Neither Deidre nor Morgan have much in the way of an air force (Deidre has 2 locusts and 1 fusion 'copter and Morgan has 2 fusion penetrators, 1 fusion tactical and 3 shard needlejets).
We will be able to grow sufficiently to win election for Supreme Leader next year.
We've started to redeploy our military forces. Our aircraft are easier to redeploy than our land units (although some of the aircraft are still damaged).
To maximize our victory, we'll take the following steps before calling for the election:
(1) establish new sea bases with any sea colony pods; and
(2) attempt to acquire The Will to Power from Deidre.
Other than moving the sea colony pods, we'll call for the election before we move units (if one of the remaining powers refuses to accept our election, we'll be able to move our units to respond).
FOR 2193:
(1) 300 Down: trance scout upgrades to police for 10 credits and holds.
(2) Athens: rush recreation commons for 14 credits (partial payment).
(3) Atlantic Ruins: trance scout upgrades to police for 10 credits and holds.
(4) Atlantis: (a) empath becomes 1-0-0 worker; (b) rush recreation commons for 44 credits (partial payment).
(5) Atom Heart Mother: (a) scrap perimeter defense for 25 credits: (b) trance scout upgrades to police for 10 credits and holds.
(6) Bay Area: (a) scrap perimeter defense for 25 credits: (b) 2-0-2 worker moves to 3-0-0 kelp 2 sq. W by SW of base; (c) independent scout upgrades to police for 10 credits and holds.
(7) Big Easy: (a) scrap perimeter defense for 25 credits: (b) 3-1-0 worker becomes thinker.
(8) BRCM: 1-2-1 worker becomes thinker.
(9) Bikini Bottom: (a) scrap perimeter defense for 25 credits: (b) rush recreation commons for 50 credits (partial payment).
(10) Boiled Egghead: (a) scrap perimeter defense for 25 credits: (b) change to sea colony pod.
(11) Bunker Palace Hotel: 1-2-2 worker moves to 3-0-0 kelp 1 sq. W of base.
(12) Bunny Burrows: scrap perimeter defense for 25 credits.
(13) Byzantine: change to sea colony pod.
(14) Cana: rush recreation commons for 30 credits (partial payment).
(15) Channel City: trance scout upgrades to police for 10 credits and holds.
(16) Constantinople: rush recreation commons for 26 credits (partial payment).
(17) Drydock: (a) 2-2-1 worker becomes thinker; (b) 2-2-1 worker moves to 3-0-0 kelp 2 sq. W by SW of base.
(18) Energy Harvest: (a) empath becomes 1-0-0 worker; (b) rush recreation commons for 30 credits (partial payment).
(19) Eureka: (a) scrap perimeter defense for 25 credits: (b) 2-1-1 worker moves to 0-6-6 thermal borehole.
(20) Fairbanks: rush sea colony pod for 40 credits (partial payment).
(21) Fat Cat Alleys: (a) scrap perimeter defense for 25 credits: (b) trance scout upgrades to police for 10 credits and holds.
(22) Fleet Anchorage: (a) scrap perimeter defense for 25 credits: (b) trance scout upgrades to police for 10 credits and holds.
(23) Freedom of Speech: (a) scrap perimeter defense for 25 credits: (b) rush recreation commons for 22 credits (partial payment).
(24) Fungi League: scrap perimeter defense for 25 credits.
(25) Geothermal Shallows: (a) empath becomes 2-1-1 worker on fungus 2 sq. E by SE of base; (b) rush recreation commons for 38 credits (partial payment).
(26) Gibraltar: (a) 1-2-1 worker moves to 3-0-0 kelp 1 sq. SW of base: (b) trance scout upgrades to police for 10 credits and holds.
(27) Glowing Bulbs: scrap perimeter defense for 25 credits.
(28) GJgG: (a) scrap perimeter defense for 25 credits: (b) trance scout upgrades to police for 10 credits and holds.
(29) Hooverville: scrap perimeter defense for 25 credits.
(30) Hot Springs: (a) rush recreation commons for 12 credits (partial payment): (b) trance scout upgrades to police for 10 credits and holds.
(31) HQ: 3-0-0 worker moves to 1-2-1 forest 1 sq. W of base.
(32) Hysteria Lane: (a) scrap perimeter defense for 25 credits: (b) rush recreation commons for 24 credits (partial payment).
(33) Kelp Bounty: (a) empath becomes 2-1-1 worker on fungus 1 sq. W of base; (b) rush recreation commons for 2 credits (partial payment).
(34) Kragen's Maw: (a) 2-1-1 worker 1 sq. NE of base moves to 2-1-1 fungus 2 sq. S by SE of base: (b) trance scout upgrades to police for 10 credits and holds.
(35) Kragen's Brain: (a) 1-2-1 workers move to 2-1-1 fungus 1 sq. S and 1 sq. SW of base; (b) 3-0-0 worker moves to 2-1-1 fungus 2 sq. S by SE of base; (c) rush recreation commons for 38 credits (partial payment).
(36) Krusty Krab: (a) scrap perimeter defense for 25 credits: (b) trance scout upgrades to police for 10 credits and holds.
(37) Manifold Nexus Central: (a) scrap perimeter defense for 25 credits: (b) 1-0-0 worker becomes thinker.
(38) Midway: (a) scrap perimeter defense for 25 credits: (b) trance scout upgrades to police for 10 credits and holds.
(39) Miriam's Last Stand: scrap perimeter defense for 25 credits.
(40) New Sargasso: 3-0-0 worker becomes thinker.
(41) North Station: rush recreation commons for 48 credits (partial payment).
(42) Northern Lights: (a) empath becomes 2-1-1 worker on fungus 2 sq. E by NE; (b) rush recreation commons for 38 credits (partial payment).
(43) Northern Outpost: (a) empath becomes 2-1-1 worker on fungus 2 sq. SE of base; (b) 3-0-0 worker moves to 2-1-1 fungus 2 sq. NW of base; (c) rush recreation commons for 20 credits (partial payment).
(44) Ocean City: 2-1-1 worker 2 sq. NW of base becomes empath.
(45) Ocean Observatory: rush recreation commons for 50 credits (partial payment).
(46) Ocean Outpost: (a) empath becomes 1-2-1 worker on forest 2 sq. E by SE of base; (b) rush recreation commons for 30 credits (partial payment).
(47) Oceana: (a) empath becomes 1-0-0 worker; (b) rush recreation commons for 52 credits (partial payment).
(48) Oceanopolis: (a) empath becomes 1-0-0 worker; (b) rush recreation commons for 24 credits (partial payment).
(49) Pacifica: (a) empath becomes 1-0-0 worker; (b) rush recreation commons for 30 credits (partial payment).
(50) Party Time: scrap perimeter defense for 25 credits.
(51) Peacenik: scrap perimeter defense for 25 credits.
(52) Pholus City: (a) empath becomes 1-0-0 worker; (b) rush recreation commons for 28 credits (partial payment).
(53) Sands of Hope and Glory: (a) 0-6-1 worker moves to 1-2-1 forest 1 sq. SW of base; (b) rush recreation commons for 8 credits (partial payment).
(54) Santiago's Last Stand: 4-1-0 worker moves to 2-2-1 fungus 2 sq. SE of base.
(55) Schmoking Cannon: (a) empath becomes 1-1-0 worker on farm 2 sq. NE of base; (b) rush recreation commons for 10 credits (partial payment).
(56) Schmoking Gun: scrap perimeter defense for 25 credits.
(57) Sea Embassy: (a) empath becomes 1-0-0 worker; (b) rush recreation commons for 24 credits (partial payment).
(58) Sea Holiday: (a) empath becomes 1-2-1 worker on forest 2 sq. E by SE of base; (b) rush recreation commons for 24 credits (partial payment).
(59) Sea Observatory: rush recreation commons for 38 credits (partial payment).
(60) Space Duck: (a) scrap perimeter defense for 25 credits: (b) empath becomes 1-2-2 worker on forest 2 sq. S by SW of base; (c) rush recreation commons for 38 credits (partial payment).
(61) Stellar Door: (a) scrap perimeter defense for 25 credits: (b) 3-0-0 worker moves to 2-1-1 fungus 2 sq. N by NW of base.
(62) Strawberry Fields: (a) 1-2-1 worker becomes thinker; (b) 1-2-1 worker moves to 2-1-1 fungus 2 sq. E by SE of base.
(63) Sunken Suburb: (a) empath becomes 2-1-1 worker on fungus 1 sq. W of home; (b) rush recreation commons for 2 credits (partial payment).
(64) Surfin' Safari: (a) scrap perimeter defense for 25 credits: (b) change to recreation commons; (c) trance scout upgrades to police for 10 credits and holds.
(65) Syrtis: 1-2-1 worker moves to 3-0-0 kelp 2 sq. E by SE of base.
(66) Test Tube Tango: (a) 1-0-0 worker becomes thinker; (b) 1-0-0 worker moves to 2-1-1 fungus 1 sq. SE of base.
(67) Tie Share: scrap perimeter defense for 25 credits.
(68) Trolls are Us: 2-1-1 workers 1 sq. SE and 2 sq. SE move to 2-1-1 fungus 2 sq. SW and 2 sq. W by SW of base.
(69) Tu es Petrus: (a) scrap perimeter defense for 25 credits: (b) 1-1-0 worker becomes thinker.
(70) Ugly Puppy: trance scout upgrades to police for 10 credits and holds.
(71) Ushuaia: (a) 1-2-1 worker becomes thinker; (b) 2-1-1 worker moves to 3-0-0 kelp 2 sq. E by NE of base.
(72) Vladisever: scrap perimeter defense for 25 credits.
(73) Xanadu: (a) scrap perimeter defense for 25 credits: (b) 3-2-3 worker moves to 1-0-0 ocean 2 sq. N by NE of base; (c) trance scout upgrades to police for 10 credits and holds.
(74) Yang's Last Stand: scrap perimeter defense for 25 credits.
(75) Zakharov's Last Stand: rush recreation commons for 12 credits (partial payment).
(76) Sea Resort: (a) empath becomes 2-2-0 worker on mining platform 1 sq. SE of base; (b) rush recreation commons for 24 credits (partial payment).
(77) Sea Spa: 1-0-0 worker moves to 2-0-0 farm 2 sq. SE of base.
(78) Sea Trolls: (a) empath becomes 2-1-1 worker 2 sq. W by NW of base; (b) 1-0-0 worker moves to 2-1-1 fungus 1 sq. W of base; (c) rush recreation commons for 42 credits (partial payment).
(79) Sea World: 1-2-1 worker becomes thinker.
(80) Seaport: (a) 1-2-0 worker becomes empath; (b) 2-1-1 worker moves to 3-0-0 kelp 2 sq. SE of base.
(81) Semper Phi: rush sea colony pod for 28 credits (partial payment).
(82) Sunken Village: (a) empath becomes 1-0-0 worker; (b) rush recreation commons for 54 credits (partial payment).
(83) Water Dance: 1-0-0 worker 1 sq. W of base moves to 3-2-3 tidal harness 2 sq. NW of base.
We will be able to grow sufficiently to win election for Supreme Leader next year.
We've started to redeploy our military forces. Our aircraft are easier to redeploy than our land units (although some of the aircraft are still damaged).
To maximize our victory, we'll take the following steps before calling for the election:
(1) establish new sea bases with any sea colony pods; and
(2) attempt to acquire The Will to Power from Deidre.
Other than moving the sea colony pods, we'll call for the election before we move units (if one of the remaining powers refuses to accept our election, we'll be able to move our units to respond).
FOR 2193:
(1) 300 Down: trance scout upgrades to police for 10 credits and holds.
(2) Athens: rush recreation commons for 14 credits (partial payment).
(3) Atlantic Ruins: trance scout upgrades to police for 10 credits and holds.
(4) Atlantis: (a) empath becomes 1-0-0 worker; (b) rush recreation commons for 44 credits (partial payment).
(5) Atom Heart Mother: (a) scrap perimeter defense for 25 credits: (b) trance scout upgrades to police for 10 credits and holds.
(6) Bay Area: (a) scrap perimeter defense for 25 credits: (b) 2-0-2 worker moves to 3-0-0 kelp 2 sq. W by SW of base; (c) independent scout upgrades to police for 10 credits and holds.
(7) Big Easy: (a) scrap perimeter defense for 25 credits: (b) 3-1-0 worker becomes thinker.
(8) BRCM: 1-2-1 worker becomes thinker.
(9) Bikini Bottom: (a) scrap perimeter defense for 25 credits: (b) rush recreation commons for 50 credits (partial payment).
(10) Boiled Egghead: (a) scrap perimeter defense for 25 credits: (b) change to sea colony pod.
(11) Bunker Palace Hotel: 1-2-2 worker moves to 3-0-0 kelp 1 sq. W of base.
(12) Bunny Burrows: scrap perimeter defense for 25 credits.
(13) Byzantine: change to sea colony pod.
(14) Cana: rush recreation commons for 30 credits (partial payment).
(15) Channel City: trance scout upgrades to police for 10 credits and holds.
(16) Constantinople: rush recreation commons for 26 credits (partial payment).
(17) Drydock: (a) 2-2-1 worker becomes thinker; (b) 2-2-1 worker moves to 3-0-0 kelp 2 sq. W by SW of base.
(18) Energy Harvest: (a) empath becomes 1-0-0 worker; (b) rush recreation commons for 30 credits (partial payment).
(19) Eureka: (a) scrap perimeter defense for 25 credits: (b) 2-1-1 worker moves to 0-6-6 thermal borehole.
(20) Fairbanks: rush sea colony pod for 40 credits (partial payment).
(21) Fat Cat Alleys: (a) scrap perimeter defense for 25 credits: (b) trance scout upgrades to police for 10 credits and holds.
(22) Fleet Anchorage: (a) scrap perimeter defense for 25 credits: (b) trance scout upgrades to police for 10 credits and holds.
(23) Freedom of Speech: (a) scrap perimeter defense for 25 credits: (b) rush recreation commons for 22 credits (partial payment).
(24) Fungi League: scrap perimeter defense for 25 credits.
(25) Geothermal Shallows: (a) empath becomes 2-1-1 worker on fungus 2 sq. E by SE of base; (b) rush recreation commons for 38 credits (partial payment).
(26) Gibraltar: (a) 1-2-1 worker moves to 3-0-0 kelp 1 sq. SW of base: (b) trance scout upgrades to police for 10 credits and holds.
(27) Glowing Bulbs: scrap perimeter defense for 25 credits.
(28) GJgG: (a) scrap perimeter defense for 25 credits: (b) trance scout upgrades to police for 10 credits and holds.
(29) Hooverville: scrap perimeter defense for 25 credits.
(30) Hot Springs: (a) rush recreation commons for 12 credits (partial payment): (b) trance scout upgrades to police for 10 credits and holds.
(31) HQ: 3-0-0 worker moves to 1-2-1 forest 1 sq. W of base.
(32) Hysteria Lane: (a) scrap perimeter defense for 25 credits: (b) rush recreation commons for 24 credits (partial payment).
(33) Kelp Bounty: (a) empath becomes 2-1-1 worker on fungus 1 sq. W of base; (b) rush recreation commons for 2 credits (partial payment).
(34) Kragen's Maw: (a) 2-1-1 worker 1 sq. NE of base moves to 2-1-1 fungus 2 sq. S by SE of base: (b) trance scout upgrades to police for 10 credits and holds.
(35) Kragen's Brain: (a) 1-2-1 workers move to 2-1-1 fungus 1 sq. S and 1 sq. SW of base; (b) 3-0-0 worker moves to 2-1-1 fungus 2 sq. S by SE of base; (c) rush recreation commons for 38 credits (partial payment).
(36) Krusty Krab: (a) scrap perimeter defense for 25 credits: (b) trance scout upgrades to police for 10 credits and holds.
(37) Manifold Nexus Central: (a) scrap perimeter defense for 25 credits: (b) 1-0-0 worker becomes thinker.
(38) Midway: (a) scrap perimeter defense for 25 credits: (b) trance scout upgrades to police for 10 credits and holds.
(39) Miriam's Last Stand: scrap perimeter defense for 25 credits.
(40) New Sargasso: 3-0-0 worker becomes thinker.
(41) North Station: rush recreation commons for 48 credits (partial payment).
(42) Northern Lights: (a) empath becomes 2-1-1 worker on fungus 2 sq. E by NE; (b) rush recreation commons for 38 credits (partial payment).
(43) Northern Outpost: (a) empath becomes 2-1-1 worker on fungus 2 sq. SE of base; (b) 3-0-0 worker moves to 2-1-1 fungus 2 sq. NW of base; (c) rush recreation commons for 20 credits (partial payment).
(44) Ocean City: 2-1-1 worker 2 sq. NW of base becomes empath.
(45) Ocean Observatory: rush recreation commons for 50 credits (partial payment).
(46) Ocean Outpost: (a) empath becomes 1-2-1 worker on forest 2 sq. E by SE of base; (b) rush recreation commons for 30 credits (partial payment).
(47) Oceana: (a) empath becomes 1-0-0 worker; (b) rush recreation commons for 52 credits (partial payment).
(48) Oceanopolis: (a) empath becomes 1-0-0 worker; (b) rush recreation commons for 24 credits (partial payment).
(49) Pacifica: (a) empath becomes 1-0-0 worker; (b) rush recreation commons for 30 credits (partial payment).
(50) Party Time: scrap perimeter defense for 25 credits.
(51) Peacenik: scrap perimeter defense for 25 credits.
(52) Pholus City: (a) empath becomes 1-0-0 worker; (b) rush recreation commons for 28 credits (partial payment).
(53) Sands of Hope and Glory: (a) 0-6-1 worker moves to 1-2-1 forest 1 sq. SW of base; (b) rush recreation commons for 8 credits (partial payment).
(54) Santiago's Last Stand: 4-1-0 worker moves to 2-2-1 fungus 2 sq. SE of base.
(55) Schmoking Cannon: (a) empath becomes 1-1-0 worker on farm 2 sq. NE of base; (b) rush recreation commons for 10 credits (partial payment).
(56) Schmoking Gun: scrap perimeter defense for 25 credits.
(57) Sea Embassy: (a) empath becomes 1-0-0 worker; (b) rush recreation commons for 24 credits (partial payment).
(58) Sea Holiday: (a) empath becomes 1-2-1 worker on forest 2 sq. E by SE of base; (b) rush recreation commons for 24 credits (partial payment).
(59) Sea Observatory: rush recreation commons for 38 credits (partial payment).
(60) Space Duck: (a) scrap perimeter defense for 25 credits: (b) empath becomes 1-2-2 worker on forest 2 sq. S by SW of base; (c) rush recreation commons for 38 credits (partial payment).
(61) Stellar Door: (a) scrap perimeter defense for 25 credits: (b) 3-0-0 worker moves to 2-1-1 fungus 2 sq. N by NW of base.
(62) Strawberry Fields: (a) 1-2-1 worker becomes thinker; (b) 1-2-1 worker moves to 2-1-1 fungus 2 sq. E by SE of base.
(63) Sunken Suburb: (a) empath becomes 2-1-1 worker on fungus 1 sq. W of home; (b) rush recreation commons for 2 credits (partial payment).
(64) Surfin' Safari: (a) scrap perimeter defense for 25 credits: (b) change to recreation commons; (c) trance scout upgrades to police for 10 credits and holds.
(65) Syrtis: 1-2-1 worker moves to 3-0-0 kelp 2 sq. E by SE of base.
(66) Test Tube Tango: (a) 1-0-0 worker becomes thinker; (b) 1-0-0 worker moves to 2-1-1 fungus 1 sq. SE of base.
(67) Tie Share: scrap perimeter defense for 25 credits.
(68) Trolls are Us: 2-1-1 workers 1 sq. SE and 2 sq. SE move to 2-1-1 fungus 2 sq. SW and 2 sq. W by SW of base.
(69) Tu es Petrus: (a) scrap perimeter defense for 25 credits: (b) 1-1-0 worker becomes thinker.
(70) Ugly Puppy: trance scout upgrades to police for 10 credits and holds.
(71) Ushuaia: (a) 1-2-1 worker becomes thinker; (b) 2-1-1 worker moves to 3-0-0 kelp 2 sq. E by NE of base.
(72) Vladisever: scrap perimeter defense for 25 credits.
(73) Xanadu: (a) scrap perimeter defense for 25 credits: (b) 3-2-3 worker moves to 1-0-0 ocean 2 sq. N by NE of base; (c) trance scout upgrades to police for 10 credits and holds.
(74) Yang's Last Stand: scrap perimeter defense for 25 credits.
(75) Zakharov's Last Stand: rush recreation commons for 12 credits (partial payment).
(76) Sea Resort: (a) empath becomes 2-2-0 worker on mining platform 1 sq. SE of base; (b) rush recreation commons for 24 credits (partial payment).
(77) Sea Spa: 1-0-0 worker moves to 2-0-0 farm 2 sq. SE of base.
(78) Sea Trolls: (a) empath becomes 2-1-1 worker 2 sq. W by NW of base; (b) 1-0-0 worker moves to 2-1-1 fungus 1 sq. W of base; (c) rush recreation commons for 42 credits (partial payment).
(79) Sea World: 1-2-1 worker becomes thinker.
(80) Seaport: (a) 1-2-0 worker becomes empath; (b) 2-1-1 worker moves to 3-0-0 kelp 2 sq. SE of base.
(81) Semper Phi: rush sea colony pod for 28 credits (partial payment).
(82) Sunken Village: (a) empath becomes 1-0-0 worker; (b) rush recreation commons for 54 credits (partial payment).
(83) Water Dance: 1-0-0 worker 1 sq. W of base moves to 3-2-3 tidal harness 2 sq. NW of base.
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