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Old December 15, 2001, 16:33   #211
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Old December 15, 2001, 17:32   #212
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----------------------------------------------------------------------------

Military communique eastern chopper force to central command

we continue search and destroy missions between Cyborg bases and that of our homeland and our allies. In the past year we destroyed 2 cyborg transports and their cargoes totalling 3 military units and 1 secret agent. Intelligence reports indicate that the cyborgs again have no transport vessels but are building more.

In addition an attack chopper squadron has been dispatched to morganite territory and is just off their coast. After a short period of refit, it will commence active operations at the directions of the Morganites.

---------------------------------------------------------------------------------

Military Communique
To: central command
Re: Operation BEECATCHER

We are pleased to report success in attaining all of our stated objectives in the last attack. Four Hive bases have been liberated and all defenders have been eliminated in a fifth. However we refrained from occupying this base until our flanks are secure.

Also as ordered, elements of the 14th Chopper Squad flew deep into Hive territory to destroy any offensive weapons gathered for a counterattack. We can report that through their efforts the Hive will be unable to mount a counterattack in the coming year but, unfortunately, the chopper squad was lost

Last edited by Flubber; December 15, 2001 at 21:52.
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Old December 16, 2001, 09:42   #213
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Flubber, no, and apparently neither does the fact that the council has been called (although that lets me see all the AI's borders. Hopefully the drop unit itself will establish contact.

Good news on the war. Looks like the game is pretty much over already - which could be considered something of a disappointment.
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Old December 16, 2001, 10:30   #214
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Tau i will have to look again but the only problem I saw was that your lands are just outside my drop range-- next turn I will look to see if a quick airbase is sufficient to get to you

It would be something of a disappointment but I won't be too confident until I have more probe defenses in place . But my assessment seems to be similar to yours: if the AI doesn't come up with a suprise pretty fast, this game is pretty much ours

Zak is only 3 turns from pre-sent alg and has all the prereqs for fusion so in 8 turns or so the AI could have fusion. Too bad the Hive won't survive that long
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Old December 16, 2001, 15:01   #215
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Flubber, thanks for the drop unit! It is now hopping its way across your territory and is in Whipsaw Base. It will take a 2-3 more turns to get over near The Hive.

Thanks for D:Mobility. I was given some less than stellar choices as a replacement tech, so I chose RetroEng. That should open up Biomachinery as my next tech choice, so I thought we could make a run for the Cloning Vats.

I was glad to see that Tau was able to choose PreSentAlg.

I am also a little disappointed that the game is virtually over, even though, as Flubber says, there is still a lot of clean up work to do. I feel like I have learned a lot from you both and I was really looking forward to a long-term game where we could experiment with some of the more advanced units and facilities.

If the two of you are interested, perhaps we can ask Googlie to dip into his creative scenario skills and come up with a little stiffer challenge for us.
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Old December 16, 2001, 15:51   #216
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Captured nothing this turn as the Hive has a couple of 8-2-2 rovers too close to the next targets. They are toast next turn as 3+ bases should go down on the next attack. I killed maybe 15 troops with the loss of one helicopter.

Tau, after my attack chopper in your base has a 1 year rest, it will be able to attack as you direct. For example do you want that Spartan base off your coast??



I got notice that the UNi has started the HSA after I hit "turn complete.

Q,

-- 3 turns should be just right to take the capital
-- I would team with you two anytime for any challenge
-- I think we ALL learn all the time from these games where you have infiltration on other players--
-- I was suprised that pretty standard tactics seems to be taking out the AI in short order. The Hive will be down to scraps by 2172. Then I will turn my attention to the UNI as their fast research rate makes them the next threat IMHO-- But I could hit anyone as the Hive has bases close to everybody-- let me know who the next victim should be
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Old December 16, 2001, 17:14   #217
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That Spartan seabase is not my favourite city in the world, but I also do not particularly want to provoke a war with them. So unless you have a ship or marine nearby to take it as well, leave it there. Sinking any transport you see will be useful though.
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Old December 16, 2001, 19:07   #218
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I took a bunch of Hive cities but goofed -- a Hive probe team managed to subvert back a base I captured. I actually saw the risk too late to prevent the subversion but he also got an 80% damaged chaos chopper (that was one square outside the base). So I anticipate the Hive trying to build a few choppers in the next turn or two

Interestingly I did not think the base in question was even building a probe team at the start of the turn. My recollection may be faulty but I thought i hit at the only base building a probe team causing it to switch to a garrison-- Could the AI have been smart enough to switch elsewhere as well?? Anyway it was disheartening to actually watch a base be subverted back

The AI used its uncanny radar again as well--when i saw the probe risk (after moving most things) I managed to block all but one route to the base at risk-- The probe found it even though one wrong square on the most direct route would have made getting there impossible. Oh well

I don't think it will matter much since they did not get the chopper tech and I should decimate the Hive before they can build any amount of choppers. In fact, next turn, every base they have should be completely emptied of defenders and I am preparing to wipe their 3 puny northern bases as well
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Old December 16, 2001, 19:42   #219
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2168 to Qantaga. Fusion power in 7.
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Old December 16, 2001, 20:08   #220
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Tau, great news on Fusion.

Flubber, the drop unit is in Forward Attack Base and will drop onto the old Hive continent next turn. I am a couple of drops from the front lines. You will need to give me some specific instructions about which base to head for, since I do not have Hive infiltration (although I will be able to see the non-bold base population numbers if they are empty).

Also, the Cyborgs brought another ship into the channel. It came at the end of the turn, so I do not have the exact coordinates, but it should be NNE of UN Equality Village. If you can take it out, I would be grateful.

Also, I am trying to force a fungal "pop" in UN Planetary Trust, so I will let you know if I need any worm help. By the way, I love the name of your "Cheap airpower B4".
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Old December 16, 2001, 21:13   #221
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Q
I killed the cyborg ship plus two units on land. I think finding the Hive base will be quite easy. Look for the only one they have left by the time you get there


I built the HSA on the theory that I am doing the offensive work and am the most likely to get probed. I will target the uni next as well as the consciousness seabases. Q we can coordinate so you can take some of the Uni bases with your unit after you get the Hive one.


Folks, does getting one of us elected supreme leader count as a victory in this scenario -- since if it does, you both could try to trigger immediate pop booms-- ignore pretty much everything else -- while I reduce the opponents pop through conquest--

I believe we could win this thing before 2180 with this method.

While I do like playing with the higher end units, there is little fun or challenge in artificially extending a game against a beaten AI so I am in favour of ending this as soon as possible and perhaps trying some different cjhallenge if you are both up for it
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Old December 16, 2001, 21:29   #222
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Quote:
Originally posted by Flubber
While I do like playing with the higher end units, there is little fun or challenge in artificially extending a game against a beaten AI so I am in favour of ending this as soon as possible and perhaps trying some different cjhallenge if you are both up for it
I agree completely!
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Old December 17, 2001, 13:52   #223
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A pop boom is quite unrealistic for me in the short term. My cities need Children's Creche, Hologram Theatre and Tree Farm to achieve it, and Hab Complex to get any benefit. Most cities have some of these, but none have all.

What I could do, though, is build lots of colony pods and make a number of worthless new cities. They will all start at size 3.

It will take quite an advantageous starting position for the AI to put up a strong enough fight to defeat several cooperating human players. Though in the Dune games, set up by DilithiumDad over at ACOL, 2 AIs defeated 5 humans.
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Old December 17, 2001, 14:15   #224
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Tau

It actually should not even be that necessary-- PTS boom if you wish but perhaps it makes more sense to send Q some cash so he can boom -- I mean double votes plus 50% is a lot more than you or I could ever do

I am actually rethinking my attack plan -- The uni is building AA defenders so I am thinking it would be easier to take out the consciousness- so I think I will split my forces with half going for the consciousness and half for the uni.


. . . I never really expected the AI to beat us but I did expect them to put up a stiffer challenge

2 beat 5 eh-- now that sounds like a challenge-- maybe you and q play 2 factions each and I play the fifth . . .
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Old December 17, 2001, 14:38   #225
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I am not too far away from being able to begin a decent boom. I just got my first fungal "pop" this turn, so I am beginning Tree Farms in many bases. Those bases already have Creches and NetNodes (with the Virtual World).

Flubber, the drop unit is ready to move into The Hive if you would kindly empty it out this turn, or let me know when you are ready for me to take it.

I am up for either a Dune game or another 3 humans v. 4 AI if we want Googlie to dip into his imagination to set up a stiffer AI challenge for us.
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Old December 17, 2001, 16:18   #226
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Sorry I had another BOSS crash meaning I had to reload

I was looking at the votes and it is

me 97
Qantaga 56
tau 55

zak 58
sant 47
aki 44
yang 13

So I make it 208-162 for the good guys--

I could have gone for governorship but wondered who would be best to have it-- personally I think the morganites are best BUT if qantaga captures the empath guild it would be many years before the morganites could make it back to candidacy

In the best world qantaga has the empath guild, tau gets the governorship and I drop a probe on the spartans so we all have infiltration on everyone. But given the current situation who do we make governor?

For supreme leader my figuring is that taking out ONE of the the other AI should be enough to give us a 3-1 margin with even normal growth-- I am continuing a condenser and crawler based boom myself
Q the Hive capitol was enpty as of the end of my turn so depending on what you want to do, you could take the thing right away
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Old December 17, 2001, 17:09   #227
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I can wait a few turns on taking the Empath Guild if Tau wants to try to drop a couple of new bases. That should give him enough votes to be up for the election. Then, I could take the Empath Guild after Tau is elected governor.
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Old December 17, 2001, 18:22   #228
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What would be really interesting to see would be if one of you made Yang your submissive, would his 3 slaves swear allegience to you, or would they feel let off the hook as far as their serfdom was concerned?
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Old December 17, 2001, 19:34   #229
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I have two new colony pods in production, and they should be able to build bases in 4. Provided Qantaga reduces his nutrient gathering in three offending bases (I have sent an in-game message detailing which), that should make me pass him. However, I will probably need Flubber to take at least one University city to pass them.

Googlie, interesting scenario. I doubt the diplomacy functions are that advanced, so I suspect they will carry on as before. That means that tech-wise, they will be slaves by proxy (assuming Yang and the others ever talk, which is not too clear here).
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Old December 17, 2001, 19:53   #230
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So

I take it you folks want to do this

Tau I will definitely take 1 or more university bases within 4 years to help on that front. Do you want MMI to build drop CPs or do you have easy access to the build sites

. . .and I will see if Yang will submit-- can the governor ever submit??? He has offered truces 3 times but when I refuse he then says he uses the vendetta words.

And Qantaga, I guess you are in a holding pattern since you should not grow for a turn or two and should capture nothing to let Tau surpass you-- well its not a waste if you can use specialists other than doctors.

Once you take the Hive base I will be able to gift you another drop unit or two so you can take a couple of bases. they are worth a lot more votes in your hands than mine .
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Old December 17, 2001, 20:11   #231
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Yes, let's get Tau into the Governor's mansion.

My three bases' growth are now stagnant. I will not have any new Creches or Tree Farms for at least 5 turns. I will have a Colony Pod heading out next turn, so that will drop a population point for me. I have three Pods that will move to their new base sites, but I will not convert them to bases until after the vote.

Flubber, on another note, since I will not be taking The Hive for a few turns, perhaps you could design another drop unit for me now. It will probably need to have some decent firepower because, even though you are emptying The Hive, they are filling it with something before my turn rolls around. Since I don't have infiltration, I am not sure what kind of units they are filling it with, but maybe you can design something for me so that I can use it to empty The Hive (when the appropriate turn rolls around) and then move the first drop unit in to capture it. I can provide you with cash to fund the building of this unit. Just let me know how much. Thanks.

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Old December 17, 2001, 21:00   #232
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It would take a while to build something new BUT so far the Hive base is empty-- if you want to be able to look inside just drop the unit adjacent to the base-- I can actually provide your unit with aircover so it is safe from a possible attack. Once you take the Hive base it is easy to gift other units to you and i have some 6-1-1 missile units


Guys, the uni grew to 61 on this turn-- I am targetting a size 5 and a size 4 and hope to take them both on my next turn. If I get these it should be sufficient to knock the uni into 3rd or 4th place but I will plan to take a third base to counteract any growth they might have.
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Old December 17, 2001, 21:09   #233
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Quote:
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I can actually provide your unit with aircover so it is safe from a possible attack.
Ah, that is a much better plan than trying to build another drop unit for me before I take The Hive. I will let you know if/when I need the air cover. Thanks.
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Old December 18, 2001, 12:35   #234
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We're busy passing out brochures, posting flyers and knocking on doors in the "Tau Ceti for Governor" campaign.
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Old December 18, 2001, 13:36   #235
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Sorry I could not get the uni bases this turn as I was experiencing the air defense bug-- bases with no defenders, planes or ACs will not let me drop close by at all-- my troops will be forced to hoof it in from drop locations a little more distant


The Hive base is manned at the moment but I will take out that defender next turn
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Old December 18, 2001, 17:42   #236
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One new base next turn, one the turn after that. Coupled with 5-6 in other growth, I should be a candidate in two turns.

The governor can submit. Always sweet to see them vote for you despite holding the position and being a candidate themselves...
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Old December 18, 2001, 18:16   #237
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Do either of you know of a cause/fix to this airdrop bug-- its a real pain when you empty a base and can't drop in-- the helo takes unnecessary out of base damage and it can take several turns to troop over
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Old December 18, 2001, 18:34   #238
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Flubber, I am sorry to say that I have no clue on either the cause or the fix for that bug. I have noticed it before, but I couldn't even guess why it happens.

On a brighter note, I am glad to hear that Tau is close to a run for governor. All early polls in Peacekeeper lands are reporting that every citizen stands ready to cast their vote in his favor.
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Old December 18, 2001, 19:25   #239
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I think I mislabelled the turn as 2174


The airdrop bug continues-- I lost 2 choppers trying to take bases that I empied last turn

I took one Uni base and moved troops adjacent to another. Also took a consciousness base and moved adjacent to another. I also took the second-last Hive base. With this bug having elite rovers is even more important for the movement

By 2180 we should be ready to go for supreme leader
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Old December 18, 2001, 19:50   #240
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Santiago called me up and offered a pact against the evil, backstabbing Foreman Flubber. The merchant that I am, I could not refuse this chance at extra commerce income plus a map of her territory. So I am temporarily in vendetta with Flubber. Your choppers were moved because of this, but I am certainly at no risk now and the Spartans were hardly your highest priority target, so the nuisance should be minimal.

Managed to get 1 pop ahead of Zakharov and Qantaga, and called the council (got Santiago's votes as well! ). If Q builds the bases he has been waiting for this turn, I will no longer be a candidate by the time Flubber gets to vote, but he can then simply abstain and I will be elected anyway.

Flubber, I have not suffered from that bug since the v2 patch for SMACX came out. If you already use that (and you almost certainly do) then I do not know what the problem is.
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