June 11, 2003, 17:40
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#1
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King
Local Time: 22:28
Local Date: November 1, 2010
Join Date: Feb 2001
Location: Capitol Hill, Colony of DC
Posts: 2,108
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Turn Thread for MY2111 thru 2120
Having not received any Black Spots after offeriing to carry on at the helm thru 2120, I guess that constitutes a mandate. So here is the University Slave's Advisor's latest cut at the plan of action.
[Code] Comprehensive Transport Routing, Labor, Terraforming and Base Production Schedules
Code:
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Year.....Transport Itinery.....Bases......Builds.......Notes (Net)Prod/PrevTot Mins & Nuts *=ComingNextTurn
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2111.(a) (48,68) to Liar's.....Tripoli....InfColony....Working (54,66) & (54,70) +5/5 Mins +5/11 Nuts
.....(b) .to (45,65) w/Former..'Rita......InfFormer....Working (55,61) & (59,65) +7/7 Mins +2/4 Nuts
(Offload Former->(46,64) Pod)..Liar's.....TPort/SFormr.Continue Working (48,68) +5/0 Mins +2/16 Nuts
2112.....(45,65) to (47,61)....Tripoli....InfColony....Working (54,66) & (54,70) +5/10 Mins +5/16 Nuts
...............................'Rita......InfFormer....Working (55,61) & (55,63) +5/14 Mins +4/6 Nuts
(Move Frmr @(46,64)->? Forest).Liar's.....TPort/SFormr.Switch to Work (42,66) +2/5 Mins +4/20 Nuts
2113.....(47,61) to (53,61)....Tripoli....InfColony....Working (54,66) & (54,70) +5/15 Mins +5/21 Nuts
...............................'Rita......InfFormer....Working (55,61) & (59,65) +7+1R/19* Mins +3/10 Nuts
...............................Liar's.....SFormr/TPort.Switch to Work (48,68) +5/7 Mins +2/22*+2 Nuts
2114.....(53,61) to 'Rita......Tripoli....InfColony....Working (54,66) & (54,70) +5/20 Mins +5/26 Nuts
....(New IFormer to (56,62))...'Rita......Schooner.....Working (55,61) & (59,65) +6/7 Mins +3/13 Nuts
.('Rita SFormr @(59,65) Solar).Liar's.....SeaFormer....Working (46,64) & (48,68) +6/12 Mins +3/3 Nuts
2115.....'Rita to (53,65)......Tripoli....InfColony....Working (54,66) & (54,70) +5+5R/25* Mins +5/31 Nuts
('Rita IFmr to (55,61) Forest).'Rita......Schooner.....Working (55,61) & (59,65) +6+7R/13* Mins +3/16 Nuts
...............................Liar's.....SeaFormer....Working (46,64) & (48,68) +7/18 Mins +3/6 Nuts
2116.(a).(53,65) to Tripoli....Tripoli....SeaColony....Working (54,66) & (54,70) +4/5 Mins +5/5 Nuts
..(ColonyPod Board Transport)..'Rita......SeaColony....Working (55,61) & (59,65) +5/70* Mins +3/19 Nuts
.....(b) Tripoli to (51,69)....Liar's.....SeaFormer....Working (46,64) & (48,68) +7/25 Mins +3/9 Nuts
2117.....(51,69) to (46,68)....Tripoli....SeaColony....Working (54,66) & (54,70) +4/9 Mins +5/10 Nuts
.........'Rita SCP->(54,56)....'Rita......NetNode......Working (55,61) +1/5 Mins +3/22+3* Nuts
......Liar's Frmr board TPort..Liar's.....SeaFormer....Working (46,64) & (48,68) +7+8R/32* Mins +3/12 Nuts
2118.....(46,68) to (42,68)....Tripoli....SeaColony....Working (54,66) & (55,69) +7/13 Mins +3/15 Nuts
...(Offload Former->(42,66))...'Rita......SeaProbe.....Working (55,61) & (59,65) +6/1 Mins +2/3 Nuts
.........(42,68) to (40,68)....Liar's.....Schooner.....Working (46,64) & (48,68) +6/7 Mins +3/15 Nuts
...(Offload Colony->(40,66))...SeaLurk....SeaFormer....Working (57,57) +5/10* Mins +2/0 Nuts
2119......(40,68) to Boot......Tripoli....SeaColony....Working (54,66) & (55,69) +8/20 Mins +3/18 Nuts
.......(CP: Base at (40,66))...'Rita......SeaProbe.....Working (55,61) & (59,65) +6/7 Mins +2/5 Nuts
...............................Liar's.....Schooner.....Working (46,64) & (48,68) +6+7R/13* Mins +3/18 Nuts
...............................SeaLurk....TPort........Working (57,57) +5/5 Mins +2/2 Nuts
...............................Boot.......InfFormer....Working (42,66) +1+10R/10* Mins +3/0 Nuts
2120.......TPort at Boot.......Tripoli....SeaColony....Working (54,66) & (55,69) +8/28 Mins +3/21 Nuts
....'Rita Seaformer->(56,68)...'Rita......SeaProbe.....Working (55,61) & (59,65) +6/13 Mins +2/7 Nuts
...............(via (61,69))...Liar's.....SeaProbe.....Working (46,64) & (48,68) +5/6 Mins +3/21 Nuts
...............................SeaLurk....TPort........Working (57,57) +5/10 Mins +2/4 Nuts
...............................Boot.......CmdCenter....Working (42,66) +1+8R/1 Mins +3/3 Nuts
2121.......TPort at Boot.......Tripoli....SeaColony....Working (54,66) & (55,69) +10/36 Mins +3/24 Nuts
....'Rita Seaformer->(56,68)...'Rita......SeaProbe.....Working (55,61) & (59,65) +6+31R/19* Mins +2/9 Nuts
...............................Liar's.....SeaProbe.....Working (46,64) & (48,68) +5/11 Mins +4/24 Nuts
...............................SeaLurk....TPort........Working (57,57) +5/15 Mins +2/6 Nuts
...............................Boot.......CmdCenter....Working (42,66) +1+30R/10* Mins +3/6 Nuts |
(Last Revised 7/8/2003)
The Cuspidore will endeavor to keep this here version of the plan up to date by right here at the top of this thread, but after all, carousing may interfere from time to time leaving some information outdated (or just plain wrong as is probably already the case in at least a few entries in any casee).
The succession plan calls for the selection of a "First Mate" or "Exec", whatever we want to call it, who will become the next helmster in 2121. Preferably, this selection will be made by the Cap'n's Council within the next few turns. If not, Cuspidore BrownBeard will nominate some candidates hisself for the Council to choose from.
Speaking of positions, the Cuspidore is finding his own chart to be rather cumbersome and he would appreciate anyone who was inspired to create something better, like an Excel spreadsheet or perhaps a database, that we could use instead. Of course, then you'all will probably have to fess up to having your own University (or Cyborg) Slaves Advisors, but it's OK to show your softer, nerdier sides once in a while. (Note: Pirates who actually believe that may not be qualified to become Helmster.) Please bottle your proposals and address them to: Cuspidore BrownBeard's University Slave Advisor, Bilge, Research Deck, The Montezuma's Revenge. Thank you.
The discussion of the Current turn will be below.
Last edited by johndmuller; July 8, 2003 at 03:18.
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June 11, 2003, 19:28
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#2
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King
Local Time: 22:28
Local Date: November 1, 2010
Join Date: Feb 2001
Location: Capitol Hill, Colony of DC
Posts: 2,108
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2111 Turn
2111 Turn Discussion
The BootyBoat made its first visit to Treasure Islet this year, under the cover story of dropping a new Land Former - as you well know, the true mission was to bury the treasure we removed from the Unity, along with a few chests of earth from the olde homeland so far away - now we have a place we can truly call home. We plan to make of Treasure Islet an aboreal paradise and make a beautiful park where we can release the parrot ("Awwkkk!, . . . and Cockatoos, too too . . . Awwkkk!" screeches Baretta) strains we have also broght from Earth. Hey!, I just found out that we don't have to kill the shore detail anymore when they bury the treasure, we just give them some of that new batch of Xenorum and they can't even remember their first names, let alone where the gold is. Hmmm, what is gold anyway, . . . who am I, . . . . "Awwkkk! BrownBeard, you ^%#$!, wake up and gimme some of that hardtack. . . . Awwkkk!"
Well, we found some more resource goodies in both the northern and southern seas, including two very good looking Sea Base sites, at (54,56) and at (59,73). The pod at (46,64), on Treasure Islet yielded up another (nut) resource special (that looks like a good place to put a forest while the former is there). There is another Unity (sea) Pod at (64.74) which we plan to pop at the beginning of the next turn (after temporarily adjusting our production at Tripoli to a potential freebie build). The patrol ships will continue to explore their respective areas, trending generally east for the moment, although the schooner to the north may come about and head north briefly and then back to the far west after a turn or two. The BootyBoat is taking the northern route to 'Rita, etc., as detailed in the chart above.
I posted the almost-end turn here so you'all can make suggestions should you wish, for a couple of hours at least; will finish it up later tonight and send it off although I am sending it off now, so . . . .
Last edited by johndmuller; June 12, 2003 at 04:05.
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June 14, 2003, 06:01
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#3
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King
Local Time: 22:28
Local Date: November 1, 2010
Join Date: Feb 2001
Location: Capitol Hill, Colony of DC
Posts: 2,108
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2112 Turn Narative
2112 Turn Discussion
"Ahoy on deck, Ahoy on deck, Ship Ahoy, Ship Ahoy . . . and a pretty *&%#@in' strange lookin' raft thing it be too".
"Cap'n, ye better have a look-see at that-un sir, if you please, sir; . . . , and sir, . . . , if you please, sir, . . . I'm shamed to say, sir, . . . "
"Out with it matey!" says the Cuspidore, picking up the spyglass and pulling it out to its longest range, "I be lookin to see where that &^%$in Pod from the Unity went to - it couldn'ta just disappeared." shouted BrownBeard; "Ye be lookin' a bit strange yerself, Cap'n Hercules, you pick up that SARS thing at the sailor joint you spent so much time at back in Liar's, Har, Har, what zit called, the China Doilies?"
"It's my head, Cap'n, it feels really strange, like there be somethings crawling around inside me skull - and they seem to be talkin' too, but I don't know what they be saying, . . . , and there be these funny red patches in me eyesight . . . , and no, I aint been hittin' the bottle on the watch sir, you know I don't do that, I aint had a drink since I left The China, I swear it on me sister's honor."
"Sure, Cap'n - you ever hear tell about the DeeTease? That's what ya got, if ye be askin' me - and I suppose you don't know what to do about that either, doya, Cap'n. Well Brother Herc, let me help ya out; . . . Now we heres know ye don't be hittin' the xenorum on the job, and there's be some that say thats wrong and there be somes say that be the right thing to be dooin, or not dooin, an one or two of em be right good Cap'ns too, so you gots every right to stay sober on the bridge if you believe in that, an don't let any'o'em tell you no otherwise. The thing that makes some of the other Cap'ns nervous is when they see you on your own time . . . and drinkin' from the water barrel at 3 in the afternoon . . . and some say they even seen you besmirchin' the name of the Revenge by drinkin a coffee or tea in public ashore - they just don't say it in front of me if they know what's good for 'em, . . . , cause they know I think your one of our best Cap'ns, gonna be a Fleet Admiral one o these days, mark me words, an' not just a tiny fleet, like we got now, but a real fleet, full o xenorum and cannon and real big Jolly Rogers all about. . . . well enough of that; what methinks you need for yer Dee Tease is some o that Hairy the Dawg stuff they got below decks in the 'firmry, that'll fix ya right up - and if ye wants me advice, . . . , when you be drinkin' it, make a point to do it out there in front o the men, like on deck down there by the kegs, or if you want to sit down, go foredecks to the Rope Room, there be always a good crowd in there smokin' on the rope, or many of 'em now, on the xenoweed instead, but they still use the Rope Room for it anyway. I guess it's be a tradition now. . . , anyways, just get good an' plowed, . . . , an don't fer a minute be worry'd what the men be thinkin' bout you singin' or throwin' yer dirk, or whatever you be fond o dooin'; they'll just love ya all the more for it you be lettin' down yer hair wit em. So git along wi ye an' say me best to Hairy, we be old frends, Hairy & I, Har, Har, Har."
", , , and don't be worryin' bout that thing out there," says BrownBeard, raising the scope as Cap'n Hercules wanders off, hittin' hisself upside the head, apparently to clear up the cobwebs or somethin', "We be all over that thing like a . . . What the &^$##^* %^$%#$*!!!, is that!!!! %$%%in thing!!!!!! - Well Blow me Down, Cap'n Dameon, git me a ^*&%$#@ big &*(*^% bottle o yer best stuff, a big (*(&$& ceegar an sound General Quarters - 'ceptin' for Cap'n H, he's got orders to the 'firmry."
(later)
". . . so anyone know what the &(*^ that was?", asked Cap'n Maki, "Some o the men, they just went crazy-like, no, no, no, I don't mean like they usually get when we throw a boarding party, more like they wuz fightin' with theirselves instead of those (*&*^^in' things. I swear I saw Cap'n GeminiRai - looked like he wuz tryin' ta tear his'n own eyes out, an shoutin' nightmare stuff, like somethin's were eatin im inside the head - an he hadnna no 'weed neither, even though he wuz actin' kinda like it, only worse - - - then when we pulled up abeam o' it he just done dove right into the middle of all that crawly lookin' stuff. I swear, he was total cold sober if never I swear again; he aint never gooin swear agin' or anythin' else by %&^$&#.. An ya know, it almost seemed like of the other men, the men who wuz the drunkest had the easiest time o' it, just cuttin' up the tentkils like they was gooin to dance class or somethin'; the others, they be takin a good swing with the cutlass and then jerkin the 'lass about lika they be gittin shocked. . . ., and you, Cuspi, you sure had a load on - it looked like yer eyes were crossed further than a borg with a short, but you cool as can be just threw those kegs of Cap'n FlameFlash's Secret Distillate Recipe on the thing and then made one o those Molly Toffer Cocktails outta what was left in yer bottle, takin' a big puff outer yer ceegar, stuffin in the bottle as a fuse an givin it the old Heave Ho an Thar She Blows . . . an did it ever! I just wonder why you bothered wi the Toffer, you coulder just lit ter up with yer breath, ya know Har, Har, Har. . . ."
". . .So that's what happened to my bottle and ceegar", mused the Cuspidore, "gotta git me somemore, . . ., that was quite a trip, it was, . . . but Maki, I think yer onter somethin with what yer said about the men most inter bag beein the ones what fought the best - an that must be why Cap'n Hercules was feelin so freaked out too - I think you've put yer finger on one of the secrets matey, of this here planet, yer have - - here, have half of this new bottle with me - midicinil purposes - or maybe now a big hit o hooch, its part of our guard duty routine. . ."
". . .And about what they were - Let's call 'em Isles of Death, an one o these days, mark me words, were gonna have some of 'em flyin our flags, we are, and one thin you can be sure of - most ot those landlubbers from Earth, they aint never in a million years gonna figure out those secrets, smart as they think they be."
So there you have it, the saga of the Cuspidore and the Isle of Death, and we got 20% damage and 30 ec's - now the Unity gunship is disciplined, I don't know what it was before, but I didn't see an improved morale message. Otherwise, nothing real exciting - there's another pod up north to pop, I'm wondering whether we want to pop it or not - Rita, the nearest base will be finishing up a build, so there'd be nothing to gain in the instabuild area, might be worth waiting an extra turn on a side trip to kill time.
Will wait 3 or 4 hours at least for you'all to make comments if you want before submitting the turn. Near end of turn link here.
Last edited by johndmuller; June 15, 2003 at 02:57.
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June 14, 2003, 08:59
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#4
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Emperor
Local Time: 20:28
Local Date: November 1, 2010
Join Date: Apr 1999
Location: Palm Springs, California
Posts: 9,541
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I started all units as Disciplined (to account for the somewhat greater number of mindworms and IoD's that were encountered in the test game)
So if the gunsloop was the original (name?) then it'd be disciplined already (but should haver gained a morale upgrade if that were its first IoD encounter) - if it is the one produced in the base then it'd be green, and would have thus been upgraded to Disciplined.
G.
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June 14, 2003, 21:41
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#5
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King
Local Time: 22:28
Local Date: November 1, 2010
Join Date: Sep 2002
Location: State of Insanity (aka Texas)
Posts: 2,242
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I was also checking the report screens - the Drones have started the Merchant Exchange, FYI
__________________
But there's no sense crying over every mistake. You just keep on trying till you run out of cake.
PolyCast | Girl playing Civ + extra added babble! | Yo voté en 2008!
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June 17, 2003, 22:35
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#6
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King
Local Time: 22:28
Local Date: November 1, 2010
Join Date: Feb 2001
Location: Capitol Hill, Colony of DC
Posts: 2,108
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2113 Turn Discussion
The momentous event of the year was bringing in our first harvest of Earth-descended, Chiron-grown Kelp; almost certainly the first raised by human hands, although our explorers have witnessed at least one other kelp-patch created by one of Unity's AutoAgraPods. This historic harvest suggests that the initial area will produce enough to feed half the current population of 'Rita. The Cuspidore's University slave advisor claims that not only will the kelp will spread by itself to adjacent areas, capable even of supplanting the strange red tide - 'sea fungus', but that it should be possible to increase the already generous yield, given investments in biotechnology ("Yeah, right", says Brownbeard, "like we're gonna start the effin' Youniversity of the Sea to grow more seaweed!" - "Awwkk!" adds Baretta, "in your ^#^%@ pipe, Sharkbait, . . . Awwkk!" - "Hmmm", replies the Cuspidore, ". . .hang up some of that weed in the sun to get it dried out and then run it by the men in the rope room - we could use some cash crops out here if we want to have any honest income."
The schooner up north sailed up to (the wreckage of) a Unity Pod, discovering that a heavy foot locker had come loose during the breakup, lodging itself inside the delicate workings of what looked like it must have been a DataPod. "Ensign Googlie, Political Officer Specialist - ad astra - Unity", was stenciled neatly on the top of the trunk. "That's another one that geek disabled", mutters Captain Flameflash hauling the heavy trunk aboard and dropping it on the deck with a loud dissonant noise, made up of splintering wood and something metalic, "Awwkk!, . . . Pieces of Eight, Mateys", screeches Baretta, " . . . Pieces of Eight . . . Pieces of Eight . . . Pieces of Eight, . . . Awwkk!. . . . Awwkk!". A general meelee ensues, with quite a few bloody noses and soon-to-be black eyes or future patches; finally, the shouting is drowned out by two enormous reports, "KAAPOW!, . . . KAABLAMM", and the Cuspidore strides forward and grabs off the two nearest sailors and tosses them aside, nearly throwing them overboard. "Alright Mateys, Alright - everyone gets one coin only - two if yer not wounded yet . . . and puts the rest in the strongbox - and two rations of rum for everyone." - ("Awwkk!, three cheers for the Cap'n, . . .Awwkk!") - "An someone fetch the Uni Egghead; mayhaps he can get something out of this junk." Final tally for the strongbox = 60 Pieces of Eight; ". . . Betteren one of those #$*&#$ Sown-ner Pods!", muses BB.
The Unity gunship down south discovered another monolith on what may be a large island or else a headland attached to the mainland by a peninsula, whatever it is, the long-glass spies a mountain peak or two off the port beam, sticking up high, protruding through the thick cloudbank obscuring what-eer lies b'tween. We plan to sail east and north in an attempt to sail around this territory. "Keep an eye out for those @%^%^in Missionaries", shouts Cap'n Fllubber, ". . . I think I hear drums and smell incense!"
Almost end of turn save here for comments, final turn and remarks to be sent in 3 or 4 hours (or more) sent.
Last edited by johndmuller; June 18, 2003 at 03:58.
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June 18, 2003, 12:11
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#7
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Deity
Local Time: 21:28
Local Date: November 1, 2010
Join Date: Aug 2000
Location: With a view of the Rockies
Posts: 12,242
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Me only comment matey is that we seems to be hoarding our pieces o'eight. If'n I was the one decidin' I woulda spent some of that gold fer two more schooners. The gold sittin' in a chest ain't no good to man nor beast.
We got bases buildin' colonies and I agrees wit dat but we could rush a ship or two and not delay dem colonies which gotta wait fer ther transport anyhow. It may be too late and we don't wanna waste any minerals now.
On de exploration side, I recommends dat we send one a de ships on a long range cruise. Der could be riches far away and people te meet. We knows our home waters good enuff now and if'n ye builds anudder shiop er two dey can explore some more
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June 18, 2003, 14:08
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#8
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Emperor
Local Time: 21:28
Local Date: November 1, 2010
Join Date: Dec 2001
Location: Minnesota, USA
Posts: 6,454
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Some extra exploration would probably be good...
__________________
I'm not conceited, conceit is a fault and I have no faults...
As always, will play after work. I wonder if I'll ever be able to turn that the other way...
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June 18, 2003, 16:15
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#9
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Warlord
Local Time: 04:28
Local Date: November 2, 2010
Join Date: Aug 2002
Location: Holland
Posts: 239
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I would go for massive (sea)colony pod production, finishing or buying one every time a base grows, as long as we can afford it or until we meet another faction
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June 19, 2003, 13:44
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#10
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Deity
Local Time: 21:28
Local Date: November 1, 2010
Join Date: Aug 2000
Location: With a view of the Rockies
Posts: 12,242
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Quote:
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Originally posted by Mark123jansen
I would go for massive (sea)colony pod production, finishing or buying one every time a base grows, as long as we can afford it or until we meet another faction
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I agree with that idea but currently we have enough ecs that we could rush a couple more ships and rush the colonies two. At the moment we are limited by our growth rate mainly.
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June 20, 2003, 12:45
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#11
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King
Local Time: 22:28
Local Date: November 1, 2010
Join Date: Feb 2001
Location: Capitol Hill, Colony of DC
Posts: 2,108
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Well, the PUT and the Borgs are giving us plenty of time to think about this move, so I guess a little discussion about the general drift of our build program might be in order as there have been some suggestions lately that we build more ships (and more colonies too). It might also be a good time to start thinking about our next research project, which could get us into a more general discussion about whether we want to grow any of these early bases or if we are going into a full blown ICS mode. I think that I'll just focus on the short term issues in here and start up a dialog in the Chartroom about the longer term ones. Presumably the Borgs will get the turn out this afternoon (as they will be exceeding the new deadline if they don't - aren't we glad we pushed for lenient time-frames, the first turn afterwards, the Uni took nearly 48 hours, this (2nd round after) round the Borg are pushing 48).
So, we are now producing a Former at 'Rita, to be finished this upcoming turn. Our Booty Boat is coming into port there at the end of its turn too and will allow the Former to disembark onto land at (56,62) - this is a slight change from our previous plan to take the former over to (55,61) in the boat; this way the former can move on the river and start the forest at (55,61) the following year instead of having to wait an extra year. Following the general drift a few turns ago, we had slated Rita to start building a Sea Colony on the next turn. We could build another Schooner there first if that is the will of the Cap'n's Council; it could be rushed after it gets over the 10 threshhold and wouldn't slow down the SCP by more than 2 or 3 years. The projected population growth at 'Rita is not a problem, as it will still be well ahead of the next increase; if there is a trade off here, it is probably in support, as 'Rita is our highest support base (about to have its 4th unit (2PoE support cost / turn); with another Schooner, it will have a net cost of 3PoE, which will grow temporarily to 4 when the SeaColony for (54,56) is completed. We should be able to sluff off at least 1 unit onto that new base and get back down to a net cost of 2 PoE at 'Rita. Sorry for the details run-on, but once you start down that path, there is no turning back. Anyway, I don't see a serious problem with the support there, so I will plan on changing to a Schooner at 'Rita instead of a SeaColony unless the groundswell goes the other way.; we can use it to NW past the partly enexplored island north of Treasure Islet (name up for grabs) and continue on North and West.
Regarding Tripoli, it will finish its Colony in 2116 (also cleverly timed to coincide with the arrival of the Booty Boat) and its next build is also currently slated to be a SeaColony. The Cuspidore would recommend sticking to that plan, but another Schooner could probably be squeezed out, even though the population pressure at Tripoli is more of a factor. BTW, does anyone know how the game adjusts population after building a colony - specifically, I am pretty sure that the pop will still be at 2 afterwards, but how full will the growth box be? (It will be nearly full, at 31 of 33, the turn before). We will get the chance to check that out when the colony is built, but we may need to rush a proposed SeaColony there anyway to avoid a Doctor, so the extra several turn delay to build another Schooner might be too expensive.
At Liar's, we are at the beginning of building a SeaFormer; we could switch to another Schooner at a minimal cost (1PoE) if we wanted to. There is no particular support or growth problem, but the SeaFormer would be useful to develop the two Min specials and the Cuspidore is a particularly leary of prematurely discovering the existence of another faction on Morgan's Boot before we have planted our own colony there. I believe that the way the game treats borders, if we haven't yet met any occupants of the territory, the borders are not yet established, allowing us to build a colony at a place that might trigger a build/vendetta moment if we had already met the faction. It won't be long before we have the Tripoli Colony to plant there, and the proposed Schooner could go SW for a bit first before circling around to the West, delaying any inopportune discoveries til after our colony is on the Boot. I have a neutral opinion on this one and am totally swayable by public opinion.
In summary, I would be in favor of inserting a new Schooner ahead of the SeaColony for 'Rita; tentatively against doing the same at Tripoli; and neutral w/r changing from a SeaFormer to a Schooner at Liar's.
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June 20, 2003, 20:27
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#12
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Emperor
Local Time: 20:28
Local Date: November 1, 2010
Join Date: Apr 1999
Location: Palm Springs, California
Posts: 9,541
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At Liar's Lair you could change from the seaformer to a Schooner (lose 1 mineral) and then pay 10 ec's to rush to complete in 1 turn
You're not losing too much as you can then change to a seaformer next turn, and rush it a turn later (the first row should then be completed - your current 6 mins/turn would reduce to 5 with the new schooner's support)
re: Tripoli
Next turn you'll be 2 nuts short of a new pop (with 5 nuts being produced at that base) and the CP will be 1 turn away
Turn after that will open with the base increasing to 3 as the 5 nuts are added (2 needed) then the pod will build, reducing the pop to 2 again, and then the 3 unused nuts will go into the first row (but I've also experienced where all 5 (in this instance) would go into the first row, much like the ec's in the stockpile energy bug, but I think that was just in games where I'd switched mid game to take over a weak AI - it might be a "game correction" feature for the AI to cheat give it a helping hand)
G.
Last edited by Googlie; June 20, 2003 at 20:55.
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June 20, 2003, 21:25
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#13
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King
Local Time: 22:28
Local Date: November 1, 2010
Join Date: Feb 2001
Location: Capitol Hill, Colony of DC
Posts: 2,108
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Quote:
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Originally posted by Googlie
re: Tripoli ...
Next turn you'll be 2 nuts short of a new pop (with 5 nuts being produced at that base) and the CP will be 1 turn away
Turn after that will open with the base increasing to 3 as the 5 nuts are added (2 needed) then the pod will build, reducing the pop to 2 again, and then the 3 unused nuts will go into the first row (but I've also experienced where all 5 (in this instance) would go into the first row, much like the ec's in the stockpile energy bug, but I think that was just in games where I'd switched mid game to take over a weak AI - it might be a "game correction" feature for the AI to cheat give it a helping hand)
G.
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According to Cap'n BB's University slave's advisor's forecast, there will be 31 nuts in the growth box at Tripoli next turn (2115) with 5 to be produced. Even if the CP were not going to be built in 2116, the base would still not grow until 2117 (there is a 'dormant' turn after the nut box is completely full) so the nut/growth box will contain well in excess of the 22 needed to have a full nut box at pop=1. In my experience, this results in the pop remaining at 2 (or dipping to 1 and being immediately replenished) and the growth box starting off with a noticable amount of nuts, like 1 row or so, instead first growing to 3, using all the nuts and then being debited to two by the CP's construction, as you reckon. BB's University slave advisor is usually quite proficient and pays good attention to details (unlike his predecessor, Prof. Sharkbait), so we would tend to go with his forecast, although the Cuspidore himself certainlly wouldnt' be able to add his way around a hopscotch box. I did wonder if anyone knew exactly how to calculate that remainder.
Interestingly enough, when Liar's went from pop 1 to pop 2, it had previously had a carry-forward of 2 during it's 'dormant' year and a production of 2 at the beginning of this year, but only ended up with a previous balance of 3, instead of the 4 predicted by the University slave's advisor. BTW, no problem with the analysis of the Schooner/SeaFormer numbers, except that Cap'n BB is rather a cheapskate when it comes to rushing things that need so many mins as would the SeaFormer when it first crossed over the 10 threshhold. He generally doesn't think very hard about rushing units with more than 10 to go (he does like to rush facilities, like hopefully soon to be available RecComms) unless feeling very flushed, with rum or with cash, or very desperate, as the case may be, none of which seem to apply at the moment (pending the thwack of some of the Cap'n's Council's knives with notes to the contrary attached. The Cuspidore's main thoughts on building the SeaFormer first is that it will be built with the higher production level in effect - the Schooner can be rushed more easily in that it needs substantially fewer mins to build and so is not so sensitive to the production rate. All that said, the SeaFormer is not so desparately needed as to require being built right away, so it would be perfectly reasonable to build the Schooner first just to have the Schooner sooner.
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June 20, 2003, 22:33
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#14
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King
Local Time: 20:28
Local Date: November 1, 2010
Join Date: Nov 2002
Location: Too close to the sea
Posts: 1,827
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I'm for leaving the production schedule at all the bases the same. Build the colonies/formers before the gunships.
__________________
Those walls are absent of glory as they always have been. The people of tents will inherit this land.
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June 21, 2003, 06:18
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#15
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Warlord
Local Time: 04:28
Local Date: November 2, 2010
Join Date: Aug 2002
Location: Holland
Posts: 239
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__________________
Truly great madness cannot be achieved without significant intelligence.
-Henrik Tikkanen
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June 21, 2003, 16:05
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#16
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King
Local Time: 22:28
Local Date: November 1, 2010
Join Date: Sep 2002
Location: State of Insanity (aka Texas)
Posts: 2,242
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I'm in favor of the extra schooner at 'Rita too - we need a vessel to head north, looking for other factions (not to mention pods )
__________________
But there's no sense crying over every mistake. You just keep on trying till you run out of cake.
PolyCast | Girl playing Civ + extra added babble! | Yo voté en 2008!
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June 22, 2003, 02:56
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#17
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King
Local Time: 22:28
Local Date: November 1, 2010
Join Date: Feb 2001
Location: Capitol Hill, Colony of DC
Posts: 2,108
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If I'm getting everyone's opinion right, I see it as: - Cap'n Flubber: 2 Schooners, then Colonies
- Cap'n FlameFlash: Exploration (I take that to be Schooner(s);
- Cap'n Mark123Jansen: (Sea) Colony Pods
- Cap'n Foolish_Icaarus: Colonies/Formers; then Gunships
- Cap'n Makahlua: Schooner at Rita
I am going to take this as a consensus to do a little of each, as in sneaking in a quick Schooner at 'Rita (to head North/NorthWest following whatever seems interesting) before building a SeaColonyPod - to take to the proposed site a little North of 'Rita; continuing to build the SeaFormer at Liar's, followed by a Schooner/SeaColony; and at Tripoli, finishing the CP then building a Schooner/SeaColony/RecComm, probably in that order, depending on consensus, population growth pressures and whatnot. The new base on the Boot, I see as building a Former, then a Scout, then perhaps a CP/CmdCntr/Rover/CP/RecComm sequence, or something like that.
Don't forget our negotiations with the Borg; so far, it looks like we could be Treatied and trading Doc:Mobility for InfoNets (The Cuspidore would be in favor of Social Psych as the replacement research target to enable bulking up Tripoli and/or 'Rita to take advantage of all their resources).
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June 22, 2003, 19:16
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#18
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King
Local Time: 22:28
Local Date: November 1, 2010
Join Date: Feb 2001
Location: Capitol Hill, Colony of DC
Posts: 2,108
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Here is the end-of-turn file; if I have time later, I'll add in any details that are lacking in the narative and update the chart at the beginning of the thread.
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June 24, 2003, 03:34
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#19
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King
Local Time: 22:28
Local Date: November 1, 2010
Join Date: Feb 2001
Location: Capitol Hill, Colony of DC
Posts: 2,108
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2115 Turn
Well Mateys, things are going along more or less as planned; just faster than usual this year.
The CyCon gave us the InfoNets; I didn't accept it during the pre-turn so that we wouldn't have to decide on our next tech right away - I didn't think we were ready. In fact I haven't accepted it yet (although I will have before the end of the turn) as I am a bit unsure what happens if I were to accept it, then save the game - would it make us choose then? - I don't think so, but I don't really feel like taking that chance. Anyway, we will need to choose at the beginning of the 2116, so that means soon. I believe we will be offered these techs: - Progen Psych
- Planetary Nets
- Industrial Base
- Social Psych
There is an outside chance that BioGenetics and/or AppliedPhysics will appear instead of some of those, but I give that a really low propability. . . because . . . I created a scenario with our 7 factions and played a couple of beginning-games. The offerings matched for the offerings we have already seen and I choose the same techs to research. In the first game (playing all the factions), I happened to meet the CyCon first and they were in a position to trade me InfoNets, so that scenario was exactly right on, and led to those techs above.
I'm going to start a poll with all six options in it, but from what I've seen in our threads so far, I think it is going to come down to Social Psysh versus Planetary Nets. Now Drogue (or whomever played their turn), offered to trade us Planetary Nets for our precious Doc:Flexibility, so they clearly have it already and so we could trade them for it at some point down the road if we want to keep Doc:Flexibility close-to-the-vest. In fact, I think I will use his proposal as an excuse to counter-offer by giving them the list of 3 other techs (ProgenPsych, IndustBase & SocialPsych) I think will be available and seeing if they would trade the Planetary Nets for any of them.
In other matters, there are two new Unity Sea Pods, one discovered by each warship and the ships positioned themsellves to pop them at the beginning of next turn, which fortuitously will be when both 'Rita and Tripoli (the bases which might benefit from an instabuild) will have new builds going, so they could be tinkered with to get a big freebie (question: do we want to take a flier on NetNodes, Sea(Colonies/Formers) or CommandCntrs for the temporary builds?)
I'm about to start a Forest at (55,61), so now is the last chance to offer an alternative (that would probably be to Farm/Solar it instead). On the western terraforming front, I am planning on moving the Treasure Islet former south one tile next turn and hitching a ride a ride on the Transpoort to (42,66) to start building a Forest & Sensor on the Nut special there, probably with the help of a new former from the new base.
We rushed the Schooner at 'Rita and the CP at Tripoli to be ready next turn. The Transport will be picking up the new CP at Tripoli next turn and starting west with it toward the Boot; the new Schooner will go off to the northwest, fisishing the exploration of the island west of the GeoShallows and off into the unknown.
The almost-end file is right here. Ill probably finish off the turn sometime in the (early??) afternoon EDT.
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June 24, 2003, 04:04
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#20
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King
Local Time: 22:28
Local Date: November 1, 2010
Join Date: Feb 2001
Location: Capitol Hill, Colony of DC
Posts: 2,108
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Copy of our message to Prime Function Drogue:
Ahoy Prime Function:
Thank you for sending over the InfoNets technology; Goog knows we need some book lernin an maybe one a those NetNodes will do the trick (not quite as much fun though as a HoloTheater we here).
Well we got yer proposal ter trade yer Planetary Nets for Our'n Doc: Flexibility; thank you very much for the offer, but the Cap'n's Council has instructed me to resist trading away that tech for the time being - I'm sure ya unnerstand where they're a comin from on that one. It is a tempting offer though, and we might accept it some time down the road when we feel a bit more comfortable with each other. Part of the problem is that you would probably be wanting to trade it to others if you got the chance and yer probeships would be sailing around in the ocean scarin the fish and all; not to mention some of our more trigger happy Cap'ns.
Anyway, we were researching InfoNets, so after we accept your InfoNets later in the turn, it will then make us re-select techs at the beginning of next turn and we will get it in a few years IIRC 2118. Perhaps you would be interested in trading the Planetary Nets for our soon-to-be arriving next tech. I think that the choices we will get are going to be (aside from Planetary Nets), Progen Psych, Industrial Base, Social Psych. If you were to be interested in trading the Planetary Networks for one of those, we might be persuaded to select it so as to be able to make the trade. Feel free to suggest alternatives as well.
Whether or not we trade one of those to you for PlanetaryNets, we would be interested in avoiding any duplicate research with your scientists, so if any of those would be something that you already have or are currently researching, we would appreciate knowing of it so that we can coordinate our researches better.
We plan to finish our turn within 12 hours from now, and who knows how long the next round will take, but if we have to think about whatever you might come up with next, we would of course, need as much lead time as possible so as not to be slowing down the game too much.
This PM mechanism seems to be working OK, but email might be just as good if not better (no 4K size limit for one thing). If you prefer, my email is John's EMail.
Thanks (and I'll try to stay more in character in the future).
Cuspidore BrownBeard,
, his mark
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June 24, 2003, 16:45
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#21
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King
Local Time: 22:28
Local Date: November 1, 2010
Join Date: Feb 2001
Location: Capitol Hill, Colony of DC
Posts: 2,108
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It turns out that we are now scheduled to finish researching (whatever) in 2217 rather than 2218; I don't think it will revert when Tripoli builds its CP, but . . . In any case, we will have a much increased tech cost thereafter relative to the modest increases in energy (and hence lab) production we experience. Should we find another deal with the CyCon to our liking, we should try to remember to delay its consumation until after researching our next tech (whatever) and locking in the next tech cost.
Speaking of (whatever), those of you who haven't weighed in on the replacement for InfoNets, please express yourselves in the poll at http://apolyton.net/forums/showthrea...1#post2117361.
Speaking of the CyCon, PF Drogue has only just recently received the PM we sent last night, but nevertheless sent us this reply:
Quote:
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Greetings Cuspidore, this is the Prime Function of the CyCon.
We completely understand you wanting to keep Doc. Flex. If it would sway your mind, we would happily sign an agreement not to trade it with another faction, and would possibly be able to offer the very special technology of Applied Physics, meaning you can start building laser foils. However we understand that this is probably a futile attempt, and understand not wanting to trade.
With regards to the other techs, we would happily trade for Industrial Base or Social Psych, whenever you get them. We have been discussing our newly found friendship with your glorious faction, and so far, the consensus seems to be for as deep a friendship as you would be willing. At some point in the future, we believe it would be logical to sign a Pact between our factions. With your sea power, and our technology, it could be very beneficial to us both. While it may need some time, we would appreciate if you would consider it for the future.
I thank you for the technology, it will go to great use.
- Prime Function Drogue Beta-8
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It seems like we are on a reasonably compatible course - with this in mind, we should almost certainly go ahead and research Social Psych as our replacement tech and then make that exchange for PlanetaryNets (assuming that they will make that specific trade; we will pursue that with them) with them in 2117 or 18 (unless I hear a strong groundswell for Industrial Base or Progen Psych - or see it in the poll).
The final turn is essentially the same as the one I posted earlier, so since I'm emailing it out anyway, I won't post it again. Those of you who are not on the mailing list, please sign up here and/or in the Missing Mateys thread.
If someone would take it upon themselves to email out the original turn to those who need it, as Cap'n Hercules was doing before his trip and I have occasionally done, I would appreciate it; I'm having enough trouble dealing with all the other filesand postings.
We need a Diplomatic Specialist; I have on occasion been too much of a hardass in these kind of negotiations in other games, sometimes alienating would-be allies; it is also another time consuming task, not so much with the actual negotiations, but with engaging in and monitoring the communications with them as well as with us internally.
We will need a new Fleet Operations Cap'n soon; I will volunteer some Cap'ns if not enough come forward.
Please help in whatever ways you can, this is getting to be too much like work, and its only the beginning of the game.
The orders chart is a little out of date; I'll try to remember to update it from my master copy later.
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June 27, 2003, 17:22
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#22
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King
Local Time: 22:28
Local Date: November 1, 2010
Join Date: Feb 2001
Location: Capitol Hill, Colony of DC
Posts: 2,108
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2116 Turn
2116 Turn
According to our supposed deal with the Borg, we selected Social Psych as our new tech - Please Note that there is another tech selection coming up next turn.
This year in the pod lotto we got (from the Schooner in the NE - Montezuma's Revenge) a free Sea Colony Pod at 'Rita (a big score since we had just finished the build af antother Schooner there!), and (from the Gunship in the SE) another treasure chest (with 75 ecs) - not bad, it makes up a little for some of those sonar pods. The warships expanded the map a bit in each direction, but nothing special to report, just another UnitySeaPod to be popped by the NE Schooner.
The Transport arrived at Tripoli and took on the just finished Land Colony Pod for the Boot, switching production at Tripoli to a Sea Colony Pod for (59,73). The Mine under development at (55,69) will be completed soon (in 2117) and coming on-stream for 2118; that will diminish our stream of Nuts, but I plan to move 'Rita's Sea Former from (59,65) to the Nut Special at (56,58) when it is finished. I think that we should then build a SeaProbe at Tripoli; then a RecComm so that we can grow the population to take advantage of the (by then) 4 good producing tiles available there. It is also possible that we could start the growing process sooner instead of building the SeaColonyPod and/or the SeaProbe, but the Cuspidore senses that the Council prefers population expansion and the always popular espionage at the moment.
At 'Rita. I plan to start (temporary) production of a NetNode (or possibly a SeaFormer) next turn as a potential pod freebie (another pod poised to be popped in the NE), to replace the free SCP we will be finishing, but then to switch to a SeaProbe when we get the PlanetaryNets from the Borg, presumably on the following turn. The new Schooner, which is tentatively named The Colonel Corazon Santiago (see the registry below) set sail to the NW, still in familiar waters.
Nothing of Note at Liar's Lair.
So, we need to think about The Next Research Target and also some thought about The Next Builds at both 'Rita and Tripoli and soon at Liar's as well. We'll probably need a discussion thread at least about the tech as that seems to be a difficult issue for us. If the Special Ambassador to the Cycon gets the chance to discuss this with the CyCon, that might be helpful. My best guess at the offerings is:
6th Tech Choices:
-BioGenetics, IndustBase and AppliedPhysics should definitely be offered;
-at least 1 out of these 2 should not be offered - ProgenPsych, PlanetaryNets;
-EthicalCalc, enabled by SocialPsych,may or may not be offered; odds are it will be.
The Registry of Ships (PMS = 'P.e.a.c.e. Military Services' or 'Pirate Merchantile System')
PMS-001 Unity Gunship 'Unnamed'
PMS-002 Unarmored FoilTransport, BootyBoat 'BootyCheck'
PMS-003 Gun-Unarmored Foil Warship, Schooner 'Montezuma's Revenge'
PMS-004 Gun-Unarmored Foil Warship, Schooner 'Colonel Corazon Santiago'
The end-of-turn save is here.
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June 27, 2003, 18:12
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#23
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Emperor
Local Time: 21:28
Local Date: November 1, 2010
Join Date: Dec 2001
Location: Minnesota, USA
Posts: 6,454
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Looking good.
Update my preferences from just general exploration to exploration and expansion. (Like I really need to say anything.)
__________________
I'm not conceited, conceit is a fault and I have no faults...
As always, will play after work. I wonder if I'll ever be able to turn that the other way...
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June 27, 2003, 19:13
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#24
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King
Local Time: 20:28
Local Date: November 1, 2010
Join Date: Nov 2002
Location: Too close to the sea
Posts: 1,827
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Neutral in tech choices at this point
__________________
Those walls are absent of glory as they always have been. The people of tents will inherit this land.
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June 29, 2003, 13:48
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#25
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King
Local Time: 22:28
Local Date: November 1, 2010
Join Date: Feb 2001
Location: Capitol Hill, Colony of DC
Posts: 2,108
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2117 Preliminary
We received Social Psych (research) and Planetary Networks (trade with Cycon). We selected Progen Psych as our next research target (see poll thread). Our research rate is rather poor at the moment - 7 tech points per turn - project estimated completion in 17 years (2133); the Cuspidor can't help but think about NetNodes (". . . whatever the #@!! NetNodes are", he says to himself). Things will get a little better in a few years when the forest is built at (55,61), tidal harness at (59,65) and the two new colonies start up, but not that great; we're gonna have a low tech rate for a while, all the more so the more successful our trading becomes.
Hmmm. . . , the Cuspidor seems to have developed strange psychic powers (perhaps all those "Psyh" techs being talked about). We have just gotten a free NetNode to be built at 'Rita next turn compliments of a pod popped by [i}the Revenge[/i] in the NE. Of course it is not going to net us very much in the short run (only 1 PoE per turn now and a couple when 'Rita gets back up to strength and finishes the terraforming projects in a few years), but every bit helps.
Cap'n/Ambass'dor Flubber - Please respond to this: Did we agree to pay the Cycon 20 PoE to supplement our side of the PlanetaryNets/SocialPsych trade?? The message accompanying the PlanNets tech requested the return of SocialPsych and 20 ecs. Not that I would mind terribly much personally, but I know that you were not particularly in favor of that yourself and I didn't see an agreement to that effect in the Bravenet site, in my inbox or on a note dirked to my door, so I just want to make sure that PF Drogue is not pulling a fast one.
What do we want to build at Tripoli? A SeaColony pod (to be located at (59,73)) is currently in production; we are at the end of the free-switch window; it will cost us 2 PoE to change next turn and so on up. The Cuspidore is content with that build, but those who aren't should speak up soon, before they have to dig up their treasure chests to pay for any switching.
Speaking of switching, the ability to go "Planned" is now available and we can easily afford the 40 PoE. I will see if I can evaluate the effects of the efficiency hit, but you all can also do that; it could be that the efficiency hit will impact us more when we have the two new bases, so it could be worth waiting to see what will happen til those bases are there. If necessary, we could mostly rush a RecComm into any base whose 1st citizen was now a drone (requiring a RecCom to have (2 or 3) workers); I would think that we would still be OK with 5 bases (in a test scenario, I got the 1st warning level after 10 bases (while building #11, with no SE mods), but perhaps getting close anyway.
On the SE, we met one of Miriam's CP's just across the narrows from the 'Borg - too bad we hadn't met them before we got Social Psych, but perhaps it didn't matter 'cause she wanted Doc:Flex anyway. Since the Council has forbidden that, I told her to invoke the UN Sanctions (and added a gratuitous "Ha Ha Ha . . (and a YO HO hO . . . )"); she was not amused, but we are not at vendetta. She also declined to friendship/trading as we are "already too powerful" (yeah right). If we want, we could probablly become friends by giving/selling Doc:Flex, but I doubt that we will do that.
I believe that RL is calling; I'll check back later to see if anything is happening.
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June 29, 2003, 17:24
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#26
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Emperor
Local Time: 20:28
Local Date: November 1, 2010
Join Date: Apr 1999
Location: Palm Springs, California
Posts: 9,541
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Quote:
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Originally posted by johndmuller
On the SE, we met one of Miriam's CP's just across the narrows from the 'Borg - too bad we hadn't met them before we got Social Psych, but perhaps it didn't matter 'cause she wanted Doc:Flex anyway
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Yeah - when I did the checking rounds last turn she was offering Plan Nets for Doc Flex (this was before you and the CC had agreed to trade Plan Nets for Soc Psych)
Quote:
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Cap'n/Ambass'dor Flubber - Please respond to this: Did we agree to pay the Cycon 20 PoE to supplement our side of the PlanetaryNets/SocialPsych trade
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yes, Flubber did agree to the 20 ec's
G.
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June 29, 2003, 19:42
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#27
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Emperor
Local Time: 21:28
Local Date: November 1, 2010
Join Date: Dec 2001
Location: Minnesota, USA
Posts: 6,454
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I say, once we get our infrastructure goin', it might be a good idea to take over miss Mariam's island for some good land bases... arrr....
__________________
I'm not conceited, conceit is a fault and I have no faults...
As always, will play after work. I wonder if I'll ever be able to turn that the other way...
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June 30, 2003, 05:52
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#28
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Warlord
Local Time: 04:28
Local Date: November 2, 2010
Join Date: Aug 2002
Location: Holland
Posts: 239
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Good idea, het tech is probably worse then ours, so she wont be of much use to us anyway
__________________
Truly great madness cannot be achieved without significant intelligence.
-Henrik Tikkanen
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June 30, 2003, 21:52
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#29
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Emperor
Local Time: 20:28
Local Date: November 1, 2010
Join Date: Apr 1999
Location: Palm Springs, California
Posts: 9,541
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...... but she did have Plan Nets to offer .......
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June 30, 2003, 23:15
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#30
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Emperor
Local Time: 20:28
Local Date: November 1, 2010
Join Date: Apr 1999
Location: Palm Springs, California
Posts: 9,541
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I posted the Pirates ... Drones 2117 turn, as requested (but Buster would have got it by e-mail anyway)
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