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Old July 1, 2003, 15:39   #1
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Orders
For Officials only. Would all officials please post orders for turnplay as often as they like. If no current orders are used, I will have a look for any polls, and then use my initiative. This thread just means I don't have to trawl through all recent threads incase anyone's posted opinions there Since there is no official playing time, post continuously, whenever you feel it is needed. If you wish to discuss anything with me, please use the Prime Function's Office. I will check both threads as a minimum before playing the turn.
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Old July 2, 2003, 11:43   #2
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No orders for now... everything is currently under construction and is doing fine.
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Old July 2, 2003, 13:58   #3
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My orders for this turn are: Do whatever you like.

Should we post a new post whenever we have an order, or should we edit our old posts, one for each official?
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Old July 2, 2003, 17:20   #4
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Editing would be easier for me, but I don't mind too much. The PF can create a new thread after each election.
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Old July 15, 2003, 08:42   #5
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keep an eye out for any movement of the pirates or other security risks...


btw what is my job disription as EAF? military and diplomatic
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Old July 27, 2003, 14:22   #6
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Former Orders:

I agree with Maniac on most counts here, but just to recap them...

Pi Square: Build a road and then a forest, eventually connecting with Apolyton Prime former and forming a group.

Apolyton Prime: Finish the forest, and then build a road, connecting with Pi Square former and grouping together.

Logic Loop: Continue with mine.

Boolean Bay: Complete forest, and then build a road, eventually connecting with Aurora former and creating a group.

Aurora: Build a road, then continue to the nutrients square and forest it.

I think that's them all, if anybody has any problems or other ideas, then bring them up.
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Old August 11, 2003, 19:17   #7
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Unless anyone has any objections, I would suggest changing CP production at Aurora to Probe Defence. In 4 turns we can then mind control that Unity Chopper (this is going to be expensive with their probe advantage).
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Old August 11, 2003, 19:25   #8
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I agree. Should we rush it as well when above 10 mins?
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Old August 11, 2003, 19:41   #9
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Hmm... that sounds like a good idea, but we might want to save our ECs for the actual mind control (they do have +2 probe, and +4 if they have fundy... come to think of it, aren't they immune to probe actions with +4?). I don't mind control often though, so I may be over-estimating.
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Old August 13, 2003, 05:23   #10
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External Affairs Orders
In accordance with DBTS's suggestion and Googlie's idea, please contact Miriam and as for Roze's commfreq. If you have a chance to do another deal, ask to trade techs. I doubt she will be hostile, she was civil last time.

Let's see if we can get Ind Auto before PEACE
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Old August 27, 2003, 07:09   #11
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Can we unstick this thread now we have separate offices for the officials please?

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Old August 28, 2003, 15:32   #12
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This thread is meant to be for only posting the orders. Like the last ACDG, it works that if you want to bring anythign to the attention of a director, you post it in their office, and if you want to discuss something relating to that office, it is discussed there, but the orders thread is purely for officials to post their orders for the PF. That way the PF just looks here and prints it off before playing. Otherwise you have to print off 3 pages (the offices) and read through all the discussion. Here it can be presented quickly and easily.

Is this ok? Does anyone think it would work better elseways?
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Old August 28, 2003, 17:17   #13
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I agree this thread should stay topped. (I as relative micromanager will probably be using it a lot when I'm no longer Prime Function. ) However I believe the PF, IAF and EAF offices should be untopped, along with the nominations thread and the previous government thread. IMHO there should be a maximum of seven topped threads. Not all of us are smug gits with 19" monitors.
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Old August 30, 2003, 16:33   #14
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I most likely won't be playing the next turn, but to ensure a smooth transition from one prime function to the other, I'll post the running plans I had for the military units:

My intention for the independent scout patrol in Boolean Bay was to let it repair there and garrison. The Boolean scout patrol would then escort the newly built CP to its base location and rehome to act as its garrison.

My intention for the independent scout patrol near Aurora was to let it garrison the new base in the east. The unity rover I was moving to that new base location as well. So I wasn't planning to pop that pod on the fungus next turn. I'd wait with that until we have two units around the pop, so if there are worms, the second unit can attack them.
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Old September 4, 2003, 00:35   #15
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Alright...

The former near Zetaris is moving to (72,62). Shouldn't it be moving to (71, 63)?

As for what Zetaris is building, I believe it should be switched to scout patrol, and then we build a crawler. If anybody disagrees, post it in my office and I'll reconsider. Don't forget to set stockpile energy after the unit.

As for everything else, it looks good. The bases don't have the population yet to build CPs, and they have already built formers.
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Old September 4, 2003, 06:46   #16
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Unless many people indicate they disagree with me, these are my preliminary orders for next turn:

Battle Ogre MK1 (78,72): move to Logic Loop. The police ability will prove handy when Logic Loop or Apolyton Prime grow in size.

Scout patrol (73,75): Stop moving to Zetaris! Move to (78,72), the new base location, instead.

Scout patrol of which the base home base is Boolean Bay and which is located in Boolean Bay: follow the CP to its new location and then rehome to that base and garrison it.

Unity rover: move to (79,71), the little river mouth. There it can drive up and down that river hoping to encounter mind worms, if it isn't detached to the east.

Eastern scout patrol: move one tile north to the rocky minerals.
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Old September 5, 2003, 11:40   #17
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Review of Former Orders:
Pi Square: Continue construction of forest, then join up with DBTSverse Portal former to aid it.
DBTSverse Portal: Build road on current square (before moving), then develop nutrient resources for maximum nutrient production (farm), then join with Pi Square former.
Pi Square/DBTSverse Portal Group: Construct road from (71,55) to(69,57)
Zetaris: Construct road (before moving), then join with Apolyton Prime former
Apolyton Prime: Move to (71,63) and construct forest
Apolyton Prime/Zetaris Group: Move to (70,64) and construct forest
Logic Loop: Move to (71,71) and construct solar collectors (will crawl for energy later)
Boolean Bay: Construct road from (69,77) to (69,73), then join up with Logic Loop former
Aurora: Finish constructing forest, construct road (should have done this first), move to (72,74), clear fungus, and build road. Other former will probably join to help.

As usual, if you have any comments or concerns, bring them up in my office.
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Old September 5, 2003, 12:17   #18
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Thank you for the orders. Sorry for not finding them last time, missed where they were Will endevour to follow orders better next time.
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Old September 7, 2003, 13:19   #19
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This is just a minor quibble, but can all orders be posted in this thread pleace? And can the former orders state if it is a new order, an order to be done after it's finished what it's doing, or in place of it's current order? Many orders that were given were for formers already doing a terraforming order, and due to the slight problem (detailed in the turn report) none could be changed that had no orders.
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Old September 7, 2003, 17:55   #20
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This might be edited when I see the turn, but in the meanwhile:

Eastern scout: Follow that river!
Unity rover: Move to that river you suggest in the EAF thread.
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Old September 8, 2003, 05:22   #21
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Sounds good, that was what I thought looked good
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Old September 13, 2003, 10:59   #22
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Internal Affairs Orders:


Colony Pods:

(65,79) – Move to (65,83) and construct base
(77,73) – Move to (78,72) and construct base


Formers:

(71,55) – Complete road, then move to (70,56) and begin road construction
(67,55) – Complete forest, then move to (60,54) and begin forest construction
(70,64) – Complete forest
(72,62) – How did this get here… it was under orders to finish road construction in (72,64). Move to (70,64) and help complete forest… joining with (70,64) to form a former group, which shall henceforth be given orders as a group unless otherwise mentioned.
(71,71) – Complete solar collector
(73,75) – Complete forest
(69,77) – Move to (69,75) and begin road construction


Crawlers:

(70,64) – Move to Logic Loop


Build Queues:

Boolean Bay – change production to supply crawler


Miscellaneous:

DBTSverse Portal – change 2/1/0 worked tile to nutrients


Reminder: Put Stockpile Energy after all unit production.


End turn orders
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Old September 13, 2003, 11:01   #23
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I find it unlikely you'll forget any Internal Affairs orders this turn.
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Old September 14, 2003, 07:54   #24
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Sorry if I have in the past. I wil make sure the turn doesn't end early too this time
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Old September 16, 2003, 07:11   #25
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MY 2136 preliminary orders
Eastern scout (84.62): Follow the coast.

Eastern Unity rover (78.68): Move to the NE, to the peninsula, making use of the river. -- Please post in the "Eastern exploration" thread if anyone disagrees with this order change.

Battle Ogre Mk1: Move three tiles to the west to Logic Loop. Please move it manually. If you let the AI plan the route, it will make a unnecesary detour to avoid the Believer chopper.

All other old orders remain.
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Old September 16, 2003, 09:23   #26
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Internal Affairs Orders:


Colony Pods:

(65,79) – Move to (65,83) and construct base
(77,73) – Move to (78,72) and construct base


Formers:

(71,55) – Complete road, then move to (70,56) and begin road construction
(67,55) – Complete forest, then move to (60,54) and begin farm construction
(70,64) – Complete forest
(71,71) – Complete solar collector
(73,75) – Complete forest
(69,75) – Begin road construction


Crawlers:

(70,64) – Move to Logic Loop, rehome, and harvest minerals at 1/5/0 mine *Remember to crawler-crawl


Build Queues:

Apolyton Prime – hurry recreation commons (tentative)


End turn orders
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Old September 20, 2003, 08:00   #27
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MY 2137 EAF orders
  • Battle Ogre: Onwards to Logic Loop.
  • Boolean scout patrol (65.81): move into new base, rehome and sentry.
  • Independent scout patrol (77.73): move into Mythical Matrix and sentry.
  • Eastern scout patrol: follow eastern coast. So don't pop that unity pod. That's a job for the rover.
  • Eastern unity rover: move to the peninsula and follow the western coast.
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Old September 21, 2003, 11:37   #28
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Internal Affairs Orders:


Colony Pods:

(65,83) – Construct base

Formers:

(70,56) – Begin road construction
(69,55) – Move to (60,54) and begin farm construction
(70,64) – Move to (70,66) and begin road construction
(72,64) – Begin road construction
(71,71) – Complete solar collectors
(69,75) – Complete road construction
(73,75) – Move to (74,74) and begin road construction


Crawlers:

(70,68) – Move to Logic Loop, rehome, and harvest minerals at 1/5/0 mine


Miscellaneous:

Change Logic Loop worker from 1/5/0 tile to 1/1/3 tile
Change Mythical Matrix doctor to worker; set worker to 2/1/0 tile


End turn orders
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Function Corelli Omega-9, Internal Affairs Function (Terms 110, 101, 100, 011, and 010) and Advisor on Foreign Affairs (Term 001) for the Cybernetic Consciousness in the Alpha Centauri Democracy Team Game (ACDTG).
The needs of the many outweigh the needs of the few, or one.

Last edited by Corellion; September 21, 2003 at 17:07.
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Old September 28, 2003, 15:59   #29
Maniac
Alpha Centauri Democracy GameC4DG Team Alpha CentauriansACDG The Cybernetic ConsciousnessACDG Planet University of TechnologyPolyCast TeamACDG3 Spartans
 
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Local Time: 06:54
Local Date: November 2, 2010
Join Date: Jul 1999
Location: Gent, Belgium
Posts: 10,712
MY 2138 temporary orders
Battle Ogre Mk1: move into Logic Loop and sentry.
Eastern unity rover: follow the western coast line.
Eastern scout patrol: follow the eastern coast line. Do NOT pop the unity pod.

If PEACE offered DocFlex and already accepted the deal on their side, accept the deal as well.
If PEACE din't accept, so we didn't get DocFlex, contact the Angels. Refuse their initial demand (or ask DocFlex in return, but they'll probably refuse anyway). After that, ask to trade technology, and say you'll offer anything in return. They will probably offer DocFlex for 100 credits. Accept.
If that doesn't work, repeat the same progress for the Believers.
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Old September 29, 2003, 17:02   #30
Corellion
ACDG The Cybernetic Consciousness
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Sorry these are late... I had written them up, but forgotten to post them.

Internal Affairs Orders:


Colony Pods:

(65,83) – Construct base

Formers:

(70,56) – Move to (69,57) and begin road construction
(70,54) – Complete farm construction
(69,65) – Begin road construction
(72,64) – Move to (71,63) AND begin farm construction (use road then river route)
(71,71) – Complete solar collectors
(69,75) – Complete road construction then move north one tile and begin road construction
(75,75) – Begin road construction
Binary Bastion - Move one tile north and begin road construction
Mythical Matrix - Move one tile northeast and begin road construction

Crawlers:

(70,70) – No change
(69,63) – Continue crawl towards Logic Loop, where it will then proceed to harvest nutrients from 5/1/0 tile


Miscellaneous:

Change forest worker in Boolean Bay to Doctor
Begin former construction in Binary Bastion (will poll later, easily changed)
Begin supply crawler construction in Mythical Matrix (will poll later, easily changed)
Change Pi Square construction to former


End turn orders
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Comrade Corellion, Secretary of Science and Social Engineering for the Human Hive in the Alpha Centauri Police State Game (ACPSG).
Function Corelli Omega-9, Internal Affairs Function (Terms 110, 101, 100, 011, and 010) and Advisor on Foreign Affairs (Term 001) for the Cybernetic Consciousness in the Alpha Centauri Democracy Team Game (ACDTG).
The needs of the many outweigh the needs of the few, or one.
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