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Old June 15, 2003, 02:30   #211
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Alright. I took the unit that was north of the Kommunizma City (ex Fellowship City), and moved it into that base (it's heath needed some work), and then took the unit in the base and explored a pod to the south to discover the mind worms (YAY!! More EC's!). Both rovers discovered monliths and got upgrades. Colony pod has been built and is on it's way to the nutrient resources to the north west of The Hive. The former from Commie City is on mineral deposits and should begin terraforming next turn.
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Old June 15, 2003, 04:06   #212
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"Voltaro River" ?

Wouldn´t it fit better to name the other river that? The one running through Voltairograd... And of course it should be Voltairo, right? Or where does "Voltaro" come from?

--> Just curious
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Old June 15, 2003, 04:30   #213
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Quote:
Originally posted by Micha
"Voltaro River" ?

Wouldn´t it fit better to name the other river that? The one running through Voltairograd... And of course it should be Voltairo, right? Or where does "Voltaro" come from?

--> Just curious
"Voltaro" comes from Tass, if that's any kind of explanation. I believe we will be moving the river name later as I thought it was supposed to go through Voltairograd as well.
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Old June 15, 2003, 07:33   #214
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Commie city is to continue to build formers at the moment? And The Hive is to build colony pods?

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Old June 15, 2003, 13:29   #215
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Commie city is to continue to build formers at the moment? And The Hive is to build colony pods?
yup

Quote:
Wouldn´t it fit better to name the other river that? The one running through Voltairograd...
Of course not! How dare you question me! *nerve staples Micha*.....(actually it was supposed to go there, but I misunderstood what they were asking in the turn chat... )
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Old June 17, 2003, 01:45   #216
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Thanks for the update comrade.

Question: What is in Voltairograd's production queue right now?
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Old June 17, 2003, 02:01   #217
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Colony pod.
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Old June 17, 2003, 02:04   #218
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Much Mahalo's
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Old June 18, 2003, 02:12   #219
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Is the new colony pod well guarded? Don't want a real incident where we lost a colony pod. It is just that those fungus looks ominous.
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Old June 18, 2003, 04:16   #220
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I agree. Surely The Hive has a scout patrol or something that can escort the colonists. The prefacture needs bases, not destroyed colony pods!
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Old June 18, 2003, 04:32   #221
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I though we were going to move it around the fungus. It would be suicide to go through it.
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Old June 18, 2003, 05:36   #222
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The turn has been passed to us. Any final thoughts?
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Old June 18, 2003, 08:27   #223
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Lets rename Sunny Mesa "Glorious Plateau of Socialist Glory" or something equally as propagandrous.
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Old June 18, 2003, 13:46   #224
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We should name that lucious looking valley too
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Old June 18, 2003, 14:32   #225
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'Valley of Comrade Claire Forlani' would be interesting.
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Old June 18, 2003, 16:04   #226
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Turn update


nm happened. lol, more mindworms (YAY!!)

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Old June 18, 2003, 20:01   #227
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Do we have planned economics?

Should we try rush buying to say a turn or two for formers or colony pods (only if size is 2+)?

Okay were we using energy stockpile before, and if we didn't is my estimate that we missed out on 22 EC correct?
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Old June 18, 2003, 22:32   #228
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Boy, it's already 2114. Is this true? "Wild mind worms fight at 1/2 strength before the year 2115".
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Old June 18, 2003, 23:33   #229
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Boy, it's already 2114. Is this true? "Wild mind worms fight at 1/2 strength before the year 2115".
I believe so, on this diff level (lower diff levels are later)

But your satarting units were all disciplined, not green, so you'll still have better odds if it's still one of your introductory scouts meeting the MW (or a rover passed thru a monolith)

Combat odds are activated, so you can "look before you leap" into battle --- 'course psi combat's a funny thing anyway - I've had odds of 117 to 32 (or summat like that) noodle destroyed by a mindworm, so you never can tell.

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Old June 19, 2003, 09:46   #230
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Well I guess at least it may not be a good strategy to recommend now to go out and look for mindworms for more energy
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Old June 19, 2003, 16:50   #231
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How close are we to Centauri empathy? We can kill two birds with one stone; increased planet rating will improve our odds in psionic combat versus the mindworms and we also would increase our efficiency visa vis increased energy credits
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Old June 19, 2003, 19:15   #232
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not unless we turn off police state, since the neg effic will cancel out the green effic bonus. Plus the Hive is more suited for planned economy I think.
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Old June 20, 2003, 04:17   #233
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Mmmmm, I thought the plan was Police/Planned/Wealth?

Future society we won't need to worry about it for a long time.

Juxtapose Centauri Empathy with other techs at the same level....is there another tech we would rather have?
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Old June 20, 2003, 04:48   #234
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Mmmmm, I thought the plan was Police/Planned/Wealth?
This is the plan. Going green early will only cause us problems.
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Old June 20, 2003, 06:41   #235
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Well, I'm against Cent Empathy - we want to keep on the long road to crawlers. Forget Green - we want to run planned and police, as we CAN without effic penalty.

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Old June 20, 2003, 18:11   #236
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That just reminded me.

I was playing SMAC for a long time without any patches at all. That meant that the Hive was running negative efficiency so I had to go Green to counteract it. Anyway, I came here after a long hiatus from SMAC and talked to Lazarus. He said I should download the patch cause it makes things way easier for the Hive.

Anyway, I did and it IS easier....or was easier...

Well....yeah, just my little story. So excuse me if I tend to forget things cause my mind sometimes gets stuck in the old SMAC mode.....even after a year or so...
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Old June 20, 2003, 19:41   #237
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What is it we are currently researching?
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Old June 21, 2003, 02:02   #238
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What is it we are currently researching?
Applied Physics. 8 Turns.
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Old June 21, 2003, 12:31   #239
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Which I want to say NOW was a bad choice....

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Old June 21, 2003, 17:49   #240
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Which I want to say NOW was a bad choice....

-Jam
Yeah, I noticed that after the last turn we had made a mistake picking Applied for our tech. For some reason I thought that was on our tech path to Crawlers.

If we switch research to Industial Base on the next turn, we'll only lose a turn and a half of tech points.

Current Turn
Tech needed 57
Tech Accumulated 16
Tech Per Turn 8

Next Turn (Stay with Applied Physics)
Tech Accumulated 24
Tech Per Turn 8
Will Acquire in 5 Turns (Estimated)

Next Turn (Switch To Industrial Base and lose 50% of research points)
Tech Accumulated 12
Tech Per Turn 8
Will Acquire in 6 Turns (Estimated)
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