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Old May 17, 2003, 21:53   #61
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With 1 out of 3 movement points used up in moving 1 tile upriver, the odds of being able to move another tile off-river are thus 2/3. or 66.6%

Last time you got a bum roll of the dice - this time it worked

We're living with the current turn, so rejoice and be glad

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Old May 17, 2003, 21:58   #62
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Thank you I knew the odds, just checking I wasn't supposed to have not tried this time.
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Old May 17, 2003, 23:38   #63
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The password can be released. I have been assured that GeneralTacitus is blocked from entering other than the UoP forums

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Old May 18, 2003, 09:15   #64
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q: when are turn played....and when are we....and is it going to be restarted...?
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Old May 18, 2003, 15:35   #65
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DBTS: It was restarted, and is not getting back on track again.

The new password is deleted by Googlie. I remember it in 4 chunks, as I find that easiest since it's a nice pattern, thus I look at it like deleted by Googlie.
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Old May 18, 2003, 16:54   #66
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Old May 18, 2003, 18:04   #67
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Old May 19, 2003, 05:39   #68
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Old May 19, 2003, 06:40   #69
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I didn't bother trying. I just remember it as the string of 0s and 1s
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Old May 19, 2003, 09:10   #70
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Old May 19, 2003, 09:33   #71
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Have save file, am playing. Will post one just before I post the Pirates one up.
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Old May 19, 2003, 10:23   #72
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Have posted full Turn Report.

Things to discuss:

Worker placement: Should we change the worker on the nutrients to working the monolith (3:1:1 to 2:2:2)? Have polled for this here.

Base Locations: where I would put them. Comments please, where would you put them?

These are two possible places. 1 shares 1 square with Apolyton Prime (AP), 2 shares none, but uses most of the available squares. I wanted to wait until we see 2 for more info, but in 2 turns we'll be wanting to build it IMHO, and thus I'd like to discuss it ASAP. Any other sites? We could skip 1 and go straight to building in the Garland Crater, before anyone else gets there.

Build Queues: For a normal base, when we have all pre-requisite techs for this lot, I would go: Former, Scout, CP, Crawler, Former, Children's Creche (CC - we need the growth), Crawler, Rec. Commons, Net. Node (especially if we get Virtual World), Rec. Tanks.

For AP now: (Already made Scout), CP, Former, Former, CC, Crawler (presuming we have them by then). At least start building a CP, and by then we should have Cent. Eco.

Pod Popping: Pop them with any military unit, but not with CPs, or Alien Artifacts (do we have them?). However, unsure about with a probe team. If we go to FM, we might need it.

SE settings: I am very sorry, I forgot to change them last time to 30:10:60 Will do next turn (we only lose 1 research and get 1 more Ec). Should we change to Planned as soon as we get Plan. Net.? I think yes, for the (much needed) growth bonus. Poll has been posted here

BTW: Googlie, if we capture a named area, like the Garland Crater, can we rename it? Kind like the US putting a flag on the moon, to show we were there first?
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Old May 19, 2003, 12:29   #73
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so far, Prime Function.

Both base locations look good (1, in particular, looks nice because of the nut bonus), but more recon would obviously be helpful in making the decisions of what exact square to put the bases on.

Renaming landmarks would be fun... better yet, can we rename it to something that makes people think it was put there by a faction other than us?

*starts putting up a circle of directional signs in the fungus, "This way to The Hive"*
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Old May 19, 2003, 13:49   #74
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those base locations look a bit too far apart for me. for #1 i'd put it right where the convoy is now, and for #2 i'd put it either right there or NE one tile (on the pod)
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Old May 19, 2003, 13:52   #75
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Old May 19, 2003, 15:11   #76
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TKG: Personally, I prefer to have them overlap as little as possible. Why build them close when you can get them to lock together so that they use all available squares, but do not have to fight over them. I understand if space is important, but for one turns worth of movement, why?

Also, I would consider putting early bases out as far as possible, and then filling in the gaps with later CPs. That way we get the most territory, before we meet other factions. The more territory we have, the more bases we can put it.
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Old May 19, 2003, 15:16   #77
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My proposal for base placement would be not so far apart as Drogue is suggesting, but also not so close together as TKG is supporting. Is that a good compromise? I'll make a concrete proposal once I have been able to access the turn to see the raininess level - I can't see it good enough on Drogue's screenshot.
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Old May 19, 2003, 15:23   #78
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i like close placement (3 tiles) just because if we need to send a garrison to the next base, we can do so in 1 turn.
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Old May 19, 2003, 15:23   #79
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I've heard people say this before. Why would you want to overlap base areas? What do you gain from it?
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Old May 19, 2003, 15:24   #80
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And the ability to send a garrison is that important to warrent having 2 or 3 less workable squares per base? Why not just use rovers for emergencies?
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Old May 19, 2003, 15:24   #81
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Quote:
What do you gain from it?
Quote:
if we need to send a garrison to the next base, we can do so in 1 turn.


Edit: Crosspost.
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Old May 19, 2003, 15:25   #82
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why not? i mean, do you really need to work all 20 tiles? by the time you can, you probably don't need the nuts or mins, and you can make more energy by placing a specialist (you'll probably have transcends by then)

EDIT: putting bases close in is more *efficient*
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Old May 19, 2003, 15:28   #83
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Twenty tiles are not really necessary IMO, but I try to go for something along the lines of 14 per base. TKG's base placement doesn't allow that. Drogue's base placement gives bases more than 14.
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Old May 19, 2003, 15:42   #84
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Very true, but then make sure that the tiles that are overlapping are not ones they would both wish to use. I don't mind if they overlap by a mountain, sea, or arid square, however if they overlap by a monolith, special resources, or rolling/rainy/high-up square, that would be inefficient.

We may need more than 14, and we have to make sure that each get's its best 14, and that the ones that they overlap are not too important.

I'll have a look at Maniac's idea, I think TKGs are too close together (at this stage, overlapping a monolith is depriving) but I woulnd't object to a sensible one. However be quick, because it will be our turn again soon.

Have linked save in the Turn Report.
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Old May 19, 2003, 16:04   #85
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Here's an idea for a poll. Options are the places that TKG gave, that I gave, and ones in between. I could do one on the Nutrient resources, but not sure anyone would go for it, and with 7 people voting, we can't have too many options. If any, which ones need removing/adding and then I can poll.

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Old May 19, 2003, 16:09   #86
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I'd pick Red 2 unless Red 3 would allow us to create a canal. For blue I'd go for 2 or 4, if only I know what was in the black area.
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Old May 19, 2003, 16:16   #87
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We will for next time, but may want to build before then.
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Old May 19, 2003, 16:19   #88
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2 Blue looks good. 1,2 or 4 all look fine for the red for me. 1 Blue and 3 Red look a bit too close to me though.
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Old May 20, 2003, 07:50   #89
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Any ideas what to do concerning build orders? Since we don't have formers yet, there's not much else than scout patrols to build for our new southern base. After that a CP is possible. But what with Apolyton Prime? If we switch our worker to a monolith, we would finish a CP one turn before the base can grow to size 2. There are two solutions: first build another scout patrol before biulding a CP, or let Ap Prime work the nutrient for two extra turns or so, which would just allow us to grow to size 2. Either solution is fine by me, but if we choose to let Ap Prime work the nutrient bonus for two turns, I'd suggest those two turns are near the end of the CP production, in a few years, and not now, so we gain the extra energy from the monolith right now, speeding up our research towards PlaNets and CentEco.
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Old May 20, 2003, 11:30   #90
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I agree Maniac. As I posted in my thread after this turn, I think we should build the CP first, then formers. With the monolith though, if we use the nutrient and grow quicker, we can then use both until the CP is built. I will do some calculations.
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