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Old July 31, 2003, 08:46   #511
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Adjustments from recent planning.

* Kommie city changes to crawler and places 2nd worker on mineral.
* HongHu KongHu builds scout, or crawler??? (too many colony pods in production atm)
* The colony pod from Voltiograd heads to base site B3 as transit is only 3 turns.
* Rush the colony pod in Feckin' and the B1 base is built faster than if the colony pod came from Voltiograd.
* F3 may move northwards twice and build a sensor up there???

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Old July 31, 2003, 09:42   #512
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Thanks for the explanation Kody. About the SE change, I didn't mean to switch back and forth as that will cost us 80ec. I was thinking if when we get IA we will start crawler production in most of our bases, then we could delay the SE change of a couple of turns until the crawlers are done.

Other things:
1. Agree HongHu KongHu should build crawler unless we really need scouts.
2. Propose F3 go 1 square back and build a road connecting the river and Jamski Clovek.
I think we need to get some formers to build a road network connecting out bases if we have spare formers. The rivers give us a big advantage that we don't have to build a lot of roads. (Is the mineral square F6 sits on roaded?)
3. Is sunny mesa renameded?
4. Important. Do we want to change the B3 site because after the earthquake it is no longer a coastal site? I remember this is one of the considerations at the time of deciding it. We could changed it to the nut square at the bottle neck. However, it will take the colony pod much longer to travel there unless we use former F2 to build some roads.
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Old July 31, 2003, 12:34   #513
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I don't see why we can't keep HongHu KongHu as a colony pod.... and we don't need a scout in there, that is why I moved the northern scout into it to save us from having to build one atm. The more colony pods we are building the "stronger" our society will be in the future. If we are going to stop building pods, make it one of the original three bases. They are the furthest from the new build sites and they will have built 2+ colony pods a piece. It would be time to switch them to something else. That is, once again, IF we were to stop building colony pods in all our bases (I consider that a bad idea right now. We can switch a few (2 or 3 bases) after this current round of production. We still need to concentrate on expansion).

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Old July 31, 2003, 12:39   #514
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Oh, and I agree with HongHu that we should develop a road system. This would help not only with defence but terraforming, production (movement of crawlers), and EC generation.

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Old July 31, 2003, 19:07   #515
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Quote:
Originally posted by HongHu
Thanks for the explanation Kody. About the SE change, I didn't mean to switch back and forth as that will cost us 80ec. I was thinking if when we get IA we will start crawler production in most of our bases, then we could delay the SE change of a couple of turns until the crawlers are done.
It doesn't work as the crawlers cost more too.

Quote:
Other things:
1. Agree HongHu KongHu should build crawler unless we really need scouts.
2. Propose F3 go 1 square back and build a road connecting the river and Jamski Clovek.
I think we need to get some formers to build a road network connecting out bases if we have spare formers. The rivers give us a big advantage that we don't have to build a lot of roads. (Is the mineral square F6 sits on roaded?)
3. Is sunny mesa renameded?
4. Important. Do we want to change the B3 site because after the earthquake it is no longer a coastal site? I remember this is one of the considerations at the time of deciding it. We could changed it to the nut square at the bottle neck. However, it will take the colony pod much longer to travel there unless we use former F2 to build some roads.
1. okay crawler it is.
2. Nope, sensor is more important.
2.5. I'm going to slow down on the colony pods then we'll have extra formers to play around with. Roading is a high priority.
3. sunny mesa no name
4. B3 was never a coastal site. Also B3 get it's sensor array next turn I think. I believe it's best to plant a base there.
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Old July 31, 2003, 19:24   #516
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Quote:
Originally posted by Rokossovky
I don't see why we can't keep HongHu KongHu as a colony pod.... and we don't need a scout in there, that is why I moved the northern scout into it to save us from having to build one atm.
When you build 5 cities in the space of 3-4 turns. Almost every one of your bases has drone problems due to efficiency. Also with our +3 growth the bases are growing very fast and we get size 2 bases with 2 drones.

Quote:
The more colony pods we are building the "stronger" our society will be in the future. If we are going to stop building pods, make it one of the original three bases.
The bases that will continue building pods have planned new base sites. HongHu KongHu doesn't have a planned new base site, also with all the new bases, we're very busy building antidrone units or facilities for the size 2 cities. Once those are in place then we can start looking at further expansion. The short delay also gives us time to start building roads between the cities and send more formers out to future base sites.

Quote:
They are the furthest from the new build sites and they will have built 2+ colony pods a piece. It would be time to switch them to something else. That is, once again, IF we were to stop building colony pods in all our bases (I consider that a bad idea right now. We can switch a few (2 or 3 bases) after this current round of production. We still need to concentrate on expansion).

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When we get 10 cities, every new base starts with 1 drone. So we should start building a scout and a colony pod for every new base.

By the way I'm not 100% certain these plans are the correct way to go about things. However, at the moment it's the best balance I could think about with handling the drones, expanding and still building that SP faster.

4 colony pods and 2 crawlers. With new colony pods being built in the 4 new cities and probably one or two of the old ones.

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Old August 1, 2003, 15:15   #517
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Quote:
Originally posted by Kody

4. B3 was never a coastal site.
Right, I was confused.

Quote:
It doesn't work as the crawlers cost more too.
Well it is the idea. We want the crawlers cost more since then it will be worth more. It's like upgrading crawlers only you don't need to prototype it. But you are right if we cannot switch SE back and force it may not worth it. But it is an interesting idea.
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Old August 1, 2003, 17:17   #518
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If the crawlers cost more it takes longer to make them. If it takes longer to make the crawlers that means there's a few turns where you would have been crawling minerals and you're not.

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Old August 1, 2003, 17:31   #519
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I agree.
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Old August 2, 2003, 11:04   #520
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CMC Demands Screenie!!! lol, well more askes nicely...

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Old August 2, 2003, 11:06   #521
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Oh and yea your plan makes sense Kody, thx for explaining (as we discussed earlier I wasn't aware we had +3 growth....)

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Old August 2, 2003, 11:47   #522
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I don't think we'll be able to get the HGP. Unless we give up the WP.

I need to add the labels and everything for next turn.

I can give a screenshot now, but without labels and such. You can look at the previous turn and see pretty much what is happening.

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Old August 2, 2003, 19:29   #523
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Quote:
HongHu Wrote:
One thought about HGP. The only two ways I think we'll be able to beat CC to it is: first using Fricky cheeky tower's two mineral resources (r/m them first) with crawlers in the surrounding city, and second if we use Voltairograd we have to stop everything else in evey bases and build crawlers first. I guess it's ok if we can't beat them, just switch to WP and we'll do VW later.
I'll think about it and figure out if it's better to build the colony pod first, or to build a crawler first and with the increased production build the colony pod.
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Old August 2, 2003, 19:31   #524
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Turn update 2126

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Old August 2, 2003, 19:46   #525
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Preturn Moves

R1 - two west
R2 - two east
S1 - moves to HongHu KongHu

C1 - moves two south-east then one south-west heading towards B1

CR1 - moves to nearby mine and starts crawling it.
CR2 - moves to nearby mineral resource and starts crawling it.

F1 - finishes road, north, east, Forest
F2 - Forests the square it's on
F3 - finishes road, heads to base site B3, uses 2/3 moves moving, 1/3 move saving up terraforming turns.
F4 - continues to build mine
F5&F6 - goes south-west, south, builds road together.
F7 (forgot to label near B4) - goes to B4 and builds sensor.


Still need to run tests and figure out the best city productions
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Old August 2, 2003, 20:39   #526
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The city builds for next turn are.

Hive builds colony pod.
Kommie builds another crawler, and worker switched from mineral to farm.
Voltigrad builds crawler.

___________________________________

For last turn.
* We got IA.
* We're the most powerful Human faction now.
* Noticed that the Cycon have started building a SP.
* Also noticed that the data angels have also started building a SP.

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Old August 2, 2003, 22:44   #527
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Rokossovky & Jamski,

Can I be in charge of taking the next 20 turns? Turn chats and such will still occur it's just that I keep worrying that someone else will take the turn while I'm sleeping. I've been trying to get every little edge we can so we can build those SP projects as fast as possible.

With all the production balancing that's starting with all the crawlers I'm having to think 4-5 turns ahead. That's making it difficult to figure out some of the things that need to be done before the turn. Also there are the drones that are going to be popping up soon. I want to head off the riots before they happen, and that sometimes requires planning anti-drone stuff 4-5 turns ahead of time if we don't want to lose minerals switching production.

I'll sleep better knowing that when I wake up someone else hasn't taken the turn and done something that lost us a few minerals or will cause a riot a few turns in the future.

If I haven't taken the turn within 18 hours then it's definitely time to get someone else to do the turn. Otherwise it would be great for my peace of mind if it could be agreed that I always take the turns in the first 18 hours.

Also I've figured out rover R1 will have to be redirected from exploring our northern coast for 2 turns to stop drone riots. The city that riots is B4. B4 riots the very turn it's built, and needs 3 turns to build a scout.

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Old August 3, 2003, 06:58   #528
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Quote:
HongHu Wrote:
One thought about HGP. The only two ways I think we'll be able to beat CC to it is: first using Fricky cheeky tower's two mineral resources (r/m them first) with crawlers in the surrounding city, and second if we use Voltairograd we have to stop everything else in evey bases and build crawlers first. I guess it's ok if we can't beat them, just switch to WP and we'll do VW later.
If we don't build a colony pod in Freckin, and instead make use of the minerals it may mean we can build the SP a turn or two earlier. The mine gets built faster as the former that was going to build the sensor instead helps build the mine. Also building one less base means less drones appearing in the other bases.

So basically HongHu's idea is quite good.

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Old August 3, 2003, 08:25   #529
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I think I'm going to delay the colony pod at Jamski Clove too. At least until the rover has fully explored the area around the B4 site. Also a crawler would help Jamski with it's production. Plus the B4 site doesn't seem to have any special resources so it's a low value site.

Finally having only 8 bases means only one base has drones at size 2. With 9 bases there are 4 extra drones that appear in our bases.

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Old August 3, 2003, 08:27   #530
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I'm going to have to rewrite the entire turn plan.

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Old August 3, 2003, 17:00   #531
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Damm, missed it again, Mrs Jamski was hogging the internet. Kody, you're doing a great job, BTW.

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Old August 4, 2003, 00:37   #532
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Ok I have an idea. I did not have time to look at the turn so don't have specifics. But it is only an idea, to get you thinking maybe.

What I'm thinking is to use the Hive and the Frecking city to build the HGP and WP. All the other bases switch to crawlers, with jamski Clovek building one colony pod for B3. (B1 can wait for a few turns too.) All formers work on the road and the two mineral bonus squares. Hive grow to 2 citizen with one police and work the 2 monolith. Frecking city grows to 2 citizen with 2 police, work/crawl the mines. After 2 crawlers per base all bases go back to whatever is proper. Hive and Frecking do one crawler than start SP. Make sure the WP is the first to be finished and HGP very closely follow. After that we can ICS again and have the means to spread like mad. We can then leave only one base for SP and do it with ease, do not need to rush that much with lots of sacrifice of other things.
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Old August 4, 2003, 00:53   #533
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Well that's mostly what is happening.

Jamski Clovek is building a crawler instead of a colony pod because it has relatively few minerals and B3 is not a great site.

The hive is going to build one former, after it finishes the crawler. As we need to build lots of forests so the crawlers have lots of minerals to crawl.

Freckin is building a crawler first then switching to a colony pod. So we can build the B3 site.

Voltiograd is finishing the colony pod next turn that is going to the B1 site, then switching to a crawler.

So basically over the next few turns we build 2 colony pods, maybe two or three formers, and lots of crawlers to increase production in all our cities.

As for building a SP in the hive. It would be a bad idea as the hive is next to the sea and the SP might make it a target for attacks. Voltariograd or Freckin would probably be the base sites of choice as they're far enough inland that overtaking them wouldn't be easy.

We're certainly planning on re-evaluating the situation after we build our first 2 SPs. If we get the HGP we're definitely going to start building colony pods like crazy again.

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Old August 4, 2003, 01:19   #534
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Quote:
Originally posted by Kody
As for building a SP in the hive. It would be a bad idea as the hive is next to the sea and the SP might make it a target for attacks.
Kody
Well that's true. It is the only base that have two monolith that can be worked. Grrr... I guess the alternative would be Voltarigrad although not as good but could be close. The main thing is to start two SP in two bases versas consecutively that could ensure us from losing either one. I know that requires more micro managing though.
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Old August 4, 2003, 01:22   #535
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Crawlers mean it doesn't matter where the minerals come from.

Also I don't want to build SP in Feckin, because with those 2 mines and nut bonus we may be able to do the PTS and colony pod trick. We also might be able to get a sensor under that city while doing the PTS and colony pod trick.

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Old August 4, 2003, 09:55   #536
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Lost my fast reply. Grrr.

Anyway I was saying that Fecking does not have to be a regular SP base but since we wanted those two SP as soon as possible, maybe we should use the two bases with best minerals just for emergency purpose. You can do the PTS and colony trick after the WP?
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Old August 4, 2003, 10:02   #537
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If we do the PTS and colony pod trick in Feckin' then we would lose all facilities and SPs in Feckin'.

The idea with the colony pod and PTS trick is to build 3 colony pods in quick succession then plant a new base. The new base is size three so you can build 3 more colony pods. Continue until all your bases are nice and full.

With the crawler trick isn't the whole thing about building with the crawlers. Crawlers don't really care where the minerals come from. Anyway this can be decided later as we're not tying any of our bases down with the SP until we actually start cashing crawlers in.

The Kommie city actually ends up with the best mineral output next turn. Hive is a disappointing 4th after HongHu KongHu and Feckin start crawlering the other two minerals.

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Old August 4, 2003, 10:45   #538
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Notes about things I may forget.

*reallocate worker for Feckin
*reallocate worker for Kommunizma
*everything changed to crawlers except the hive that maybe does a former.

*Cancel former goto before it runs in the wrong direction.

*write new turn plan since everything has changed heaps in the last few days of conversation with other hive members.

*add in new city name of Googliegrad for the B1 site.

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* Check if the build complete open up base screen option can be used to switch a worker to a doctor when a build completes the turn a drone appears from growth (production occurs before growth).

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Old August 4, 2003, 10:58   #539
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Quote:
Originally posted by Kody
If we do the PTS and colony pod trick in Feckin' then we would lose all facilities and SPs in Feckin'.

The idea with the colony pod and PTS trick is to build 3 colony pods in quick succession then plant a new base. The new base is size three so you can build 3 more colony pods. Continue until all your bases are nice and full.

With the crawler trick isn't the whole thing about building with the crawlers. Crawlers don't really care where the minerals come from. Anyway this can be decided later as we're not tying any of our bases down with the SP until we actually start cashing crawlers in.

The Kommie city actually ends up with the best mineral output next turn. Hive is a disappointing 4th after HongHu KongHu and Feckin start crawlering the other two minerals.

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Oh! Sorry. Understood now.
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Old August 4, 2003, 12:00   #540
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Do we have the turn yet?

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