Research Complex (no change)

Transcendence Academy (no change)

Heaven’s Gate (add to queue)
Recycling Tanks
Children’s Crèche
Recreation Commons
Network Node
Supply Crawler
Former
Former

Crawlers

Any newly constructed crawlers are to move to unoccupied forest locations and are to convoy minerals.

Formers

Due to the sheer number of formers to take into account, also given that the exact orders are seldom followed, the following general orders are to be used in the terraforming of the Twin Sea region: move formers to squares not already containing forests, and remove fungus (if necessary), plant forests & build roads; except in rocky areas, in which case construct mines and build roads.
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Old February 7, 2003, 19:04   #14
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Directory of Foreign Affairs Orders MY 2242-2249

Not much to do in the area of foreign affairs given that our communications are down due to sunspot activity.
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Old February 7, 2003, 21:47   #15
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Ok, the only orders we need now are from DBTS and Drogue. DBTs said he'd post his orders sometime tonight, and I guess Maniac will have to deal with the DEI orders, unless Drogue magically reappears to give them.
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Old February 7, 2003, 22:21   #16
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centralis: all rushes
akiria: wait 1 turn on the twin peaks rush of tree farm. all others
jedinica: all rushes
Xenobanana: all rushes
Twin Sea: use your judgement GT and insert a few rushes in there

my actual orders to come
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Old February 8, 2003, 00:06   #17
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Quote:
Originally posted by TKG
akiria: wait 1 turn on the twin peaks rush of tree farm. all others
The bribe worked! err, Why thank you, most kind TKG
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Old February 8, 2003, 11:52   #18
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If DBTS doesn't appear, will you or I make the Aurillian orders, TKG?

Director of Peacekeeping Operations orders

-Could you please design a <6>-1-9*2 Missile Interceptor?
-Could you please make the 2e-1-2 empath recon rover available again. It's obsolete momentarily.
-Please move the (18.82) New Apolytonian Missile Tactical to UN Aquaxenobanana.
-Please move the Terminal Dogmatic Missile Interceptor to UN Aquaxenobanana.
-Please move the Concordian empath recon rover (16.88) to Concordia and repair.

Director of Exploration and Intelligence orders

-Let the (20.52) trance transport follow our continent's coast, with a probe team as passengers. When you pass a Unity pod, move the probe team on it, after which you directly move back into the transport.
-Let the New Apolytonian probe team stationed in Metropolis explore north.
-Let the UNPD probe team stationed in TBIBTU move to Metropolis.
-Let the Skimship probe team (47.7) infiltrate Valley of the Faithful. Then let it explore the Great Northern Ocean. Only pop pods when full movement is left.

To prevent drone riots:

-Move the trance laser skimship (42.10) to UN Aquaxenobanana.
-Move the trance scout defensive (9.41) to Metropolis.
-Move the empath gun skimship (20.86) to New Suez.
-Move the (105.101) trance laser skimship to Antioch. Only pop pods when full movement is left.
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Last edited by Maniac; February 8, 2003 at 16:01.
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Old February 8, 2003, 17:18   #19
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Directorate of Science Orders
First-choice tech: Orbital Spaceflight
Second-choice tech: Planetary Economics
Third-choice tech: Neural Grafting

I most likely will not be able to attend the turnchat today, though it's not totally out of the question.
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Old February 8, 2003, 17:42   #20
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Internal Affairs Orders

Sea Base Names
Circular Quay
UN Slippery Ground

Base Locations
3xE of Metropolis
3xN of Metropolis

Sea Base Locations
NW of the 1-square island in the mouth of hercules (or N N N N W W of morgan distribution...green in poll)
2 bases in the sea of pholus: 5x NE, then N of Suez (yellow in poll) and then N N N E of that (pink)

Base Near the Hive
S S of Leader's Horde send next pod here

Base Names
capricorn (port)
Egregion
eskerdom

Landmark names
big forest in centralis: Sherwood Forest
Fungal forest in akiria: Mind Worm's Lair
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Old February 8, 2003, 18:04   #21
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Aurillion orders

Request to DPO
Upgrade Zanarkand Gate garrison to a trance plasma garrison (1-3t-1*2)

Build queues

UN Marine Institute
rec commons (switch first item)
sea former (with fusion engine - new design)
net node
hab complex

UN Pizza deivery
research hospital
hab complex
fusion lab

Zanarkand Gate
tree farm
missile cruiser

Deus Ex Machina
tree farm
energy bank

Xanadu
creche
rec commons
tree farm

Worker allocations

Click on the base icon in the base production screen of UNPD and Zanarkand Gate.

Formers

Do whatever you want, as long as it involves lots of boreholes.
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