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Lazerus
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Empires were built by dictators, not democracies.
Jul 2002 time: 05:32
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Don't bother with energy, simple enough really. I get wealth and that knocks it up to -1 at HQ, after that you're basically on the same starting level as most. Now its time to learn how to play ICS, 50 bases atleast with 4-6 energy each is quite easy to get to quickly, i hardly bother with infrastructure until a base has easily 25min (crawlers and formers to knock up mines quick, get the WP ! ) most of the time you'll be running 80% labs in the early game, only time you might need to go a higher econ is if you've got no cash from pods and you need it for those SE changes which you need to get implmented asap, especially planned before 2115.
You should be able to keep up a tech rate of 1 per 5 turns early, dropping to 1 per 8 and then 1 per 10/11 by yourself, getting trade raises it abit and if Lal isn't around then getting govt and more trade keeps you at 1/6. If you start to stagnate then trade as much as possible (well, techs that help you anyways even if they aren't on your route, its not like your beeline is going to be that speedy so slowing down by a turn wont hurt as much) If people wont trade and start shunning you then goto war early, hit them hard and dont relent, worst thing to do is march along slowly while they speed off and get fusion choppers basically rendering your numerical advantage obsolete for along time.
Anyways, after you've got eco engineering you've got a choice, get air power and go for war or get the energy restrictions lifted and make planet scream with boreholes everywhere, 2 per base atleast, crawl condensors between them (or just work forests and get a Rtank). This is where the real quantity over quality energy thing comes into play.
You can also make a few bases specialists only if you've got lucky and theres a few nut squares in the area.
Planetary networks -> Industrial Automation -> ecological engineering (and try pick up intellectual integrity along the way, 1-1-1-police are you're best friend)
With most things taken into account you'll normally have eco engineering by 2150 (i think, cant remember if its 40 or if im being too optimistic). This tech really brings out your true power. Remember Hive is Minerals over Energy.
I'd go against a few things said here:
The merchant exchange is 99% useless for Yang, your bases are going to be small for along time, theres much better stuff to get early and you'll most likely beat some1 to the SP's they want leaving them with junk like the HGP (for Hive, since you'll be dealing with super drones) and ME.
Farms and solar collectors, why ? get the WP, you've got enough formers to get condensors and borholes just as easily.
Ebanks, with the amount of bases you're going to have? (and the fact you're only going to be getting 2 ec extra from most) you seriously need every SP that is going to give you something at every base so make it a must to get stuff like the planetary energy grid. If somebody else is building it and they wont give you the tech cos you'll build it first, then screw them, go steal or take it, theyre going to have one of their highest mineral bases making the thing and likely you'll have 10 other average mineral bases to contend with as compared to your 70+ bases totally geared towards mineral production and high industry.
Last edited by Lazerus on 18-11-2003 at 22:58
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ErikM
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quote: Originally posted by Lazerus
With most things taken into account you'll normally have eco engineering by 2150 (i think, cant remember if its 40 or if im being too optimistic). This tech really brings out your true power. Remember Hive is Minerals over Energy.
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I would love to see some saves to learn how to get EcoEng by 2150 with Yang. It is not exactly trivial to get EcoEng by 2150 with Zakharov, although it is certainly possible with a good starting position. But Yang?
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TheRedmenace
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Going FM as Yang is like shooting yourself in the foot. Since you can't take democracy, the only good gov't choice is going to be PS unless you want to compound your economic difficulties with -20% research. FM is going to negate your police advantage, and you can't go democratic for the +2 effic. That is a population management nightmare.
Better option - Police State - Planned Economy - Wealth. That will compound your industry bonus and give you the police you need to keep your drones in line and armies to spare. Now go conquer your way to technological parity.
Since probe teams operations don't count as betrayals, you can just steal tech, "defend yourself" when faction leaders have had enough, and still come out the good guy in the end. Honestly there's no reason to do anything else. Yang will never make a good builder. That +30% industry is there so you can roll out units without a whole lot of infrastructure.
A lot of times when I play yang, it's a beeline to impact weapons, and then it's pretty much exclusively military production except for colony pods and the basics you need to get the colonies operational.
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