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Old April 20, 2004, 21:08   #31
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Zeiter, you look like a great Spartan. Why don't you join our glorious faction in the next Alpha Centauri Democracy Game?
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Old April 21, 2004, 14:47   #32
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Quote:
I redid it last night. Its actually 2114 or 2115.

Land transport = 20 mins

10 free + 4 turns at 3 mins/turn

Colony pod = 30 mins ( I had a brain cramp and remembered it as 20) thats 2 min carryover and 10 turns at 3 mins/turn

Total turns for 2 pods = 14 turns or 2114 ish 2115 ish course you can rush it a bit.


By the by, setting the colony pods takes 2 turns via transport. In place by 2116 ish.

Move transport onto coast. in prvious turn. Move pod onto transport Hit "L". move transport one square. Next turn Move transport another square. Activate Pod and hit "B" Pod set in 2 turns regardless of terrain (saving bounces from fungus)

Good catch Jam. Regardless, tho' its comparable IMO to most other factions.
I'm sorry Ogie, but I'm not entirely convinced still... With nice terrain (or even with Morgan and rushed Tanks) I'm looking to plant that 3rd base in 2110-11, which is a significant leap. Its nearly 50% faster, which means a LOT against Human opponents.

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Old April 21, 2004, 16:41   #33
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I agree Morgie outdoes Pirates, but you'll find with Pirates you get the pod out as soon as you trip over size 2 with the method I describe. Now granted you trip over to size two later due to growth penalty.

I suppose other factions may have an edge as well if they are able to pop a pod out as soon as they roll over to size 2.

But don't forget the fact that you also trima turn or two by using the tranpsort vs. having the pod move onits own (unless on a river that is).
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Old April 21, 2004, 17:08   #34
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True, very true.

But still... even one or two turns faster gives the edge to the non-pirate faction.

But hey - fast ICS isn't the Pirate's "thing" anyway.

Using an infantry transport to build land bases certainly speeds things along though

-Jam
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Old April 21, 2004, 20:36   #35
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I think joining the Spartan Team would be awesome! Although I don't have SMAX, so I don't think I'd really be of much help.
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Old April 21, 2004, 23:10   #36
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Old April 22, 2004, 03:59   #37
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Quote:
Originally posted by Ogie Oglethorpe
I agree Morgie outdoes Pirates, but you'll find with Pirates you get the pod out as soon as you trip over size 2 with the method I describe. Now granted you trip over to size two later due to growth penalty.
(Emphasis mine)

Ogie,

Don't the Pirates start off with a 50% food bonus in their base square due to the free tanks? If so than they should be able to grow more quickly to two than their opponents if they can get that one worked tile to two nutrients.
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Old April 22, 2004, 07:59   #38
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Quote:
Originally posted by Zeiter
I think joining the Spartan Team would be awesome! Although I don't have SMAX, so I don't think I'd really be of much help.
Even if you couldn't join into extensive gameplay discussions, there's always the roleplay fun. The more people, the better!
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Old April 22, 2004, 09:01   #39
Ogie Oglethorpe
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Quote:
Originally posted by Sikander


(Emphasis mine)

Ogie,

Don't the Pirates start off with a 50% food bonus in their base square due to the free tanks? If so than they should be able to grow more quickly to two than their opponents if they can get that one worked tile to two nutrients.
Yep but more often than not the first worked square is a coastal square tielding 1 nut. Total nuts for base is 4 which is comparable to a lucky start for most normal factions and comparable to a bad start for Morgie with the bought tanks. Remember tho' that Morgie usually buys his tanks around 2105-6 ish after discovery of biogenetics.

really depends on the start and whether a standard fction gets a +2 nut square like a monolith
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Old April 22, 2004, 09:03   #40
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