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Old May 21, 2003, 13:03   #61
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THANKS GOOGLIEGOD

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Old May 21, 2003, 13:45   #62
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Originally posted by Haon

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.
I agree it probably should be destroyed now, but am just throwing out some options.

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

Quote:
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!
Given the morale boost Googlie has revealed, earlier worm hunting may be possible.

Quote:
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.
And we may be on a large land area with a defensive need for a patch of fungus. But the fact that the enemy is likely so far away it's probably be to destroy it now.

Quote:
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.
Agree

Quote:
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.
Yes, I agree we may need the credits now rather than later.

Quote:
There are my reasons for the destruction of that fungal tower immediately.
Yes, let's just destroy it now.
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Old May 21, 2003, 14:50   #63
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Who's in charge of the millitary? Let the Marshal decide if his "troops" should risk their lives for GLORY.

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Old May 21, 2003, 17:58   #64
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That would be Comrade Marshal Rokossovky, but remember we’re a People’s Democracy, the People should have a say.

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Old May 22, 2003, 03:26   #65
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New turn up, meeting to discuss our actions will be held sometime after ~18:00 GMT. If you can make it, please be there, your input is greatly appreciated. If not, well then I guess I get to decide things by myself, which I’m certain no one wants.

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Old May 22, 2003, 06:46   #66
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i have three consecutive exams tomorrow, I doubt I can make it, though after that they are pretty much done.
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Old May 22, 2003, 08:19   #67
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I'll be there, of course

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Old May 22, 2003, 13:30   #68
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I am ordering RASPHH to attack the fungal tower after we pop the pod.
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Old May 22, 2003, 15:05   #69
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I'll try to be at the next Hiverian council.

Minister Rokossovky-You have Comrade Frankychan's full support!
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Old May 22, 2003, 15:25   #70
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Re: Turn Update-2104
Turn Update
2105







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Old May 22, 2003, 15:45   #71
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The red squares indicate the proposed base sites for our two colony pods. The one to the north will be completed next turn if we decide to purpose that proposal, and it will be 2 more turns before the base to the south could be built.

The green lines indicate proposed troop unit movements.

If anyone has any other ideas please post them here now, since then I can play the turn right after its posted rather than wait for a council to be held. And since we’re a People’s Democracy (and I’m certain all of you want it to remain that way) I suggest you post your opinions here and now if you want them to be heard. Otherwise I play the turns by myself and the rest of you be dammed.

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Old May 22, 2003, 16:01   #72
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Comrades, I'm confused about the where the turnchat is taking place. Did I miss it? Can someone clarify?
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Old May 22, 2003, 16:02   #73
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I'm sorry Comrade Chairman, but all I can see are the "error image" boxes. The red x in the white square....

Sorry.
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Old May 22, 2003, 16:03   #74
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Comrade Static,

I do not know, I am at work right now so I do not know if the turn chat is over.
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Old May 22, 2003, 16:06   #75
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Turnchats are held over MSN messenger, so if you don’t have it please get it. But we’ve decided on something new. Turnchats will be held before the actual turn is up, that way we can decide on troop movements, etc. earlier and I can just play the turn. If you cannot make it to a turnchat, just post your recommendations in this thread.

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Old May 22, 2003, 16:11   #76
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Comrades, we've had the turnchat with just me and the Chairman. We couldn't wait any longer (and Voltaire was 2 hours late )

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Old May 22, 2003, 16:20   #77
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Quote:
Originally posted by Voltaire
Turnchats are held over MSN messenger, so if you don’t have it please get it. But we’ve decided on something new. Turnchats will be held before the actual turn is up, that way we can decide on troop movements, etc. earlier and I can just play the turn. If you cannot make it to a turnchat, just post your recommendations in this thread.
Thanks Comrade, I will have to get MSN messenger.

Damm, I've managed to avoid messaging for years... End of an era, I guess.
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Old May 22, 2003, 16:32   #78
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If you set up your website with Bravenet, you can hang a free chat room on it, then use that for your council meetings

To show ease of use, here's the one I have for the Spartan Chroniclers (also has the link there to Bravenet for a free chat room):

http://googlie2.tripod.com/spartanchronicles/id9.html

(Which you are welcome to use, btw - there's been no activity with the Chronicles for some time)

G.
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Old May 24, 2003, 02:23   #79
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here are just some observations, most should be fairly obvious.

Initial observations:

1: I like those minerals in the west, being next to a nutrient patch, I would say that is an ideal industrial site.

2: I think it is obvious that the sunny mesa is to the west as well, and that on the west side would should be some nice green squares, and remember, "green is good!"

3: The Southern beach area looks like a good potential base site, partly for the energy and also for the need for a naval base to deal with the Pirates.

4: That river up north must be coming from somewhere, we may need to send some scouts up that region soon.

5: Many unity pods, many benefits. Open! :doitnow:

6: I don't think there is much land to the south, but I may be wrong, it is just the image I get from the topographic grid that leads me to believe it this way.
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Old May 24, 2003, 02:39   #80
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Oh, the Drones are working on The Merchant Exchange, it said so in the secret projects information page. I dont know how threatening this is, but if we want, we could try to out build them.
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Old May 24, 2003, 04:31   #81
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Quote:
Originally posted by Haon
Oh, the Drones are working on The Merchant Exchange, it said so in the secret projects information page. I dont know how threatening this is, but if we want, we could try to out build them.
That's quite an early start for them, but they might switch production to another SP once the technology becomes available.
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Old May 24, 2003, 04:44   #82
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Quote:
Originally posted by Haon
here are just some observations, most should be fairly obvious.

Initial observations:

1: I like those minerals in the west, being next to a nutrient patch, I would say that is an ideal industrial site.
Agree

Quote:
2: I think it is obvious that the sunny mesa is to the west as well, and that on the west side would should be some nice green squares, and remember, "green is good!"
I suspect whatever enemies we share this island with will be located somewhere west of the Sunny Mesa. Most likely an AI, I would guess. Securing it should be a primary goal.

Quote:
3: The Southern beach area looks like a good potential base site, partly for the energy and also for the need for a naval base to deal with the Pirates.
Yes, we must get out into the seas as quickly as possible. If the lands are this rich in resources I can only imagine what the oceans look like.

Quote:
4: That river up north must be coming from somewhere, we may need to send some scouts up that region soon.
Looks like there's a land bridge there to a small island as well.

Quote:
5: Many unity pods, many benefits. Open! :doitnow:
Hopefully we'll get more monoliths, but our luck has to run out eventually.

Quote:
6: I don't think there is much land to the south, but I may be wrong, it is just the image I get from the topographic grid that leads me to believe it this way.
Agree
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Old May 24, 2003, 08:55   #83
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Just something else I noticed, how will we make sure the proposed base site nearer to the south has enough nutrients? The river may not be enough. Though otherwise the position seems fine, with minerals and energy.
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Old May 24, 2003, 17:47   #84
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We can always get enough nuts one way or another. Condensors, Crawlers, Farms...

-Jam
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Old May 24, 2003, 19:57   #85
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Quote:
Originally posted by Jamski
We can always get enough nuts one way or another. Condensors, Crawlers, Farms...
Yes, we shouldn't let ourselves be spoiled by the abundance of nutrient resources there seems to be in our area. Sometimes we'll just have to rough it.
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Old May 24, 2003, 20:06   #86
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Heh, even if we just put condensor + farm on each one we can crawl enough nutrients to blow the hablimit in any base we want

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Old May 25, 2003, 06:17   #87
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Comrades!

I apologize for not being present for the past couple of days. Can someone send me a vidscreen shot or summarize what is going on? Once again, this comrade regrets not being present for the past couple of day...but rest assured, he his back now.
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Old May 25, 2003, 15:58   #88
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Quote:
Originally posted by Frankychan
Comrades!

I apologize for not being present for the past couple of days. Can someone send me a vidscreen shot or summarize what is going on? Once again, this comrade regrets not being present for the past couple of day...but rest assured, he his back now.
Comrade Frankychan,

We haven't made a new move in your absence. The most current screenshots should be in this thread. Are you still having trouble viewing the images? What type of browser are you using?
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Old May 25, 2003, 19:42   #89
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Hive, 2106 is now posted in the general turn posted thread
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Old May 25, 2003, 21:38   #90
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Turn Update-2106
Turn Update
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Last edited by Voltaire; May 25, 2003 at 21:45.
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