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Old September 20, 2003, 19:56   #631
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The simulator has been updated to turn 2137 (a year ahead of current game). Anyone who wants a copy of it should ask me.
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Old September 21, 2003, 21:49   #632
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Turn 2137

* Built base Xenodoughnut

* Drones met pirates

* We're queued all the minerals for the VW this turn.

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Old September 21, 2003, 23:09   #633
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Well I guess I'm too late again.

Nothing really important (CC and PEACE had 1 growth) except for: CC is building VW!!!

I can't believe this.
/me vaguely remember somebody mentioning killing somebody ...
This seems a little too coincidental to me. Of course let's all hope that CC is not going with instabuild, but I seriously doubt so.
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Old September 21, 2003, 23:38   #634
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Quote:
* HongHu vaguely remember somebody mentioning killing somebody ...
I have no idea what you're talking about.
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Old September 23, 2003, 09:34   #635
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Played the simulator ahead to 2143.
Support becomes an issue. We have 35 terraformers active at that time.

Note that Googliegrad's should switch scouts with Kommie city. In about 2146 I uprooted "The Hive", and there were support problems. The scouts need to be switched now as later the scouts have to stay in the base as police.

CN build has a planned start in 2141, and finishes in 2142.

Still going through the possibilites for other things. However I believe turn 2138's build queue will be.

The Hive - Former, 1 turn
Vevtopia - Former, 1 turn
Voltariograd - Former, 1 turn
XenoDoughnut - Former, 1 turn
Central Planning - Former, 1 turn
Googliegrad - Former, 1 turn
HongHu-KongHu - Former, 1 turn
Jamski Clove - Former, 1 turn
Kommuniza City - Former, 1 turn
Rokossovkygrad - Former, 1 turn
Vevtopia - colony pod, 3 turns (rushed in 2nd turn)
Xenodoughnut - supply crawler, 2 turns. (rushed again in 2nd turn)

I'm going to have to start cutting corners soon. Getting harder to plan ahead.

Rename requested, St. Octaviansburg.

Last edited by Kody; September 23, 2003 at 19:13.
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Old September 23, 2003, 18:28   #636
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Two things about Xenodoughnut...

first, you mentioned it twice ont he above plan.

Second, can I get that changed to St. Octaviansburg?
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Old September 24, 2003, 03:53   #637
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Preturn update 2138

Still need to double check that these moves are optimal 5 turns into the future.

Other detals

Rename requested, St. Octaviansburg.
May need to insert loyalty into drone negotiation window.

Production queue
The Hive - Former, stockpile, rush buy 6ECs
Voltariograd - Former, stockpile
Kommuniza City - Former, stockpile
Jamski Clove - Former, stockpile
Central Planning - Former, stockpile
HongHu-KongHu - Former, stockpile
Rokossovkygrad - Former, stockpile
Googliegrad - Former, stockpile
Vevtopia - colony pod
St. Octaviansburg - supply crawler, stockpile

Work reallocation
Kommuniza City - Worker from "farm" to "forest"
Googliegrad - Worker from "rainy rolling" to "forest"
Voltairegrad - Keep workers on forests (-1 nutrient)
Vevtopia - Worker from "rolling river nut" to "any rolling square"
Central Planning - Worker from "forest" to "rainy rolling river"
Central Planning - Worker from "forest" to "rainy rolling river nut"

Non-Military Movement
(Kommuniza City) colony pod - goto (18,26)
(21,11) Former - move (23,11), build forest
(20,12) Former - move (23,11), build forest
(20,12) Former - move (20,16), build road
(18,16) Former - move (20,16), build road
(18,26) Former - move (18,24), build forest
(18,24) Former - move (18,26), build sensor
(26,28) Former - move (26,30), build road
(26,28) Former - move (26,30), build road
(10,18) Former - move (8,18), build road
(9,17) Former - move (8,18), build road

Crawler Movement
(24,20) Crawler - move (20,22), crawl minerals 2
(Central Planing) Crawler - move (18,18), crawl minerals 2
(Jamski Clove) Crawler - move (23,19), crawl minerals 2
(26,20) Crawler - move (24,20), crawl minerals 2
(Rokossovkygrad) Crawler - move (26,20), crawl minerals 2
(The Hive) Crawler - move (Rokossovkygrad), rehome Rokossovkygrad, move (29,21) crawl minerals 2
(28,24) Crawler - move (27,23), crawl minerals 4
(27,23) Crawler - move (28,24), crawl minerals 2
(Googliegrad) Crawler - move (22,22), crawl minerals 2

Military
(15,13) Rover - move (11,17)
(13,27) Rover - move (15,27), pray for another mindworm
(Googliegrad) scout - goto (Rokossovkygrad)
(Kommuniza city) scout - goto (Googliegrad), rehome

Future Plans
* Calculate support, and build crawlers and defensive probe teams in the bases that run out of support.
*Replanting Bases
- Replanting Vevtopia for more population
- Disbanding Jamski Clove and moving to New Jamski
- Replanting Kommuniza City and The Hive with sensors underneath.
* Take note that units are supported in the nearest city.
* Also use the Crawler rehome effect to get double crawled minerals during the replant.
* In Central Planning and Rokossovkygrad build recycling tank and network node, grow those bases to size four and use colony pod from The Hive disbanding to increase to size 5. Set 1 librarian in Rokossvokygrad, 2 librarians in Central Planning.
* Green rover is going to hunt mindworms in the fungus.
* Commando rover is going to be used for emergency police duty.
* Inform the Drones of the beaucracy drone shift effect if they are not in democratic at that stage or are in democratic and have 11 bases.
* Need to ensure that there will be enough ECs to rush buy the network nodes and the recycling tanks.
* CN is built in 2141, need to plan new crawlers in 2140 with additional leeway for the planting of the new base near Jamski Clove.

Last edited by Kody; September 24, 2003 at 05:49.
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Old September 25, 2003, 03:04   #638
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Okay scratch that turn update, I'll need to redo it on the premise that we lost the VW.
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Old September 25, 2003, 11:53   #639
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/me sighs *

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Old September 25, 2003, 13:00   #640
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Quote:
Originally posted by Kody

Quote:
* HongHu vaguely remember somebody mentioning killing somebody ...
I have no idea what you're talking about.
Quote:
Originally posted by Jamski
Sorry just having a fit while I decide who's head to bite off

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Old September 25, 2003, 13:48   #641
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Thanks for the reminder HongHu

/me bites off Kody's head *

Hold on, he'll need that to be of further service, and I seem to remember him telling me that he's come round to MY point of view...

/me uses sticky tape to re-attach Kody's head *

JOHN! CAN YOU HEAR ME? BREATH GODDAMMIT!

/me rushes Kody to the hospital *

Can you fix him? Please hurry. I need him to tell me who made the final descision so I can bite their head off.

/me sharpens his teeth *

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Old September 26, 2003, 19:54   #642
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Turn Update 2138



VIRTUAL WORLD COMPLETED!!!!!!!!!!

No heads to be bitten off!!!!!!!!!!!

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Old September 26, 2003, 20:39   #643
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Turn 2138 simulator was completed and there was no variance between the real time and the simulator turn this time.

Next turn plans off the top of my head.

* Building a new base west of vevtopia, need to decide name sometime soonish.
* Kommuniza city is going to switch to colony pod next turn.
* Rokossovkygrad is going to rush a recycling tank, followed by a network node
* Voltariograd is rushing a recycling tank too.
* Central planning may rush a recycling tank if there are spare ECs, otherwise will be building another former.
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Old September 27, 2003, 06:27   #644
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Notes:
name change Jamski Peninsula

Hive rebuild
Headquarter rebuild in HongHu KongHu turn 2143

Build queue
- 2nd last pod turn 2142, 2 extra turns moving to Central Planning.
- growth of Rokossovky (turn 2143), 2nd last pod built then.
- Last pod (turn 2144)

Support
- when rebuilt shifts to Rokossovky
- scout can be rehomed in new hive
- All formers from the hive are rehomed in Rokossovky
- Should be 4 support units between the Hive and Rokossovky
- Rokossovky will use the independant scout which is on route for police

Automatic crawler rehome
- Rehome as many crawlers in "The Hive" the turn before the final build.
- Ensure that minerals are wasted in Rokossovky after the switch.

____________________________________

I basically need to break down the build and mineral queues for the rebuilds at "Jamski Clove", "The Hive", "Kommuniza City", "Vevtopia".

(Vevtopia is mainly being rebuilt to shift the Bdrone in OctavianX, the shift is required so that we can still golden age pop boom on even numbers when we have 30 bases. Note that base number)

Also need to ensure there is enough energy to rush build the network node and recycling tanks at "Central Planning" and "Rokossovky".

Note that the unanamed cities, "Base1", "Base3", "Base4" and "Rokossvoky" will be affected by the crawler automatic rehoming and crawler should be allocated to take advantage of that. That means that they have to be prepared for the change in support and the sudden increase in minerals. Crawler need to be reallocated to take advantage of the rehome effect.

However, only Rokossovky, Base1 and Base3 will be affected within the next 6 years unless the crawler from Jamski makes it all the way to the mines speeding up the colony pod production. Base4 still needs to be factored in if that is the case.

Last edited by Kody; September 27, 2003 at 20:50.
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Old September 27, 2003, 09:39   #645
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The next actual game turn may be delayed as I'm having difficulty figuring things out. Rebuilding bases efficiency is much tougher than it seems. Also at the same time I'm making two SSC cities, and relocating our headquarters.
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Old September 27, 2003, 22:36   #646
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Update of preturn planning.

I need to get dressed for a movie my friends are seeing, but as soon as I get back I keep working over this preturn.
______________________________________
Other details
* Name change Jamski Peninsula

Non-Military Units
(10,18) colony pod - build city
(10,18) scout - hold
(8,18) Former - move (10,18), rehome ,build forest (9,17)
(8,18) Former - move (10,18), rehome ,build forest (9,17)
(26,30) Former - build sensor
(26,30) Former - build sensor
(17,21) Former - build farm (15,21)
(18,16) Former - build sensor (18,20), cancel sensor, next turn move central planning, rehome, build

farm (15,21)
(20,16) Former (homed octavianburg) - move (HongHu KongHu), rehome, build road (17,15), goto (15,15)
(20,16) Former - build road (17,15), build forest
(23,11) Former - build road (23,9)
(23,11) Former - build road (23,9)
(22,16) Former - build sensor
(25,15) Former - build sensor (22,16)
(29,19) Former - build road (30,22)
(29,23) Former - build road (30,22)
(26,26) Former - build road (25,29)
(18,24) Former - build sensor (18,26)
(18,26) Former - build road (18,28)
(22,20) Former - level rocky (23,21)
(22,26) Former - build sensor (23,23),cancel sensor,next turn level rocky (23,21)

Military Units
(29,23) independant scout - hold
(29,23) scout - goto Kommuniza City (DON'T REHOME YET)
(15,27) Rover - move (18,26)
(11,17) Rover - move (10,22)
(22,16) Scout - hold
(25,29) Scout - hold (DON'T REHOME YET)

Production
Base1 - build former, stockpile, rush 8 ECs #### vevtopia rebuild may effect this
Octavianburg - rush 22 ECs
Kommuniza - build colony pod, stockpile
Rokossovky - build recycling tank, stockpile, rush ?? ECs #### still need to figure out how much to

rush

Crawler allocation
#### this switch rushes the Kommuniza city colony pod
(28,24) crawler - move (27,23), minerals 4
(27,23) crawler - move (28,24), minerals 2

Worker reallocation
#### we get 1 more lab point by doing this
Vevtopia - move worker from "river rolling rainy" to "rolling rainy"
Base1 - move worker from "rolling rainy" to "river rolling rainy"

#### stop city from starving
Voltariograd - move worker from "forest" to "rocky nut"
#### another +1 lab
Central Planning - move worker from "forest" to "river forest"

Rehome Notes
Former - Octavianburg -> HongHu KongHu
Former - Voltariograd -> Base1
Former - Central Planning -> Base1
Former(next turn)- HongHu KongHu -> Central Planning

Support reallocation notes
* Can shift 1 scout Kommuniza -> Googliegrad
* Can shift 1 scout Rokosskvygrad -> Kommuniza

considered production balancing
#### speeds vevtopia rebuild
**2139**
Vevtopia Worker - switch forest to mine (17,19)
(17,19) crawler - move to vevtopia, rehome, move to forest, 2 minerals
Following turn - move
**2140**
Vevtopia starts crawler for 2nd mine
(16,18) crawler - move mine (17,19), 7minerals
Vevtopia Worker - switch mine to forest
**2141**
Crawler built by vevtopia moves 2nd mine (18,20)
Vevtopia starts final colony pod at 17 minerals per turn.
**2142**
Crawler reallocate of 14 minerals to Base1
////note that vevtopia doesn't get bonuses for energy due to efficency
////and nutrients are wasted due to rebuild

### Considered crawler reallocation
* reduce Voltairograd minerals rate
* increase HongHu KongHu minerals rate
* increase Googliegrad minerals rate


________________________________________________
Old Notes
Name change Jamski Peninsula

Hive rebuild
Headquarter rebuild in HongHu KongHu turn 2143

Build queue
- 2nd last pod turn 2142, 2 extra turns moving to Central Planning.
- growth of Rokossovky (turn 2143), 2nd last pod built then.
- Last pod (turn 2144)

Support
- when rebuilt shifts to Rokossovky
- scout can be rehomed in new hive
- All formers from the hive are rehomed in Rokossovky
- Should be 4 support units between the Hive and Rokossovky
- Rokossovky will use the independant scout which is on route for police

Automatic crawler rehome
- Rehome as many crawlers in "The Hive" the turn before the final build.
- Ensure that minerals are wasted in Rokossovky after the switch.

____________________________________

I basically need to break down the build and mineral queues for the rebuilds at "Jamski Clove", "The

Hive", "Kommuniza City", "Vevtopia".

(Vevtopia is mainly being rebuilt to shift the Bdrone in OctavianX, the shift is required so that we

can still golden age pop boom on even numbers when we have 30 bases. Note that base number)

Also need to ensure there is enough energy to rush build the network node and recycling tanks at

"Central Planning" and "Rokossovky".

Note that the unanamed cities, "Base1", "Base3", "Base4" and "Rokossvoky" will be affected by the

crawler automatic rehoming and crawler should be allocated to take advantage of that. That means that

they have to be prepared for the change in support and the sudden increase in minerals. Crawler need

to be reallocated to take advantage of the rehome effect.

However, only Rokossovky, Base1 and Base3 will be affected within the next 6 years unless the crawler

from Jamski makes it all the way to the mines speeding up the colony pod production. Base4 still needs

to be factored in if that is the case.
___________________________________

Last edited by Kody; September 27, 2003 at 23:52.
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Old September 28, 2003, 11:03   #647
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Preturn 2139

Things not completed
- Checking that the rebuild of the headquarters is completed in 2143
- Checking mircomanagement of the reallocated crawlers
- Making sure there is enough energy to rush all the facilities.

Other details
* Name change Jamski Peninsula

Non-Military Units
(10,18) colony pod - build city
(10,18) scout - hold
(8,18) Former - move (10,18), rehome ,build forest (9,17)
(8,18) Former - move (10,18), rehome ,build forest (9,17)
(26,30) Former - build sensor
(26,30) Former - build sensor
(17,21) Former - build farm (15,21)
(18,16) Former - build sensor (18,20), cancel sensor, next turn move central planning, rehome, build farm (15,21)
(20,16) Former (homed octavianburg) - move (HongHu KongHu), rehome, build road (17,15)
(20,16) Former - build forest (17,15)
(23,11) Former - build road (23,9)
(23,11) Former - build road (23,9)
(22,16) Former - build sensor
(25,15) Former - build sensor (22,16)
(29,19) Former - build road (30,22)
(29,23) Former - build road (30,22)
(26,26) Former - build road (25,29)
(18,24) Former - build sensor (18,26)
(18,26) Former - build road (18,28)
(22,20) Former - level rocky (23,21)
(22,26) Former - build sensor (23,23),cancel sensor,next turn level rocky (23,21)

$Military Units
(29,23) independant scout - hold
(29,23) scout - goto Kommuniza City, hold (DON'T REHOME YET)
(15,27) Rover - move (18,26)
(11,17) Rover - move (10,22)
(22,16) Scout - hold
(25,29) Scout - hold (DON'T REHOME YET)
(25,15) Scout - hold (may have been already held)

Worker reallocation
Vevtopia - move worker from "river rolling rainy" to "rolling rainy"
Base1 - move worker from "rolling rainy" to "river rolling rainy"

Production
Base1 - build former, stockpile, rush 8 ECs

Rehome Notes
Former - Octavianburg -> HongHu KongHu
Former - Voltariograd -> Base1
Former - Central Planning -> Base1
Former(next turn)- HongHu KongHu -> Central Planning
Former(next turn)- HongHu KongHu -> Base2
Former(next turn)- Voltariograd -> Base2

Support reallocation notes
* Can shift 1 scout Kommuniza -> Googliegrad
* Can shift 1 scout Rokosskvygrad -> Kommuniza
__________________________________________________ _______

Production
Kommuniza - build colony pod, stockpile
Googliegrad - build former, stockpile
Rokossovky - build recycling tanks, stockpile
Central Planning - build recycling tanks, stockpile
Vevtopia - rush 20 ECs

Crawler allocation
(28,24) crawler - move (27,23), minerals 4
(27,23) crawler - move (28,24), minerals 2
(17,19) crawler - move (14,18), rehome Vevtopia, move (16,18), minerals 2
(18,20) crawler - move (22,20), rehome Voltairograd, move (18,26), minerals 2
(18,26) crawler - move (18,20), minerals 7
(23,15) crawler - move (23,19), minerals 2
(24,20) crawler - move (23,15), minerals 2
(26,20) crawler - move (24,20), minerals 2
(29,21) crawler - move (29,19), rehome The Hive, move (26,20), minerals 2

Worker reallocation
Voltariograd - move worker from "forest" to "rocky nut"
Central Planning - move worker from "forest" to "river forest"

__________________________________________________ _______

Production
HongHu-KongHu - build former, stockpile
Voltariograd - build former, stockpile
Octavianburg - rush 22 ECs
Rokossovky - rush 34 ECs
The Hive - build crawler, stockpile rush 21 ECs
Jamski Clove - build colony pod, stockpile
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Old September 28, 2003, 21:48   #648
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Preturn 2139

Things not completed
- Final check, making all the moves from scratch

Other details
* Name change Jamski Peninsula
* next base "Utopia base"
* label base site "Michanapolis"
* label base site "New Moscow"

Starting ECs = 156
End turn ECs = 56
Next turn ECs = 115

Non-Military Units
(10,18) colony pod - build city
(10,18) scout - hold
(8,18) Former - move (10,18), rehome ,build forest (9,17)
(8,18) Former - move (10,18), rehome ,build forest (9,17)
(26,30) Former - build sensor
(26,30) Former - build sensor
(17,21) Former - build farm (15,21)
(18,16) Former - build sensor (18,20), cancel sensor, next turn move central planning, rehome, build farm (15,21)
(20,16) Former (homed octavianburg) - move (HongHu KongHu), rehome, build road (17,15)
(20,16) Former - build forest (17,15)
(23,11) Former - build road (23,9)
(23,11) Former - build road (23,9)
(22,16) Former - build sensor
(25,15) Former - build sensor (22,16)
(29,19) Former - build road (30,22)
(29,23) Former - build road (30,22)
(26,26) Former - build road (25,29)
(18,24) Former - build sensor (18,26)
(18,26) Former - build road (18,28)
(22,20) Former - level rocky (23,21)
(22,26) Former - build sensor (23,23),cancel sensor,next turn level rocky (23,21)

Military Units
(29,23) independant scout - hold
(29,23) scout - goto Kommuniza City, hold (DON'T REHOME YET)
(15,27) Rover - move (18,26)
(11,17) Rover - move (10,22)
(22,16) Scout - hold
(25,29) Scout - hold (DON'T REHOME YET)
(25,15) Scout - hold (may have been already held)

Worker reallocation
Vevtopia - move worker from "river rolling rainy" to "rolling rainy"
Base1 - move worker from "rolling rainy" to "river rolling rainy"
Voltariograd - move worker from "forest" to "rocky nut"
Central Planning - move worker from "forest" to "river forest"

Crawler allocation
(28,24) crawler - move (27,23), minerals 4
(27,23) crawler - move (28,24), minerals 2
(17,19) crawler - move (14,18), rehome Vevtopia, move (16,18), minerals 2
(18,20) crawler - move (22,20), rehome Voltairograd, move (22,22), minerals 2
(22,22) crawler - move (18,20), minerals 7
(23,15) crawler - move (23,19), minerals 2
(24,20) crawler - move (23,15), minerals 2
(26,20) crawler - move (24,20), minerals 2
(29,21) crawler - move (29,19), rehome The Hive, move (26,20), minerals 2

Production
Base1 - build former, stockpile, rush 8 ECs
Kommuniza - build colony pod, stockpile
Googliegrad - build former, stockpile
Rokossovky - build recycling tanks, stockpile, rush 34 ECs
Central Planning - build recycling tanks, stockpile
Vevtopia - rush 20 ECs
HongHu-KongHu - build former, stockpile
Voltariograd - Build Command Nexus, next turn build former, stockpile
Octavianburg - rush 22 ECs
The Hive - build crawler, stockpile rush 16 ECs
Jamski Clove - build colony pod, stockpile

Rehome Notes
Former - Octavianburg -> HongHu KongHu
Former - Voltariograd -> Base1
Former - Central Planning -> Base1
Former(next turn)- HongHu KongHu -> Central Planning
Former(next turn)- HongHu KongHu -> Base2
Former(next turn)- Voltariograd -> Base2

Support reallocation notes
* Can shift 1 scout Kommuniza -> Googliegrad
* Can shift 1 scout Rokosskvygrad -> Kommuniza

___________________________________________
* Need to ensure that there will be enough ECs to rush buy the network nodes the recycling tanks, and the new headquarters. We will have to spend most of our money on rushing the facilities in the upcoming turns.

* Replanting Bases
- Replanting Vevtopia for more population
- Disbanding Jamski Clove and moving to New Jamski (This will be delayed)
- Replanting Kommuniza City and The Hive with sensors underneath.
* May be delaying Command Nexus for 2142 or 2143. This is because it's a real pain building the SP at the same time as organising the two science cities, headquarter move, and base rebuilds.
* Also use the Crawler rehome effect to get double crawled minerals during the replant.
* In Central Planning and Rokossovkygrad build recycling tank and network node, grow those bases to size four and use colony pod from The Hive disbanding to increase to size 5. Set 1 librarian in Rokossvokygrad, 2 librarians in Central Planning.
* New Jamski and Base2 can be made into science cities as well.

Last edited by Kody; September 30, 2003 at 06:35.
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Old September 30, 2003, 02:14   #649
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Base1 = Utopia base
Base2 = Michanapolis (for his great efforts in the Hive)
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Old September 30, 2003, 04:21   #650
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Quote:
Originally posted by Kody
Base2 = Michanapolis (for his great efforts in the Hive)
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Old September 30, 2003, 15:04   #651
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Report 2139:



TeamsHavesHave NotsVotes
UnivBioGen, IN, CE, PN, IE, IAAP, Loyalty12
CCBioGen, IN, CE, PN, IE, IA, APLoyalty19
PEACEIN, CE, PN, IE, IABioGen, AP, Loyalty17



No SP is currently being built.

Drones' production
base 1: SC 0 turns
base 2: CP 3 turns
base 3: SC 3 turns
base 4: SC 3 turns
base 5: PT 0 turns
base 6: SC 0 turns
base 7: DP 3 turns
base 8: SC 0 turns
base 9: SC 6 turn

Looks like CC has started pop booming.
Also PEACE is offering Mobility.
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Old October 1, 2003, 02:13   #652
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Old October 1, 2003, 03:17   #653
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Looks like CC has started pop booming.
I doubt it VERY much - they have -1 growth and I'm really hoping they didn't get demo/planned/creche in every base/golden age already...

If they did I'll be very surprised - and worried.

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Old October 1, 2003, 15:13   #654
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Sorry my fault. They still haven't switched to demo yet. They just happened to have growth in couple of their bases I guess.

(That was put there just to see if anybody is reading my report. )
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Old October 2, 2003, 20:53   #655
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Been looking at HongHu's report.

The peace are leading in tech, but they have fewer techs that we know of. I'm starting to worry what those other techs are. Maybe we should ask ourselves, what techs would they have that we don't have..... They've said they're after HEC, gene splicing, and nonlinear mathematics so it's probably not those. So what have they been researching.

To be ahead of the drones in tech they have to have 10 techs. Five of which we don't Have. 2 would be Mobility and Flexibility. Another 1 would be IB.

That means they've gotten 2 more techs. What other techs are available that we know they have the prereqs for, and they haven't asked to trade for.

Last edited by Kody; October 2, 2003 at 21:04.
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Old October 3, 2003, 01:55   #656
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Preturn 2140

Simulator Notes

Things not completed
* need to play the possibilities a few turns ahead.
- The tech trading
- if we get flexibility or will get it soon need to switch to foil probes

Other details
* label base site "Michanapolis"
* label base site "New Moscow"
Starting ECs = 110

Non-Military Units
(18,20) Former - move central planning, rehome, build farm (15,21), goto (14,21)
(15,21) Former - move (14,21), level land
(23,23) Former - level rocky (23,21)
(23,21) Former - level rocky
(9,17) Former - build sensor (6,18), turn 2141 [build road]
(9,17) Former - build sensor (6,18), turn 2141 [build road]
(26,30) Former - build road (28,28), turn 2141 [build sensor, cancel], turn 2142 [move (26,26), build sensor, rehome Kommuniza City]
(26,30) Former - build road (28,28), turn 2141 [build sensor, cancel], turn 2142 [move (26,26), build sensor, rehome Kommuniza City]
(Utopia Base) Former - build road (10,16)
(25,29) Former - build road (23,29)
(Googliegrad) Former - build road (23,29)
(18,26) Former - rehome Michanapolis, build Forest (18,28)
(22,16) Former - build road (25,17)
(22,16) Former - build road (25,17)
(23,9) Former - build road (23,7)
(23,9) Former - build road (23,7)
(17,15) Former - build Forest
(17,15) Former - build road (15,15)
(30,22) Former - build mine
(30,22) Former - build mine

(Kommuniza City) Colony Pod - move (26,30), Build "New Moscow"
(18,26) Colony Pod - Build "Michanapolis"
(14,18) Colony Pod - goto (6,18)

Military Units
(Googliegrad) Scout - rehome Googliegrad (from Kommuniza City), hold
(Michanapolis) Scout - rehome Michanapolis (from Googliegrad), hold
(Kommuniza City) scout - move New Moscow, hold, turn 2141 [rehome New Moscow (from Rokossovkygrad, hold)]
(10,20) rover - move (10,22)
(Michanapolis) rover - move (HongHu-KongHu), #subject to change

Crawler allocation
(The Hive) Crawler - Move (29,21), crawl 2 minerals
(23,15) Crawler - Move (Jamski Clove), rehome, move (23,15), crawl 2 minerals
(St Octavianburg) crawler - move (23,11), crawl 2 minerals
(16,18) crawler - move (17,19), crawl 7 minerals
(22,22) crawler - move (26,20), crawl 2 minerals
(26,20) crawler - move (22,22), crawl 2 minerals
(24,20) crawler - move (Volatriograd), rehome, move (24,20), crawl 2 minerals
(18,18) crawler - move (23,19), crawl 2 minerals
(23,19) crawler - move (18,18), crawl 2 minerals

Worker reallocation
Central Planning - worker "river forest", move to "forest"
Michanaplois - worker "rolling rainy", move to "river forest"
Vevtopia - worker "rolling rainy", move to "forest"

Production
Voltariograd - build former, stockpile
Kommuniza City - build scout, stockpile
Vevtopia - crawler, stockpile, rush buy 13 ECs
Utopia Base - Former, stockpile
Michanapolis - Former, stockpile, rush buy 8 ECs
New Moscow - Former, stockpile, rush buy 8 ECs
Googliegrad - Former, stockpile
St Octavaianbug - Former, stockpile
The Hive - crimson guard, stockpile rush 2 ECs
Rokossovkygrad - crimson guard, stockpile rush 8 ECs
Jamski Clove - rush buy 5 ECs
Central Planning - no change (next turn rush for 18 ECs)

Rehome Notes
Scout - Kommuniza City -> Googliegrad
Scout - Googliegrad -> Michanapolis
Former- HongHu KongHu -> Central Planning
Former- HongHu KongHu -> Michanapolis
Former- Voltariograd -> Michanapolis

Support reallocation notes
*Turn 2141 scout - Rokossovkygrad -> New Moscow
*Turn 2142 Former - Jamski Clove -> Kommuniza City
*Turn 2142 Former - Rokossovkygrad -> Kommuniza City

___________________________________________
* Need to ensure that there will be enough ECs to rush buy the network nodes the recycling tanks, and the new headquarters. We will have to spend most of our money on rushing the facilities in the upcoming turns.

* Replanting Bases
- Replanting Vevtopia for more population
- Disbanding Jamski Clove and moving to New Jamski (This will be delayed)
- Replanting Kommuniza City and The Hive with sensors underneath.
* May be delaying Command Nexus for 2142 or 2143. This is because it's a real pain building the SP at the same time as organising the two science cities, headquarter move, and base rebuilds.
* Also use the Crawler rehome effect to get double crawled minerals during the replant.
* In Central Planning and Rokossovkygrad build recycling tank and network node, grow those bases to size four and use colony pod from The Hive disbanding to increase to size 5. Set 1 librarian in Rokossvokygrad, 2 librarians in Central Planning.
* New Jamski and Michanapolis can be made into science cities as well.

Last edited by Kody; October 3, 2003 at 23:16.
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Old October 3, 2003, 02:16   #657
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Need to check for instance where Hive builds another crawler instead of a Crimson Guard.

Rehome one of Rokossovkygrad's crawlers to Voltariograd to enable former to build twice in a row at Voltariograd. Also check the Moving the Hive crawlers onto the mines.

Then run simulation up to 2145
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Old October 3, 2003, 07:06   #658
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Turn 2141

Non-Military Units
(9,17) Former - build road
(9,17) Former - build road
(26,30) Former - build sensor, cancel, turn 2142 [move (26,26), build sensor, rehome Kommuniza City]
(26,30) Former - build sensor, cancel, turn 2142 [move (26,26), build sensor, rehome Kommuniza City]
(18,28) Former - move Michanapolis, rehome, build Forest (18,28)

Military Units
(New Moscow) scout - rehome New Moscow (from Rokossovkygrad, hold

Production
Central Planning - no change (next turn rush for 18 ECs)

Rehome Notes
Former- HongHu KongHu -> Michanapolis
Former- rokossovkygrad -> Kommuniza City
Former- rokossovkygrad -> Kommuniza City
scout - rokossovkygrad -> New Moscow

Last edited by Kody; October 4, 2003 at 07:55.
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Old October 3, 2003, 10:28   #659
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Okay the preturn is ready, but I'm going to do any adjustments for flexibility after we get the turn.
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Old October 4, 2003, 00:14   #660
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Turn update - to date

Simulator Bdrone level was set to 1 for Octavaian. Hence adjustment needs to be made for Octavian's buil queue. Switch to scout instead of former.

Lots of mind worms advancing towards our bases. Rover dispatched to handle them.
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