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Old May 18, 2003, 19:36   #31
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I too live near the Pacific timezone region
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Old May 18, 2003, 20:34   #32
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Well I'm online the whole time... so its not really a factor for me

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Old May 18, 2003, 22:45   #33
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Next turns up… I’ll be on MSN for the next 5 to 6 hours if anyone wishes to do it then, if now many people can make it we will hold it off until a more convenient time.

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Old May 19, 2003, 02:18   #34
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Turn Update-2103
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2103





Colony Pod and Scout to the west explored a pod and discovered mineral deposits;
Colony Pod and Scout to the northwest explored a pod and discovered 25 energy credits;
Scout to the southwest returned to base to defend it;
Monolith now used for resource; &
Colony Pod production started,
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Old May 19, 2003, 03:25   #35
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Voltaire:

If you set your energy sliders to30% economy, 60% labs and 10% psych your research rate for your next tech discovery will drop from 8 turns to 5 or thereabouts

The inefficiency penalty is minescule this early when only 1 base is running and the absolute # of ec's being distributed is so small (with the rounding factor).

Load the turn again and experiment with the sliders and you'll see what I mean (no tampering message, as the turn has been sent, and, of course, you'll move the units the same way so as not to reveal more map)

Of course, if you do a conventional save before the turn end then that's even better, as all your units will already have moved and you can still adjust the SE settings and ecnergy allocation

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Old May 19, 2003, 06:26   #36
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How much energy would we need to rush that colony pod and when can that be done?

*calls micha, current economic minister*

start calculating my minion!

also my MSN:noahtrek@hotmail.com I will try and be on as often as possible.
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Old May 19, 2003, 06:57   #37
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We'll need to bank some energy just for changing our SE choices as soon as possible so we should try to make some profit every turn.

-Jam
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Old May 19, 2003, 10:09   #38
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And at Transcend level, SE changes will cost 40 ec's. And no reason not to change to Police as soon as you have 40 ec's and more than 2 units supported from a base, as the extra free units will pay for themselves in minerals saved within few turns.

Efficiency does get hit, but until you get the first efficiency warning it's not too big a deal - after that, of course, it does become a bigger deal but by then you are cranking out the minerals and energy anyway and will prolly have creches in every base to restore the lost 20%
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Old May 19, 2003, 12:36   #39
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Effic shouldn't get hit - we are the Hive, and immune to effic penalties. We can't go below 0 can we?

-Jam
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Old May 19, 2003, 13:06   #40
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Quote:
Originally posted by Haon
How much energy would we need to rush that colony pod and when can that be done?

*calls micha, current economic minister*

start calculating my minion!

also my MSN:noahtrek@hotmail.com I will try and be on as often as possible.
Rushing the pod would be useless. We are going to grow the same turn it is built (9 turns).... efficiency is already maximized. But thanks for that tip regarding the pysch and economic settings and that Googlie, I will bring it to our glorious comrade's attention.
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Old May 19, 2003, 14:40   #41
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Quote:
Originally posted by Jamski
We'll need to bank some energy just for changing our SE choices as soon as possible so we should try to make some profit every turn.
Yes, we need to keep these credits in reserve. These 25 ec's are a lucky break for us and the restart has been very good to us, netting us another monolith as well. If we can get a third monolith from that last pod in our base radius that would be great too.
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Old May 19, 2003, 17:40   #42
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I would start praying to God if that happened

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Old May 19, 2003, 18:07   #43
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Quote:
Originally posted by Jamski
Effic shouldn't get hit - we are the Hive, and immune to effic penalties. We can't go below 0 can we?

-Jam
You're right - I'd totally forgotten that (I don't often play as the Hive in SP or PBEM games)

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Old May 20, 2003, 14:25   #44
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I agree that we should save the credits. I've missed the last couple of sessions so forgive this question if it was asked but...

Are there plans for active worm hunting to increase our reserves, or take them as they come?

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Old May 20, 2003, 14:38   #45
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/me likes the idea of going worm hunting

Pass me that impact rifle will you?

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Old May 20, 2003, 18:28   #46
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Now that our turn is here, when would the next Party Meeting be?

Never mind, just found out.
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Old May 20, 2003, 18:46   #47
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Turn Update-2104
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Old May 20, 2003, 18:50   #48
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That's a really small fungal tower BTW

-Jam
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Old May 20, 2003, 18:57   #49
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We'll have lots of fungus for dinner soon!
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Old May 20, 2003, 19:34   #50
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thanks for the update, Chairman.

Sorry I wasn't able to participate....I'm at work right now...
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Old May 20, 2003, 22:44   #51
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I dont see any reason we cant attack that fungal tower, the sooner the better.
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Old May 21, 2003, 03:35   #52
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I dont see any reason we cant attack that fungal tower, the sooner the better.
I'm not sure we're in a position to kill it immediately, even that small. And it will be worth more ECs when it grows larger. Of course it will be harder to kill as well, and may spawn a few worms. I'd like to see what's on the other side of it too. Perhaps it might serve a defensive purpose.
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Old May 21, 2003, 05:44   #53
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(fun fun fun, our first major policy decision! )

Quote:
I'm not sure we're in a position to kill it immediately, even that small. And it will be worth more ECs when it grows larger. Of course it will be harder to kill as well, and may spawn a few worms. I'd like to see what's on the other side of it too. Perhaps it might serve a defensive purpose.
Comrade Static Universe, while I respect your decision, I must remain firm in the belief that the Fungal Tower must be destroyed. Here are my reasons.

1) It spawns that horrible red xenofungus which we currently can not harvest. Thus is lowers our industrial, scientific, and economic potential.

2) Though I would love to go worm hunting, at the moment, our forces are to small to make any sort of effective kill teams, and base defense is currently our first and most important priority. I would hate for our forces to be drawn out to attack the tower only to have a boil come and kill our citizens!

3) We may very well be on a small land area and we would need to be able to use as much land area as possible, which that fungal tower prevents.

4) Even if we do attack it later, it may take 2 or maybe even three units to remove it. And I do not see it as a good use of resources to remove a Fungal Tower so late in the game when our mlitary is in the balance.

5) Destroying it now will give us an earlie rmore noticable economic boost rather then having to wait for a boost later which may not even be noticable.

There are my reasons for the destruction of that fungal tower immediately.
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Old May 21, 2003, 07:03   #54
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More xenofungus is bad, plus they taste horrible
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Old May 21, 2003, 07:05   #55
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Now if only someone in the propoganda department can make a poster with a fungal tower, with writing in big bold letters saying "KNOW THE ENEMY!"
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Old May 21, 2003, 08:22   #56
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Someone work out the chances of beating a green tower with a green scout patrol please?

-Jam
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Old May 21, 2003, 09:11   #57
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The scouts are Green? His "icon" does not look like the "green" icon.
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Old May 21, 2003, 10:27   #58
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Preferences have been set to "confirm odds before attacking", so you can move the scout to the fungal tower square, and the odds wiill pop up (they're actually 16 to 7 at this stage in the game, I believe), with a "cancel/proceed"choice

If you cancel, the scout's full movement point is still available to go somewhere else. If you proceed, he attacks the tower

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Old May 21, 2003, 11:28   #59
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The scout SHOULD be green, he's brand new.... or did e stand on a monolith some time?

-Jam
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Old May 21, 2003, 12:01   #60
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As we had no + or - morale factions I made everyone disciplined at the start (after the first playtest) to counter the more frequent appearance of early mindworms

It makes no difference vis-a-vis the factions, but given the increased odds of popping worms or isles, makes the early game a bit more enjoyable

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