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The Infotrader/Infiltrator Network - Diplomacy plug-in (III)
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This is a sticky topic.
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wait,so CT says we lost even more cities beyond what we destroyed?
of course gaians cant know if we killed them or spartans captured them...
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Btw I have no regrets being a Datajack. This is a tough faction to play and I don't think our location did us any favours.
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I do not think so. We lacked 109 labs. I set them for like 180 last turn.
Hercules or Geo, please take over the turnplaying. I do not think, I can lead DA at this time. I may do some analysis, but operations should do someone else.
And I would send Morganities all 4 promissed techs + PSA
PSA + Cyberethics to Gaians. Let us have Orbital Spaceflight ASAP.
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Blast , doesn't sound good at all. It is/ is it possible we haven't discovered PSA thru destruction of bases?
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And this is something I did not expect. Answer from Chaos Theory:
Yes, but you may not care - you lost half your cities. I'm compiling more detailed information right now.
We completely lost here. With Spartans having HSA their advantage is too large. They will have Fusion before Gaians and Morganities. Spartans won this game already in my oppinion.
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Please do, if they're willing. A bit advanced warning would do me good right now.
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Gaians have the turn. They can right away see if Spartans are building HSA. We could ask Chaos Theory.
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Originally posted by GeoModder
Was upgrading in the workshop allowed in this game?
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Geo, I know. But I think they are more surprised here. If you read their posts, many Spartans are surprised, or seem that way.
They could in fact attempt to drop a colony pod this turn. In 2189 they would establish a base, but then planes would land there. They would be ready for action in 2190. However, any drop units they could place this turn could be used for drop operations in 2189. So in theory, if that drop establishe base was close enough to Fungal heights, they could take over HSA. But it is too far I think. If we complete Mayhem in 2190, they will be too late.
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Or even better, airdrop a colony pod on our turf... we need to think of that possibility. Was upgrading in the workshop allowed in this game? If so, they could have airdropped one in their turn, protect it with those rovers and move a bunch of bombers over, while the tactical fighters are now in the air on there way to a new base next turn.
But that's only possible if they finished producing a cp in Fort Sol last turn, for we didn't spot any in the base during our scoutrun.
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I think MMI was the only they lacked. check 2187
If I were Spartan there, I would build airbase near Fort Sol. They might construct it in several turns.
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There weren't any in the bases we scouted 2 turns ago. So if they have them in the area, they could have moved them in Fort Sol in their last turn. Which means that with us obliterating bases and them unable to conquer a base within tactical airrange we won't see them for at least 2 turns more.
I wonder, they used 2 probes that we are sure of. They have stolen 1 tech for sure, but could instead of settling for infiltration have chosen to steal another one.
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