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Whoha
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The TOC is supposed to be classified guys...
Dec 2001 time: 23:32
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Term 130:
Started construction of missile ship: Specs -
Nuclear engine
Tritanium armor
No shields
No Computer
8 Armored nukes
15 eccm mirv nukes
Battlepods
Reinforced hull
Heavy armor.
Turn 131:
Our scientists have made wonderous discoveries!
We now possess:
1)the energy field equivilant to aluminum foil.
2)Missile electronic counter measures that work on percentages(read: never)
3)and the somewhat respectable mass drivers.
Our next spy finished training for the glorious peoples security force.
The next research topic our unethical scientists talk of is called genetic engineering...
And finally our design is being updated to include a shield system, perhaps later when the hull is finished we may decide to install a targeting computer and guns.
1 Armored nuke had to be struck from the design as well as 3 mirv nukes to allow for a shield.
Turn 132:
Commisioner Houri has sent us her resume. She reduces pollution by 15%, and I have raised taxes to hire her quickly.
Turn 133:
We have hired houri, She has increased production on our homeworld substantially.
Taxes have of course been lowered.
Turn 134:
Our colonies finished a spy and a missile base respectively.
Turn 135:
Gravity world finished its biosphere.
Turn 137:
Our first colony finished its planetary supercomputer.
Turn 139:
Taxes have had to be raised, as improvements are outstripping population.
Here is the state of things:
We are 1 turn away from producing a battleship.
our first colony can now be a research colony.
Our second colony is setting up to fill out its population
We have hired houri and replaced galis.
Here is what I see as potential problems:
Do we keep Houri or get rid of her? She has increased production, but costs 2 bc per turn. I of course say keep her.
Do we switch battleship design? There are 3 prospective designs, download the save file and check them out, 1 interceptor carrier, 1 missileship, 1 beam ship.
I say stay with the missile ship or go to a carrier, only +75 to beams isn't good enough, we need the battlescanner from level 250 physics before we can really count on beams.
Also, the beam ship is the most expensive.
Shall we build a colonyship next?(the world above us is relatively safe for the time being, so I say yes here)
After terraforming what shall be our next research goal(I say we should work towards warp field interdictors, with a quick stop off at physics to get battlescanners).
anything else I missed?
Attachment: save9.gam.sav
This has been downloaded 2 time(s).
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Gilgamensch
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France
Jun 2002 time: 06:32
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interdictors will also help us against Antarans. So I think we shall better go for interdictors. This will give us more time to build/buy in case we get attacked.
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Iasius
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Germany
Jan 2003 time: 05:32
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I find interdictors particularly useful when I first get them because I can easily defend multiple colonies with a single fleet.
Of course, it's the same later, although in that case it usually allows me to attack without having to think about immediate counterattacks.
I'd say we go with this path:
Terraforming > class 3 shields > battlescanners > zortium > interdictors. (your second).
Vs Mrrshan or Alkari I'd opt for battle scanners first, but Silicoid don't have that good beam defense, so our +75 computers should be enough for the short time it'll take to from class 3 shields to battle scanners. Probably nothing will happen during that time anyway.
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