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Old April 3, 2002, 19:14   #151
Archaic
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Consider yourself fortunate. It looks like Russia must have taken rather a lot of punishment in the last days of earth. My northern border is crawling with worms and spore launchers, and the fungus surrounded fungal tower isn't helping either. I've already lost a Scout and a Rover to them.

Usurpers have built the Merchant Exchange. I guess we left it in their hands for too long.

I'm noticed that som of my options have changed too. Specifically that Fog of War now seems to be active where before it wasn't.
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Old April 3, 2002, 20:16   #152
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Well, I dunno...borders are back. *shrugs*

I was able to redirect to Environmental Econ as planned.

Cincinnati founded. Laser PT to be complete next turn.

Could somebody send Brain to me? May as well put trance on the plasma PT rather than pay to upgrade for it later.
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Old April 3, 2002, 23:11   #153
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Fog of war was probably me since I probably left it on after looking at the borders. I usually like to play with it on but find that many players don't, so I usually switch that preference back off when I end my turn.

As for the ME, for me it falls in the nice to have but don't really care if i don't have it category. I am about to build another DP however and just want to make sure there are none that people have "dibs" on -- I assume the uni will want the VW but the others are a matter of preference. I would like to build the PTS to assist my planned continuing ICS -- any objections ??
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Old April 4, 2002, 01:23   #154
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2140 to archaic
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Old April 4, 2002, 06:35   #155
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I plan on making a grab at the HGP in about 4 turns or so. That cache of artifacts should come in handy. I'm just hoping the Usurpers don't have anything decent to switch to. Other than that and the VW, I have nothing I'm looking for ATM.

Turn to Mongoose.
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Old April 4, 2002, 11:43   #156
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Even money Marr switches to the Command Center.
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Old April 4, 2002, 14:08   #157
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If Marr wants the Command Nexus, I won't battle him for it. Does Marr have ind auto ??

Last edited by Flubber; April 4, 2002 at 17:00.
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Old April 4, 2002, 15:16   #158
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2141 to Flubber.

SynthFossFuels next turn.
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Old April 4, 2002, 15:21   #159
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Quote:
Originally posted by Flubber
If Marr wants the Command Nexus, I won't battel him for it. Does Marr have ind auto ??
None of us knows. None have contact. Governor's office gives no infiltration on Progenitors.
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Old April 4, 2002, 18:02   #160
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I guess I will try to remedy that-- a probeship will leave beijing bound for Australia on the morning tide
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Old April 4, 2002, 19:28   #161
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All yours Mongoose

Cha Dawn to discover Impact weapons in 2 years.
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Old April 4, 2002, 20:06   #162
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I think I'd feel much better if Marr DIDN'T have the Command. If you would be so kind, Flubber, as to send Doc:Loyalty to me, I will build it.

Environmental Econ in two or three turns for me. Two if I figured correctly on the lab effect of the two colony pods which finish next turn. Three if I figured wrong.
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Old April 5, 2002, 01:02   #163
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Synth Fossil Fuels discovered. Unfortunately, I will not be helping much with my labs for awhile after all the techs I had to accept to get to it. D:AP was not offered as a choice, so I asked Flubber to send InfoNets and maybe I can switch over.

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Old April 5, 2002, 02:38   #164
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and Qantaga please send me synth FF ASAP-- Now that we achieved missiles, impact weapons seem less important. With SFF I will see if I can switch to D: AP and eat the lab point loss in the interest of quicker planes-- If D:AP is not available I will continue on the impact weapon track
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Old April 5, 2002, 04:06   #165
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I seem to recall that every time I have attempted to switch research goals in mid stream, so to say, the options available were exactly those that I had when i selected the original goal. Good Luck!
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Old April 5, 2002, 04:09   #166
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Even if that's the case, it's better to not duplicate techs, ne?
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Old April 5, 2002, 06:35   #167
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I don't understand, Archaic. Duplicate which tech?

BTW, borders were missing again this turn. Baffling.
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Old April 5, 2002, 09:21   #168
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Any techs.

I think we might have to forget the beelines for a while if it continues like this however.
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Old April 5, 2002, 10:45   #169
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I sent SFF to Flubber. When I received InfoNets, I was able to choose D:AP, but I am 35 turns away from it at the moment.

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Old April 5, 2002, 11:38   #170
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Never fear qantaga--- D:AP in 7 turns

and I am betting that that number drops to 5 when I get enviro ec. !!!!! It cost me 120 Lab points to switch but it was worth it.

Please gift enviro ec to me when discovered-- on the upcoming turn IIRC


Gang

with the discovery and distribution of enviro ec and then D:AP, we will have gone as far as this alliance discussed going. My question is what then?

Do we continue to work together as a team or does it become every man for themselves ?? At a minimum I would hope that we continue to work together and that we keep any agreements we made as part of the alliance. perhaps we can also consider some continuing cooperation as a full group, but sooner or later we are going to be faced with the reality that we cannot ALL win together
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Old April 5, 2002, 11:40   #171
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Quote:
Originally posted by Mongoose
I seem to recall that every time I have attempted to switch research goals in mid stream, so to say, the options available were exactly those that I had when i selected the original goal. Good Luck!

I believe that statement is true if you have not obtained techs in the interim. I had obtained about 5 techs since i started on nonlin maths, including a few that were choices at the time, so I got a whole new batch of choices and D: AP was one of them
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Old April 6, 2002, 02:44   #172
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Borders are back again *sigh*

I guess that in those cases I recalled, I had not gotten any, or not many, techs between initial choice and subsequent attempts to re-select. Glad it worked!

Environmental Econ discovered and distributed. The commerce effect ought to be realized immediately. Might be some little while 'til the limit lifting effect is truly felt. I think it was only worth 3 raw energy to me, at this point.

I think it would be premature to strike out on our individual ways. I know that I am NOT looking forward to my imminent meeting with the Orange Orangutan to my south, not to mention Marr. I urge that we keep on as we are!

Decent chance Marr has D:AP already. Flubber, your probe foil might get wasted outside New Guinea.

Barring intervention by AI or native life, I should double my current number of bases in the next 8 - 10 turns. (heh, then I'll have as many as Flubber does now...something to be said for Hive's growth rate + WP, eh?)
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Old April 6, 2002, 05:59   #173
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Given the massive spike Marr is on those graphs compared to us (Even if the AI power calculations aren't the best), I'd say there's great cause for concern. Frankly I'm just hoping that Progenitor Victory is disabled.
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Old April 6, 2002, 07:07   #174
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Quote:
Originally posted by Archaic
Given the massive spike Marr is on those graphs compared to us (Even if the AI power calculations aren't the best), I'd say there's great cause for concern. Frankly I'm just hoping that Progenitor Victory is disabled.
Not likely. This from Googlie's initial post about this game:

Your task is to win by transcendence, economically or militarily before Marr transcends, summons the Battle Fleet or wipes you out. (Co-op victory is activated, but of course only 3 players can enjoy a co-op vicotry)



emphasis added
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Old April 6, 2002, 08:21   #175
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I doubt that Marr has D:AP yet (maybe wishful thinking ) and am hopeful to infiltrate the guy. Bottom line is that we need to know whats up with marr. If my probeship dies in the attempt to a plane . . . well, even that is informative .

and Mongoose-- you are right about the Hive's early growth but I need the early growth to somewhat counteract your folks ability to pop boom easier. Given my number of formers ( 2 or 3 for most bases) the WP IS a massive help

Enviro ec should be huge in trade for you guys ( less for me -- darn economy minus !!) and I think it will get me about 12 more raw energy as my boreholes take full effect. I am hoping that D:AP gets speeded up a fair bit and some plane scouts can ascertain where Marr is. I am a bit nervous as he is likely closer to me than anyone
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Old April 6, 2002, 13:02   #176
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Even with the Golden Age GROWTH effect working properly in SMAX, it's still not all that easy to pop boom as Morgan. In most cases, I find it easier to just build kelp trawlers and crank up the nuts.
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Old April 6, 2002, 15:00   #177
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Quote:
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Even with the Golden Age GROWTH effect working properly in SMAX, it's still not all that easy to pop boom as Morgan. In most cases, I find it easier to just build kelp trawlers and crank up the nuts.
I have never played Morgan in PBEM but am about to play them in a couple of games. Would the HGP be a key project to keep size 2s happy in FM and also to allow an easier Golden-Age Pop boom?
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Old April 6, 2002, 15:21   #178
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Yup! *sigh*
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Old April 7, 2002, 12:11   #179
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Sorry for the delay. This has been a busy family weekend and I am rushing out the door again now.

2144 to Flubber.
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Old April 7, 2002, 21:50   #180
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on to archaic


The trade techs and energy made a difference-- D:AP is now due in 4 turns

I am now sending a probe foil and a transport with a rover toward marr-- I am hoping to get us some data about him
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