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Old June 21, 2003, 18:44   #241
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Your current estimate is slightly off:

Tech Cost 57 (for either tech) and tech points per turn is 8

Appplied Physics

Accumulated points = 25

Complete in (57 - 25) / 8 = 4 turns (with no carryover to next tech)

Industrial Base

Accumulated points = 12 (50% lost on the switch)

Complete in (57 - 12) / 8 = 6 turns (with 3 carryover to next tech)

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Old June 21, 2003, 19:52   #242
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What was the reason given for picking Applied Physics in the first place?
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Old June 21, 2003, 21:20   #243
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I believe it was that with Info Nets already in the bag, Nonlinear Math would come as an option next go round which assures you of a trouble free next 20 to 25 years (with impact Rovers and perim defenses)

Wasn't that part of the strategy discussions?

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Posted by Micha in the Strategy Thread on 16-05-2003 at 03:58

******************************************

Yes. 4-2-1 or 4-3-1 infantry should be great for taking some bases, and with fossile fuels (or chaos cannon, which I usually discover BEFORE fossile fuels) we should become world´s #1 military power!

Research:
Formers first! then aim to build forest farms asap, or (if enemies encountered) go for Impact Cannons.

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Old June 22, 2003, 01:11   #244
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Gosh! I've got a headache now. Must get the noCD patch to work ...
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Old June 22, 2003, 21:50   #245
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Here is the latest Turn Update:



:P
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Old June 23, 2003, 00:12   #246
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Kudos to the graphics, Comrade.
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Old June 23, 2003, 00:52   #247
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We went for applied for defensive reasons. Other factions already have applied, and at the risk of having an early encounter, it would be best to have something at least a little better than a bloody scout. Also, as googlie pointed out, it opens up other defensive research areas. What are the suggestions for our next research goal anywho? Is everyone in agreement with Industrial Base? Also, when should we start the WP (I suggest RIGHT AWAY)?

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Old June 23, 2003, 01:03   #248
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We need to be ready for whatever is out there. I think we should concentrate our efforts on Non-linear Math, Doctrine: Mobility, and Doctrine: Flexibility before we beeline for Industrial Automation.

It might be wise to not run wealth until we have our mindworm problems sorted out, as the hit to morale will put us at a disadvantage in psionic warfare.
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Old June 23, 2003, 10:35   #249
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How many turns did GooglieGod said that we likely to encounter others? (How do you do a search in a private forum?) If it's still far away then probably we should focus on strengthen our production advantages. Otherwise go for the military improvements.
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Old June 23, 2003, 12:56   #250
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20 squares if they are on the same continent. So... westwardly..we may be getting close, especially if they are expanding eastwards.

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Old June 23, 2003, 15:53   #251
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If it's just the two of us on a large- ish island, then we should expect them soon. Now, if this is actually a decent sized continent, they could very easily expanding the other way.
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Old June 23, 2003, 21:43   #252
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Good work Marshal Rokossovky.

Ok, now that I know the tech stance of ourselves to others, Ican see why we chose Applied. I'll have to disagree for the fact of pursuing "The Doctrines". I think the sooner we get Industrial Automation, the faster we can pump out these units......basically making it easier for us in the long run.

Once we get I.A., we can take "The Doctrines". Although I should be discussing this in the Science thread.
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Old June 23, 2003, 23:42   #253
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I think the sooner we get Industrial Automation, the faster we can pump out these units......
I agree. The actual chance of us getting put with another faction, and them being hostile, is slim. I believe us to be suffciently prepared with applied, for the time being. It would be best to upgrade our production capabilities (and research), then go for the military techs when they will be more relevant. Don't get me wrong, we should NOT put them off, just prioritize IA right now.

Quote:
Although I should be discussing this in the Science thread.
:P, this is fine.

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Old June 24, 2003, 20:32   #254
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When should the SP be commenced?
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Old June 24, 2003, 22:34   #255
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hello, nm happened.... what to do withthe former though? Forest?

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Old June 25, 2003, 02:08   #256
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Those rovers are definetly heading to a watery end. There's like nothing back there. Start moving north...
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Old June 25, 2003, 02:46   #257
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Where are we globally? How close are we to the poles?
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Old June 25, 2003, 04:42   #258
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Quote:
Originally posted by Octavian X
Those rovers are definetly heading to a watery end. There's like nothing back there. Start moving north...
Remember that Googlie said he sometimes likes to make small land bridge connections. Remember this isn't just another random map. It's a edited map and there could be a small land connection anywhere.

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Old June 25, 2003, 06:07   #259
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I say have the Scout Patrol go west, and the rover go north.
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Old June 25, 2003, 17:30   #260
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Looks to me the little square to the south where the blue arrow is looks like a small land bridge although the north is another possibility.
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Old June 25, 2003, 22:54   #261
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I have one rover going north (after it stops at the monolith for a tad), one going along the coast to the south, the scout patrol is heading west, north west. The last one, to the east, is going for that choke point to check it out (it was repairing in kommie ville). Does that plan sound ok?
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Old June 25, 2003, 23:05   #262
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Sounds like a plan.

I'd watch that area where the Scout "Blue" is going. I don't like the feeling of that area....but if it leads to another faction, at least we can use that area as a choke point.
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Old June 26, 2003, 00:30   #263
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Where are we globally? How close are we to the poles?
We are kinda just north of the equator to the left... still a lot above us...

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Old June 26, 2003, 00:34   #264
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I'd watch that area where the Scout "Blue" is going
If it does end up leading to another land mass, we should think about putting that next colony pod from volairograd there. As for military units... the scout will "scout" it... if it is a larger space, then rovers will be sent. My plan is try and keep the scouts more local (the west is kinda out of there, but it's within the main island, and it was originally sent out to explore in the beginning), to deal with potential threats, and have the rovers out and about. Also, when we get applied, we should consider building a prototype so I can upgrade our scots to Laser Infantry's. Just a thought.

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Old June 26, 2003, 00:38   #265
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Re: Secret project...

um, thought, feel free to correct... start it once the former is done at kommie city? It is rather important... definately give us an advantage... plz comment

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Old June 26, 2003, 01:28   #266
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the mineral deposits there would help, although before we get crawlers, are there any way to boost production speed? Apart from switching to planned economy and the wasteful disbanding units to deposit minerals.
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Old June 26, 2003, 02:21   #267
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we could put a mine on the minerals
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Old June 26, 2003, 10:27   #268
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Quote:
Originally posted by Frankychan
Sounds like a plan.

I'd watch that area where the Scout "Blue" is going. I don't like the feeling of that area....but if it leads to another faction, at least we can use that area as a choke point.
I have the same feeling about that area. Although I think it may actually mean more opportunities (tech trading, etc.) to us rather than risks. I also suspect that if we are going to meet another faction, it may be possible that it is an AI (judging from GooglieGod's previous smoky talk). This may or may not be good since our previous diplomatic effort can only be useful if we met one of the target human factions. But who knows, it may be actually better than if we meet the uni or drones who are more likely to be not that friendly to us.
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Old June 26, 2003, 10:34   #269
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If Kommie city is close to the point of population growth, it could produce a colony pod before switch to other things again. We really need to get more bases going. I also wonder if we should start the SP at the Hive since it is kind of far in the corner, any colony pod it produces will have to travel for a long time. Plus if we have another two bases set up then we could rush a former then immediately start colony production in the new bases. The scouts that are need to guard the bases could be produced by the Hive before it starts the SP.
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Old June 26, 2003, 19:25   #270
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If Kommie city is close to the point of population growth, it could produce a colony pod before switch to other things again. We really need to get more bases going. I also wonder if we should start the SP at the Hive since it is kind of far in the corner, any colony pod it produces will have to travel for a long time. Plus if we have another two bases set up then we could rush a former then immediately start colony production in the new bases. The scouts that are need to guard the bases could be produced by the Hive before it starts the SP.
Kommie city is no where near growth (15 turns). Also, The Hive has will have produced two colony pods... we should let it grow now. As for more colony pods, I was thinking just let voltarograd pump them out for the forseeable future. That would leave The Hive for units/facility production, kommie city for the SP, and Voltarograd for colony pods.... fairly well balanced. As we get more cities, things would change, of course, but for now... what do yout think?

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