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Old February 6, 2004, 19:30   #1
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PUT MY 2155 plans
I've been having a look at the MY 2154 presend to see what we can do next year. If the Drones will attack us after all, I guess we should cash in all crawlers to hurry as much plasma garrisons and needlejets as possible. But what should we do if buster keeps his promise and doesn't invade us (for now)?

I guess hurrying a plasma garrison prototype with a crawler in Carseldine (base with command center) is an assured order. And also using two crawlers to hurry a Missile Tactical in Caboolture: if we build the prototype in that most southern base, we can immediately send it to a CyCon base and turn over control: then CC no longer has to prototype the missile weapon and needlejet chassis.

But what to build in the other bases?

Gold Coast is currently building a tree farm. If that base is still under PUT control next year, should we complete and possibly even hurry the tree farm after all, instead of a previous proposal to switch to Aerospace Complex? The hurry cost would probably be 40 credits. Too high o not?

Cairns: currently a research hospital. There's a majority to let it finish the research hospital instead of the Aerospace Complex. If we'd hurry it next turn , it would probably be 82 credits. Too high or not?

One thing when deciding what and when to hurry, is that the more we hurry, the longer it will take us to assemble the +- 330 credits necessary to rushbuild the Neural Amplifier, in case we want that SP. And the later we get 330 credits, the higher the chance the Hive-Drones will snatch the SP away before our eyes.

As for the remaining bases, Gardens Point would be an excellent base for an aerospace complex due to its high mineral production and having two talents (allows us to build a non-SAM needlejet without causing a drone riot). Then there is left Kelvin Grove, Daintree, Townsville, Cape York, Sunshine Coast and Longreach. Any suggestions for those?
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Old February 7, 2004, 15:03   #2
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Unfotunatly due to my computer completly dieing I will be unable to produce much Internal Affairs orders beyond general recomendations for this next turn (but I how to have the new computer online for 2156 or 7).

If no attack is iminent then I favor a slit between defencive military and Lab bosting Build up. Uni will likly be running low Econ for a time and get all its Credits transfered from Cycon so Econ facilites are of low priority. Reserch Hospitals, Plasma Garrison, TreeFarms, Missle Jets and a few 2 movment Probe Teams are what we want the question is what to make ware.

I also think we might want to construct Probe Cruisers in the future for an infiltration attempt on the Drones, if might be better though if they were in the Cycon as they would get +2 movment.
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Old February 7, 2004, 16:29   #3
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And, if we don't have fear a Drone invasion in the near-to-mid future, let's not forget Children's Creches! After all, PUT doesn't have -1 Growth, so it's much easier to pop boom with them.
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Old February 7, 2004, 18:18   #4
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Quote:
Originally posted by Maniac
And, if we don't have fear a Drone invasion in the near-to-mid future, let's not forget Children's Creches! After all, PUT doesn't have -1 Growth, so it's much easier to pop boom with them.
Does this mean that, if we can get Cloning Vats, that SP is for PU then? Or would we in that case build it for C
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Old February 7, 2004, 20:40   #5
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*Is typing with burns on his hands, so will be quick*

Build it for CC. PUT can GA boom.
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Old February 7, 2004, 21:13   #6
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First a busted knee and now burnt hands? :-s Get well!

Anyway, as you say: Cloning Vats for the CyCon would be best.
***
Btw, just noticed, this thread title should be PUT MY 2156 plans and the first sentence "I've been having a look at the MY 2155 presend".

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Quote:
Unfotunatly due to my computer completly dieing I will be unable to produce much Internal Affairs orders beyond general recomendations for this next turn
Ah don't worry. I'd like to hear other opinions about PUT production, but formers etcetera I can handly on my won if necessary. For example I've already got a plan in my mind to shuffle around a whole bunch of workers and crawlers to make even more efficient use of them, but it would take longer to write it all out than to actually play the moves, so I hope I get a carte blanche for this one.
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Old February 8, 2004, 00:14   #7
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No, o wait, that's true, you're Prime Function now.
We can always overtrow you next month. Ok then
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Old February 13, 2004, 15:34   #8
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Thanks.

Anyway, I've had a look at the last PUT turn to check our possibilities. Some further suggestions:
Kelvin Grove: command center
Daintree, Cape York, Sunshine Coast and Longreach: supply crawler
Townsville: crawler or sea former?
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Old February 13, 2004, 16:07   #9
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Quote:
Originally posted by Maniac
Thanks.

Anyway, I've had a look at the last PUT turn to check our possibilities. Some further suggestions:
Kelvin Grove: command center
Daintree, Cape York, Sunshine Coast and Longreach: supply crawler
Townsville: crawler or sea former?
No good for PUT to build sea formers, let CyCon seaformers build there if necessary.
There are crawler's enough up there. I'll see later for my suggestions.
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Old February 15, 2004, 13:07   #10
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My turn for making suggestions:

Gardens Point: Colony Pod or Hab Complex.
The base will grow in 3 turns, both can be completed by then.

Caboolture: start Aerospace Complex (or interceptor prototype)

Carseldine: Trance Plasma Garrrison or Plasma Garrison
(after workshop off course)

Kelvin Grove: Command Center indeed! 2 are a minimum for a faction.

For the rest: No real suggestions, instead of crawlers perhaps research hospitals or tree farms in some bases?

O yes, let some of those little bases build colony pods!!

If you move those crawlers, can you keep an eye that the production of Gardens Point doesn't fall? It's for that population growth in 3 turns...
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Old February 15, 2004, 15:45   #11
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Quote:
Originally posted by GeoModder
Gardens Point: Colony Pod or Hab Complex.
The base will grow in 3 turns, both can be completed by then.
***
If you move those crawlers, can you keep an eye that the production of Gardens Point doesn't fall? It's for that population growth in 3 turns...
IIRC Gardens Point production has increased with one mineral this turn.
As for population growth, a condenser square that was previously being worked by a Gardens Point crawler is now worked by a Cairns crawler (as that base had a nutrient shortage last turn). As a consequence Gardens Point growth is now only in 6 turns. So we have a little more time before we have to build a colony pod or costly hab complex. Could I therefore please suggest that we first build an aerospace complex and some needlejet, and only in a few turns the hab complex?

Quote:
Caboolture: start Aerospace Complex (or interceptor prototype)
Carseldine: Trance Plasma Garrrison or Plasma Garrison
(after workshop off course)
Kelvin Grove: Command Center indeed! 2 are a minimum for a faction.
As for Caboolture, personally I'd prefer the prototype, so we can send it to CyCon soon.

Quote:
For the rest: No real suggestions, instead of crawlers perhaps research hospitals or tree farms in some bases?
You mean in those northern PUT bases? Isn't that risky? Who knows those bases will be under Drone control in a few years.

Quote:
O yes, let some of those little bases build colony pods!!
What would you do with the CPs?

***
Edit: Btw, what to do with the probes? Should we keep the librarians in our bases to protect against possible probe attacks (though what can they still steal from PUT?), but also making them vulnerable against needlejet attacks? Or station them around our bases so that our enemies don't know their location, and we can probe rape any conquered base?
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Old February 15, 2004, 16:04   #12
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Quote:
Originally posted by Maniac
Could I therefore please suggest that we first build an aerospace complex and some needlejet, and only in a few turns the hab complex?
With Caboolture already building a plane, I agree with an AC.

Quote:
Originally posted by Maniac You mean in those northern PUT bases? Isn't that risky? Who knows those bases will be under Drone control in a few years.

What would you do with the CPs?
Yes, it's too risky, you're right. But build a few colony pods, the reason is that we have to colonize the rest of the PUT island anyway, perhaps Daintree and Longreach CPs?

Further more, how about hurrying the CC in Kelvin's Groove? Less then 50 credits.

Wouldn't hurry any more, let us save energy for building NA in CC.

Btw, D:AP will be sended to CC next turn, I suppose?

When do you plan to send the PUT turn over?
I'm asking since we can use the whole 48 hours and already discuss more about CC in this time frame.
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Old February 15, 2004, 16:19   #13
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Quote:
Originally posted by GeoModder
With Caboolture already building a plane, I agree with an AC.
Ok.

Quote:
Yes, it's too risky, you're right. But build a few colony pods, the reason is that we have to colonize the rest of the PUT island anyway, perhaps Daintree and Longreach CPs?
IMHO we shouldn't build any new bases anymore, but improve our existing ones. However I'd suggest we hold a poll about it. The bases building crawlers have low production, so we can still switch production next year without a penalty depending on the poll results.

Quote:
Further more, how about hurrying the CC in Kelvin's Groove? Less then 50 credits.
Ok.

Quote:
Wouldn't hurry any more, let us save energy for building NA in CC.
I agree.

Quote:
Btw, D:AP will be sended to CC next turn, I suppose?
Indeed.

Quote:
When do you plan to send the PUT turn over?
I'm asking since we can use the whole 48 hours and already discuss more about CC in this time frame.
Oh ok, I can wait until the end of our time limit. It's just that there hasn't been much discussion on the CC turn despite there being plenty of time, so I supposed everybody was fine with the current plans, and it was all right to play the turn fast.
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Old February 15, 2004, 16:49   #14
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Well, if nobody objects, you can send the turn through.

But things that need to be discussed for CC are:

Neural Amplifier --> where?
Mammoth task force --> already departing, or waiting for the other marines in LA (next turn). And what is the target? Pampalona?
What new techs to be send to PUT? Adap Econ I guess, but perhaps more are possible?
What new tech researching after sendthrough of D:AP?
I suppose going in the direction of RE?

Anyway, I prepare a IAF proposal tomorrow (monday)
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Old February 15, 2004, 17:00   #15
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Quote:
Originally posted by GeoModder
Neural Amplifier --> where?
My suggestion was Boolean Bay. IIRC that was the base where it could be produced fastest.

Quote:
Mammoth task force --> already departing, or waiting for the other marines in LA (next turn). And what is the target? Pampalona?
Both transports are currently docked in (Henry) Morgan's Boat, so we can already send one fully packed in the general direction of Pamplona. That base seems the logical next target, if LA is captured this turn, and Calico dealt with by the navy.

Quote:
What new techs to be send to PUT? Adap Econ I guess, but perhaps more are possible?
Do any need to be sent? AFAIK PUT has no use right now for Doc:Ini, NonlMath, ProgPsych & AdapEcon. All it will do is increase PUT tech costs.

Quote:
What new tech researching after sendthrough of D:AP?
Hmm, yes that's indeed an important question. Though fortunately we have one more year to decide.
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Old February 15, 2004, 17:32   #16
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Quote:
Originally posted by Maniac
My suggestion was Boolean Bay. IIRC that was the base where it could be produced fastest.
Boolean Bay? Do you plan to wait for that crawler production inthere to be finished?

Quote:
Originally posted by Maniac
Do any need to be sent? AFAIK PUT has no use right now for Doc:Ini, NonlMath, ProgPsych & AdapEcon. All it will do is increase PUT tech costs.
Ok

Quote:
Originally posted by Maniac
Hmm, yes that's indeed an important question. Though fortunately we have one more year to decide.
And another year passes on Planet...

As long as the turnplayer doesn't open the turn before decision is reached
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Old February 15, 2004, 17:36   #17
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Quote:
Originally posted by GeoModder
Boolean Bay? Do you plan to wait for that crawler production inthere to be finished?
Nope, my suggestion would be to hurry it. Here's a copy of my proposal in the Neural Amplifier poll thread:

***
Edit: I've had a look at the CyCon MY 2155 presend. I think we could build another secret project fastest at Boolean Bay, as that's the only place where there are already a few crawlers in the neighbourhood. Have a look at this:
MY 2156:
New Auroran crawler: go to (72.78) and harvest minerals
Crawler (70.80)->(70.78)
Crawler (71.81)->(70.80)
Hurry crawler production at Boolean Bay
MY 2157:
Provided we have 330 credits in reserve, upgrade the crawlers on (72.78), (70.78) and in Boolean Bay to Supply Mk9. Move crawler (70.80) to (70.78).
MY 2158: cash in the crawlers at Boolean Bay that starts production on the Neural Amplifier.
MY 2159: We got it!
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Old February 16, 2004, 02:43   #18
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Personally I'm in favour of increasing the amount of University bases on the island, rather than letting the land go unproductive. Even if unimproved, if nothing else, the bases can be used to make crawlers.
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Old February 16, 2004, 06:49   #19
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Quote:
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Personally I'm in favour of increasing the amount of University bases on the island, rather than letting the land go unproductive. Even if unimproved, if nothing else, the bases can be used to make crawlers.
That makes 2. Not to mention those free network nodes that come up then
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Old February 16, 2004, 14:07   #20
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That makes 2. Not to mention those free network nodes that come up then
Ah yes, good point.
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