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Old September 6, 2003, 00:55   #601
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Turn 2134.

I did some further adjustments that wasn't in the preturn update switching crawlers between 2 mineral resources and 1 mineral resources.


http://apolyton.net/upload/files/Kody/Update2134.jpg
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Old September 6, 2003, 14:13   #602
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Report 2134:



TeamsHavesHave NotsVotes
UnivIN, CE, PN, IE, IAAP, Loyalty12
CCIN, CE, PN, IE, IA, APLoyalty13
PEACEIN, CE, PN, IE, IAAP, Loyalty14



SP: believers VW; Angels ME in two bases

Drones' production
base 1: SC 3 turns
base 2: SC 3 turns
base 3: RC 0 turns
base 4: SC 2 turns
base 5: SC 2 turns
base 6: SC 2 turns
base 7: DP 4 turns
base 8: Former 0 turn

Nothing changed much.
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Last edited by Snowflake; September 6, 2003 at 16:33.
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Old September 6, 2003, 20:49   #603
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Well base 8 that's new.

Base three used to be a probe team, they changed it to a RC because of a new beauracy drone caused by them exceeding the limit.

Keep up the good work Honghu.
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Old September 7, 2003, 09:31   #604
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Preturn update assuming 2137 VW build.
This is the harder one to do, so doing it first.

SE adjustments

Change SE settings to 50% 0% 50%.

City Production
The Hive -
Build Crawler
Stockpile

Voltairegrad -
Build PTS
Stockpile

Feckin' Cheeky Tower -
Build HGP
Stockpile

Googliegrad -
Build Crawler
Stockpile

HongHu-KongHu -
Build Crawler
Stockpile

Jamski Clove -
Rush buy 25ECs

Kommuniza City -
Build Crawler
Stockpile

Unit Moves

Rover (12,30) - move (13,29)
Rover (23,11) - move (23,15)
Scout (22,26) - hold

Colony pod (17,21) - move (14,18), build base (VevTopia)

Former (23,13) - move (21,11), build sensor
Former (23,13) - move (21,11), build sensor
Former (14,18) - move (14,20), build road
Former (14,18) - move (14,20), build road
Former (21,19) - move (20,24), build road
Former (21,19) - move (20,24), build road
Former (26,20) - goto (24,14), build road
Former (26,20) - goto (28,20), build forest, goto (28,24)
Former (28,20) - goto (28,24), build forest

Building HGP
* +9 minerals from previous turn
Crawler (16,18) - HGP, +21 minerals
Crawler (17,19) - HGP, +21 minerals
Crawler (18,20) - HGP, +21 minerals
Crawler (19,21) - HGP, +21 minerals
Crawler (18,18) - HGP, +21 minerals
Crawler (19,19) - HGP, +21 minerals
* +3 mins from current workers
* +2 mins from PTS worker growth)

Total 21*6+5+9 = 140 minerals

Building PTS
* +6 minerals from previous turn
Crawler (23,15) - PTS, +21 minerals
Crawler (20,22) - PTS, +21 minerals
Crawler (21,21) - PTS, +21 minerals
Crawler (22,22) - PTS, +21 minerals
Crawler (23,23) - PTS, +21 minerals
Crawler (22,24) - PTS, +21 minerals
Crawler (24,24) - PTS, +21 minerals
Crawler (23,19) - PTS, +21 minerals
Crawler (24,20) - PTS, +21 minerals
* +4 mins from current workers
Crawler (20,18) - move (18,20), +7 minerals
Crawler (20,20) - move (22,20), rehome voltairograd, move (20,22), +2 minerals
Crawler (22,20) - move (22,22), +2 minerals

Total = 21*9 +6+4+7+2+2 = 210

Production maximising
Crawler (26,26) - move (24,24), minerals +7
Crawler (18,16) - move (17,19), minerals +7
Crawler (24,16) - move (23,15), minerals +2
Crawler (28,18) - move (27,19), move (28,20), move (26,20), minerals +2
"The Hive" switch worker from forest nut to river forest.
"Rokossovkygrad" switch worker from monolith to forest nut.
Crawler (27,23) - move (28,22), minerals +2
Crawler (29,21) - move (24,20), minerals +2
Crawler (29,19) - move (19,23), rehome crawler "Rokossovkygrad", move (29,21)
"Voltairograd" switch worker from rocky nut to river forest.
"Jamski Clove" switch worker from "two south-east forest" to south forest.

Last edited by Kody; September 10, 2003 at 07:11.
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Old September 9, 2003, 10:59   #605
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Why don´t we call the probes what they are: Crimson Guards.

As for the updates:
Where are the nice big pictures?
Now I will have to go to my dusty office and start a holovid-projection on my own. Pah.

@Comrade Kody:
Great work! With that amount of planning we will make our glorious communist ancestors very proud...!

I just wonder why I am online at MSN half a day but never have been invited to a session...
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Old September 9, 2003, 11:10   #606
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I don't have your email address, and most of the others are too lazy to start MSN conversations. In fact I think the others are avoiding me.

Add censored

The reason why there isn't any picture is because it's the preturn update. That turn hasn't been done yet.

Last edited by Kody; September 17, 2003 at 11:28.
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Old September 9, 2003, 15:00   #607
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Do we need to change production plan in favor of building defensive probes?
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Old September 9, 2003, 17:19   #608
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Quote:
Originally posted by Kody
The reason why there isn't any picture is because it's the preturn update. That turn hasn't been done yet.
Oh, I know that. But the last working image posted in this thread is 10 days old.

I have just been wondering.

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Old September 9, 2003, 18:55   #609
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4 days old.....

http://apolyton.net/forums/showthrea...46#post2315346
http://apolyton.net/upload/files/Kody/Update2134.jpg

We already have defensive probes planned, and most of our coastal cities are difficult to get to.
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Old September 9, 2003, 19:51   #610
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It would have been nice if the quake triggered by the Drones was mentioned here, for the benefits of the Hivers. It was posted in the embassy forums at CGN. While I respectfully kept this thread spam-free from me, because I use it to keep up to date with the current status, I was disappointed that the Turn Update thread was not being used to bring up all important past events up to speed.
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Old September 10, 2003, 09:14   #611
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Turn update 2135.



Killed a mindworm. Got 10 ECs.
Met pirates.
Buster had and malfunctioning pod that made an earthquake we're now connected to the drones via land.

Also we've got the PTS built, 100% certain we're going to get it. HGP is also getting built, 100% certain we're going to get it.

Save file is being put here. The turn is only awaiting the trading items that result from the pirate diplomancy.

http://apolyton.net/upload/files/Kod...Addtrading.zip

I decided to do this turn on my own as the mircomanagement takes a long time. Also Rokossovky and Jamski were missing..... Okay the real reason was because I've been waiting so long to build those SPs and I couldn't wait any longer.
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Old September 10, 2003, 09:33   #612
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After the earth quake HongHu KongHu looks like very secure now.
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Old September 10, 2003, 09:46   #613
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Marshal started college so must be quite busy getting into it. Jamski had a three-day party so he must be catching up with his sleeps ceiling painting work right now. Hopefully they'll both get back before too late.
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Old September 10, 2003, 19:10   #614
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Yay! Mindworm harvesting!
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Old September 10, 2003, 23:27   #615
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Oh my report.

Report 2135:



TeamsHavesHave NotsVotes
UnivBioGen, IN, CE, PN, IE, IAAP, Loyalty12
CCBioGen, IN, CE, PN, IE, IA, APLoyalty13
PEACEIN, CE, PN, IE, IABioGen, AP, Loyalty14



SP: believers VW; Angels ME in two bases

Drones' production
base 1: SC 0 turns
base 2: SC 0 turns
base 3: SC 6 turns
base 4: SC 0 turns
base 5: SC 0 turns
base 6: SC 0 turns
base 7: DP 3 turns
base 8: SC 10 turn

Again, nothing significant here.
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Old September 10, 2003, 23:31   #616
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Looks like they're trying to replicate our crawler strategy.

I think we can remember that all the factions have "IN, CE, PN, IE, IA". That should save you a little bit of typing.

Good work honghu.

The fact the Pirates don't have applied and biogenetics means that if the pirates wish to trade for those, the cycon and pirates aren't in a very strong pact.
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Old September 12, 2003, 05:40   #617
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Voltaire,

All you need to do is click endturn, on the below save file to complete the turn.

Don't change anything. There's a few things that may seem incorrect (like HGP 2 turns until completion). However, building the PTS gives us extra workers that give extra minerals and put new workers on some of the resources.

http://apolyton.net/upload/files/Kod...Addtrading.zip
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Old September 16, 2003, 00:32   #618
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Turn 2136



Buster got another earthquake.

Peace offered a treaty and we accepted.

We built PTS, HGP.

We built Vevtopia, which is building another colony pod.

We killed another mindworm.

Sorry that I didn't get the preturn up in time.
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Old September 16, 2003, 01:01   #619
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Wohoo, go Vevtopia. Do I sense a secret capitalist amongst our ranks .

Given the proximity to long rivers perhaps we need to set up Rowing races with teams from Vevtopia and HongHu KongHu.
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Old September 16, 2003, 02:59   #620
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Drones got an earthquake?

We really need that Permapact now....

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Old September 16, 2003, 09:44   #621
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Oh so we are now connected to each other? I thought Kody said that they have indicated their willingness of permpact. What is the current status?
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Old September 16, 2003, 13:36   #622
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We are at the top of the powerchart!
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Old September 16, 2003, 22:49   #623
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Ok my report.

Report 2136:



TeamsHavesHave NotsVotes
UnivBioGen, IN, CE, PN, IE, IAAP, Loyalty12
CCBioGen, IN, CE, PN, IE, IA, APLoyalty14
PEACEIN, CE, PN, IE, IABioGen, AP, Loyalty15



SP: believers VW; Angels ME in three bases

Drones' production
base 1: former 2 turns
base 2: SC 2 turns
base 3: SC 5 turns
base 4: SC 2 turns
base 5: SC 4 turns
base 6: SC 2 turns
base 7: Network Node 0 turns
base 8: SC 9 turn

Nothing changed much except for the pop growth for CC and PEACE, and Drones changed DP to Node in base 7. What is strange is when I check the scores, it looks like this for the Hive:
pop +27
commerce +8
Tech +8
SP +50
victory +1000
Total: +93
(color added by me to stress the strange point)

What does the victory line mean? Are we already qualified for a victory or something? The total score did not reflect it though, obviously because we didn't really have a victory.
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Old September 16, 2003, 22:51   #624
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GLORY TO THE HIVE. FOR WE HAVE WON!!!!
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Old September 16, 2003, 23:06   #625
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That's how many bonus points we get if we win.

About those network nodes. Do the drones now have 4 network node??

Edit:
It's only there if we get SPs I think.

Last edited by Kody; September 16, 2003 at 23:48.
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Old September 16, 2003, 23:46   #626
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I was sure it was not there before. And it was not there for the Drones.
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Old September 17, 2003, 11:31   #627
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Hrmmm good work by the way.
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Old September 20, 2003, 02:52   #628
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Preturn moves 2137

non-military movement
(10,18) Former - move north-west, build road
(10,18) Former - build sensor
(18,24) Former - south, build road
(18,24) Former - build forest
(28,24) Former - move (26,28), build road
(28,24) Former - move (26,28), build road
(24,14) Former - move (22,16), build road
(23,11) Former - move west, rehome Xenodoughnut, move south-west, build Forest
(20,12) Former - move north-east, rehome Xenodoughnut, move south-west, build Forest

(21,11) colony pod - build Xenodoughnut
(14,18) scout - move south, move north-west, move north-west, goto west
(14,18) colony pod - move south, move north-west, move north-west, goto west

SP Building
Build VW
Start with 7 minerals
(23,19) Crawler - VW, 21 mins
(22,20) Crawler - VW, 21 mins
(22,22) Crawler - VW, 21 mins
(24,24) Crawler - VW, 21 mins
(24,20) Crawler - VW, 21 mins
(26,20) Crawler - VW, 21 mins
(23,15) Crawler - VW, 21 mins
(18,18) Crawler - VW, 21 mins
(18,20) Crawler - VW, 21 mins
14 minerals from all workers on forest and 1 crawler

crawler reallocation
(19,19) Crawler - move south-west, crawl 7 mins
(26,26) Crawler - move north, move west, crawl 7 mins
(27,23) Crawler - move south-east, crawl 2 mins
(25,23) Crawler - move east, crawl 4 mins
(29,19) Crawler - move south-west, move west, move west, crawl 2 mins
(29,21) Crawler - move north-west, west, crawl 2 mins

Production
The Hive - build crawler, rush buy 26ECs
Vevtopia - change to command nexus (decoy), stockpile
Voltariograd - change to VW, stockpile
XenoDoughnut - build former, rush buy 8ECs
Central Planning - No Change
Googliegrad - rush buy 19ECs
HongHu-KongHu - rush buy 6 ECs
Jamski Clove - rush buy 11 ECs
Kommuniza City - build colony pod, stockpile
Rokossovkygrad - rush buy 13 ECs

worker reallocation
Voltariograd - move worker on "rocky nut" to "forest"
Jamski Clove - move worker on "river forest" to "forest"
Xenodoughnut - move worker on "rolling" to "river forest"
Central Planning - move worker on "nut" to "forest"
Central Planning - move worker on "rainy river" to "forest"
Kommuniza City - move worker on "farm" to "north-east forest"
Vevtopia - move worker on "flat river nut" to "rolling rover nut"

Military Movement
(25,15) Scout - move north-east, goto south-west
(22,26) Scout - Hold Googliegrad
(20,26) Scout - move north-west, move south-west
(18,16) rover - may be used for b-drone prevention, may be used for exploring

Future Plans

* Kommuniza City production - colony pod, former, colony pod, former, colony pod, sensor, replant city
* Shuffling Bdrones by uprooting old bases.
* Rokossovky likely to build defensive probes

other details
Change name of our leader back to Voltaire
Change hill name to "Brokenheart Hill"

Last edited by Kody; September 20, 2003 at 18:34.
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Old September 20, 2003, 10:46   #629
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change breakheart hill to brokenheart hill?
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Old September 20, 2003, 18:33   #630
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The grammar for "Brokenheart Hill" sounds wrong to me "Heartbreak Hill" sounds correct. However, I've updated the preturn update for the rename.
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