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Old October 11, 2001, 13:37   #151
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Darius,
Thanks for the thought, but it will probably be over by then as the MW is adjacent to the (empty) base; since there are no facilities to eat, it will probably just deep six the base, so you may be able to tell just by looking at your maps (although I don;t know exactly how updated the maps are when you get them in gift/trade, if it seemed to be there, clicking on it should give you the true scoop I would think).
J
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Old October 11, 2001, 14:29   #152
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turn to daius

nothing special happened this turn. I forgot to change my name.
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Old October 11, 2001, 21:53   #153
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John, I moved my chopper into my most northern base. It's still two turns from reaching the IoD or the MW. Unfortunately, as my turn ended, I witnessed your base wink out of existence.

KH2: Love the new avatar! Much better than that creepy old Cult thingy.

I infiltrated the Hive! Lost the probe, though. Here's some of what I found out.

16 bases
753 energy reserves
Techs they have and I don't: Nonlinear Math, Cyberethics

Scout Patrol 1/1/1 1 active, 0 in production
Transport Foil 1 active, 0 in production
Alien Artifact 4 active
Impact Foil 4/3/4 0 active, 1 in production
Impact Speeder 4/2/2 0 active, 3 in production
Scout Rover 1/1/2 46 active, 0 in production
Impact Infantry 4/3/1 2 active, 4 in production
Plasma Sentinels 1/3/1 16 active, 2 in production

So they're not much of a threat right now, until they get more transports in the water, or get drop troops. I will complete two more probe foils next turn. Next stop: Cyborgville.

Turn to John.
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Old October 12, 2001, 01:20   #154
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MY 2158 turn to Commissioner Knowhow2

Good work with the probes, Darius. I will have a foil probe myself in a few turns and I guess I will look for the Spartans if you all haven't infiltrated them yet. I think they are the ones off my east coast, but all I can see are the base boundary lines, so I'm not sure. They are for sure off my west coast somewhere but exactly how close is unknown; my shipyard is closer to the west though, so I may go that way.
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Old October 12, 2001, 05:55   #155
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My connection with hotmail seems to be out for the moment. I send the turn as soon as it establish again. Sorry.
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Old October 12, 2001, 07:41   #156
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Okey connection up and running again.

MY 2158 to Darius

Darius,

thanx. the avatar is a soccerteambanner. my favourites called IFK Gothenburg. also I sent the tech Eco Eng.

5 turns to go for next break through - SFF.

......
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Old October 12, 2001, 19:21   #157
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John, I've decided not to risk my chopper against the IoD. I don't want to lose this unique intelligence-gathering asset.

Probe foils en route to Cyborg headquarters.

Turn 2159 to JDM.
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Old October 12, 2001, 21:29   #158
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MY 2159 turn to Commissioner Knowhow2

Darius, no problem, the IOD only had 1 MW on it and that presumably got used up eating my base (indigestible human proteins, you know). However, feel free to pop on over and scan to the west if you are bored. I will probably go there when my foilprobe is ready, but advance intelligence might help (or convince me to go the other way). That doesn't count for making pacifist drones, does it? Speaking of which, where is the border when it comes to combat ships?

Darius: I've been getting funny colors again; its not a big problem in this game, some of knowhow2's flags are black on black, but in another game, all of my flags are black on black and that is a problem. I think it would probably change if I started another new game of SMAX (perhaps with the standard set of characters), but IIRC, I thought you indicated that you might know something along those lines. Is that true? Any suggestions.

When I get my next tech, I was thinking about going for one of these: Bioengineering, Optical, Adaptive Doc. or Non-Linear (to have a decent weapon - its not on one of our paths); any preferences? (can't guarantee I will follow them though )
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Old October 13, 2001, 00:37   #159
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turn 2159 to darius

John, I think you should go for Bio-eng, it would be nice to finally be able to make larger numbers of troops soon.

4 turns till SFF is complete.
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Old October 13, 2001, 14:21   #160
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Yes, having my chopper outside a base does create pacifist drones. (I think for ships and aircraft, you get drones just from being outside a base; you don't even have to go outside your borders.) But I have the Human Genome Project (or whatever it is that gives me an extra specialist) so I just turn one worker to a doctor and I'm all set. I'll cruise up your way after I check out the Cyborgs.

I don't know much about the changing colors. This is the first game where I've experienced it, but I've seen it in several others I've started since this one. I have also had the black on black flags and it is really annoying.

Regarding techs, after I infiltrate the Cyborgs, maybe I will go back and liberate Nonlinear Math and Cyberethics from the Hive.

2160 to John.
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Old October 13, 2001, 16:27   #161
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MY 2160 turn to Commissioner Knowhow2

Just so you know that I'm doing my part as the Eco-Thoughtless Industrialist, I am happy to report that the strip mining operations in Morgan Mountain Resources (the largest on Planet!) have triggered another fungus outbreak. I think it represents another >pop<, however, once again I didn't get an "interlude", so I don't know for sure (maybe you don't get those interludes in MP - I made sure that the "interlude" preference was on a turn or two ago and it was still on this turn, although I read somewhere that in MP some settings are irrevocably set to certain values); at least it was an undeveloped tile this time.

If it was a >pop<, then likely I've had my two free ones and I'll start getting MW's or worse from now on; however, if it was, then I will also be getting the ED reduction effects from now on for the "good" facilities too. I am also building ED immunity with each >pop< while the native life that sprouts is still not too strong or numerous; the ec's from killing worms will come in handy too, not to mention the revenge factor for the poor lost souls at MMM base and the sinking of the innocent unity foils.

As you can see, I had nothing meaningful to report this turn.
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Old October 13, 2001, 16:54   #162
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turn to darius.

everything is running smothly
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Old October 13, 2001, 18:16   #163
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Knowhow2, you and I are both doing Synthetic Fossil Fuels. You will discover it one turn before I do. It is important that you offer it to me as soon as you get it. Then I can switch to Doctrine: Air Power and discover it in one turn. If you forget, then I will discover SFF again next turn, and we will have to start from nothing for Air Power. (Actually, I temporarily slowed my research to discover it one turn later, just in case.)

Knowhow2, my chopper is heading for one of your bases for repairs after scouting a route to a Cyborg base.

I discovered a University base to my southwest, ripe for the probing.

Turn 2161 to John.
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Old October 14, 2001, 13:27   #164
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MY 2161 turn to Commissioner Knowhow2

Rebuilt the base that was defiled by those vile creatures (will research "Unscrubber" technology and attatch some to MMMM's glorious smokestacks as a monument to those lost colonists).

ProbeShip lanuched; unfortunately Cap'n Skipp wants to explore the Arctic Ocean on the way west; those spooks really don't follow orders well sometimes.

Man, even with a Cmd Cntr and BioEnh Cntr, I still can't build decent troops; I may have to go off Wealth, light up my cigars with $20 bills instead of $100's - we don't have Power yet, do we? (rhetorical question) - I think I could handle the 1 off my economy better than the 2 off my morale.

PolyM SWare coming up next turn; let me know if you want it.
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Old October 14, 2001, 16:13   #165
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MY 2161 to darius

I really wanted to get SFF next turn so I switch a hole bounch of my crawlers from mineral to energy and pushed labs to 90%, breaktrough next turn. I'll sent it to you, darius right after it.
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Old October 15, 2001, 12:08   #166
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Turn sent to John last night. I couldn't post here because my ISP kept disconnecting.
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Old October 15, 2001, 12:25   #167
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MY 2162 to brother knowhow2.

(ascending soapbox)
I got the PolyM SWare and switched to BioEngineering (clean) as requested; it is scheduled for completion in 2171 (tech cost now up to 885), but I have a few Net Nodes coming on. I have renewed my communion with the tech tree and have a summary of alternative decent choices for new research targets. You each have the wherewithall, prerequisite-wise, to research Doc: Air Power and according to our plan, when knowhow2 finishes SSF this turn and gives it to Darius, Darius will switch to Air Power and finish it shortly. As it is possible that Darius will not be offered Doc: AP, it might be prudent for you, knowhow2, to research Doc: AP as well, if it is offered to you; if you do, you can switch to something else with no additional tech cost when Darius finishes AP and gives it to you.

(remaining on soapbox)
If I didn't get confused by any of those lines sneaking behind techs without passing through them, there are 6 additional techs required as prereqs for Fusion Power; the next three for which we (collectively) have the prereqs are Optical Comps, Adaptive Doc and Intellectual Integrity. In addition to those techs that we all have, Doc: Loyalty is required for Intel Integ and PolyM SWare for Opt Comp and Adapt Doc.

Since Darius already has Doc: Loyalty, I am offering PolyM SWare to you, knowhow2, so that you will be able to research Opt Comp or Adapt Doc. Edit: Unfortunately, I think I forgot to change my offering to include that tech, so the trade offer stands at whatever I initially did when my turn began, which probably is just the map - Sorry, hope it didn't make any difference.

Darius, since you already have Loyalty, I am not offering you anything new at this point and would recommend Intellectual Integrity as your target should you not be offered Doc: AP

(remaining on soapbox)
I'm offering this tech, knowhow2, so that you will be able to hedge against not being offered Doc: AP (I think that is definetely possible) by having an option to research something else on one of our priority paths. I only offer you that one because I didn't want to burden you with other techs and drive up your tech cost. If you want to take your chances on AP and/or you have some other tech already lined up that you think is important, feel free to pass on the tech offer.

Knowhow2, it might help Darius' planning if you recorded the exact tech choices you are offered and which you selected, as his choices may be very similar (decends from soapbox) although I don't know what he will be able to do about it unless your information influences him to wait another turn and ask for some other techs from us. In addition to posting it, you should probably copy the in the body of your e-mail as Darius may play his turn before reading the thread.
(decends from soapbox)

Darius, I would appreciate spy info on the progress that the Cons's and Uni have made toward the Virtual World (I can see your progress myself - you do get a big discount don't you!) and/or that the Hive and Uni have made toward the Merchantile Exch. so that I can weigh that in my decision as to whether to cash in AA(s) on rush building. Since the hive has already started on the Datalinks (an SP that would be really good for us) and may get it before we even get the prereq (unless you steal it), one of my reasons for holding on to AAs is diminished.

Last edited by johndmuller; October 15, 2001 at 12:44.
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Old October 15, 2001, 17:27   #168
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turn 2162 sent to darius

I also offered him the SFF, that's also the reason for sending him 2 files, the first try I forgot to offer so I replayed it (sec). I'm gonna let Darius decide which one (file) to use.

This were the techs that I could have choosen from for research next.
Doc: Int
Doc:Air
Pro Psy
Poly Soft
SoHB
Doc: Loy

I chose Poly Soft as John recommened. Which means that I need you to offer it to me next turn.

-knowhow2
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Old October 15, 2001, 19:19   #169
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The University has completed the Merchant Exchange.

I received SFF from Knowhow2. I will have Air Power in two turns.

My lead Probe Foil encountered a Cyborg impact foil MK2 (4-3-4) on the way to Cyborgland. I had no choice but to subvert it. Nice boat, but instant drone riot. I'm holding my lead probe foil back until my second one catches up, so I can go in with two simultaneously. Then if they have a probe guard, my first can take it out (I hope) and the second can still get in. Otherwise, the second will steal a tech.

Turn to JDM.
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Old October 16, 2001, 12:07   #170
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I couldn't find the turn so I went back and made post to pop it up.
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Old October 16, 2001, 13:22   #171
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MY 2163 to brother knowhow2.

Knowhow2:
This time I am giving you PolyM SWare so that you will be able to switch your research target to Optical Computers or Adaptive Doctrine. These are both on the path to Fusion Power - take your pick if it lets you research either of them.

If the game does not give you either of those choices, you could delay by switching to Doc: Air Power, which Darius will finish soon and could then give to you; perhaps the next selection would be better. You could also delay the choice by researching Doc: Loyalty, Secrets of the HB, or Neural Grafting, all of which we already have finished; the next turn we would give that one to you and see if the game gave you a better set of choices; and so on until we get a choice we like. These switches and additional techs should not increase your tech cost until after you finish one of them normally and start on a brand new tech from scratch, instead of picking it up halfway.

Darius:
I am hoping you are interested in Intellectual Integrity, leading to Cyberethics, Presentient Algs and Fusion. You have the techs for the first two steps already. Of course, if you steal a useful tech, we may be able to bypass one or more of them. If you get a bad offer of research targets, consider PolyM SWare as a temporary target (it's one of the probe morale boosters).

General:
I rushed the VW, so hopefully I will get it (otherwise $#@&$%*!); then I will be definitely committed to Net Nodes, so our research should benefit. I would love to have the SFF tech if one Or both) of you would be so kind as to give it to me. Also, I would definitely like AP when it is finished.
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Old October 16, 2001, 15:55   #172
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turn 2163 to darius

changed research to OC.
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Old October 16, 2001, 22:20   #173
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Turn 2164 to JDM. Nothing to report.
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Old October 17, 2001, 13:35   #174
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MY 2164 to brother knowhow2

Well, I have met the Spartans! Santiago sent a rather tough dude (Veteran 4-3-1 infantry) on a social call to my SW corner (west of MMM and south of M.Meadows) and I stumbled on them with a unity rover on patrol. (I guess Santi probably sailed in from my western side.) We pulled out our best field-issue tea set and the Colonel and I did our knitting with a little gossip on the side (Darius, you better stop that hanky panky with Aki; Yang is really jealous). After my turn (during Santi's?) I think I saw yet another (similar-looking) unit pop in to the same tile with the original bad dude; that will make probing problematic (as if I could afford to probe them away anyway).

Sure enough, Santi was irritated, to some extent, but short of seething (we spiked her tea), and while she said some extremely rude things about yours truly, her host, and our precious market philosophy, she stopped short of declaring a vendetta, and we have an official "(blood) Truce". Do you imagine that we could actually make a diplomatic arrangement with Santi do desert the other Fascists?

Anyway, I ordered our best attack unit (hardened 2-1-2 rover) and my (sigh) only land-probe over there to do whatever they can. We also moved the (disciplined 1-1-1 scout) out of Meadows to ZOC block them from going to town (they are still clear to go SE along the coast though - toward the ill fated MMM). Hopefully, I can box them in somewhere and they will just sit there. We are scrambling our production and development plans and will Proto the Missile tech starting next turn and may be able to confront them aggressively in 5 to 10 years. Fortunately, I've got a lot of cannon fodder and can possibly wear them down if they start some actual fighting.

We got the VW, so I was able to scrap a couple of Holos and rush build a few things to clear up some factory floor space for military stuff.
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Old October 17, 2001, 13:48   #175
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Quote:
Originally posted by johndmuller
Darius, you better stop that hanky panky with Aki; Yang is really jealous.
You mean I can't "probe" Aki?
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Old October 17, 2001, 16:12   #176
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turn to darius.

"probe"
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Old October 17, 2001, 22:34   #177
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I've got Air Power! I've offered it to both of you. I've got two Missile Needlejets in production now. I'll send them up to help fend off the Spartans when they roll out. I'll try to get a few ships out patrolling, too. Sounds like it is time to drop out of Market and crank up the military in earnest.

Yang still only has one transport, with a second in production.

I should be able to get my probe into Aki in two more turns. After that, the University. Or maybe the Spartans.

Turn 2165 to John.
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Old October 18, 2001, 18:45   #178
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MY 2165 to brother knowhow2

No real excitement this turn - I'm blocking Santi's duo with a scout so they can't go anywhere (except to off my scout) while I reinforce around there. Will have a Missile (Artie) Proto done next turn and am concurrently working on a Missile Rover. I may start on an Aerospace Center next turn, before I build any planes.
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Old October 18, 2001, 19:23   #179
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Turn to darius

OC breaktrough in 3 turns

next turn I will finish building a recon rover and a plasma defensive (the Vel's Doc: defense about prototypes)

A single cyborg seacolony pods have shown up northeast of my eastern base (furthest to the left). UN aid station

And some damn mindworm keep killing stuff near that same base. next turn I'll have a plasma defensive there.
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Old October 18, 2001, 22:04   #180
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I popped a pod with one of those gizmos to let me complete a needlejet next turn.

Turn to John.
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