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Flubber
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With a view of the Rockies
Aug 2000 time: 22:33
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THat depends . . .
The above is the answer to most questions but it really does depend.
1. I usually go for advanced spaceflight for the combination of shard weapons and orbitals-- THis option is even more attractive if I have the CBA or a lot of aerocomplexes
2. but I may go for the bioeng to biomachinery route for clean units and the cloning vats-- less crucial with a faction that is booming easily ie Deidre---I can find the cloning vats to be a key for boom impaired factions
3. Or perhaps I will head for Unified Field theory and try to get the TOE and the Supercollider in a super-base.-- Again it depends-- if I have a really good and well protected science base, I may go this route.
I have taken each of these routes in different games depending on what my opponents are doing. Plans 2 and 3 are less useful if someone else can beat you to the SPs involved . . . in fact the plans are really plans designed to get the SPs. I will generally go for plan1 if I am in a tough war since it gets you the 13 power weapons so quickly.
Through this answer, I assumed you had MMI-- if not, go for that next
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:33
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Ohh and on the non-science part of the game--
I upgrade units as soon as is possible starting with key defenders-- ( the 1-1-1 police scout deep in my interior NEVER gets upgraded)-- I ensure that my best bases get fusion labs rushed and then I look to see what my plan will be
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:33
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quote: Originally posted by HongHu
So prototype good defenders and then upgrade the existing ones? What about attackers? |
yes-- Why delude yourself as to the effectiveness of your defense by leaving fission defenders in key places. Note that I don't upgrade all my defenders, just the ones in the more exposed bases. My base placement tries to create a more secure core and upgrading defenders in the inner core usually is delayed until orbital insetions are possible
Upgrading attackers-- yes I do that as well. Priority goes to any unit attacking a tough defensive point. Then I focus on my higher morale units first or units that have a better chance at surviving the counterattack after their attack.
Basically, I don't upgrade across the board-- you pick which units benefit most. Across the board upgrades seem more suited to adding police to your defenders or doing former upgrades.
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:33
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Back to the original question
I was suprised at the number of people that mentioned planetary economics as a tech to get-- I usually find that I pick up that tech pre-fusion.
I don't place much emphasis on techs like poly soft, optical computers and superconductor. Its usually crawlers then restrictions lifting then up to doc flex. It often then seems worthwhile to go for the PEG and on to hybrids before taking the longer route to fusion
BUT
as I said before it all depends on the game situation. My answers would change depending on my faction, what my opponents are researching and where I stand in the game. If a dangerous opponent is headed to fusion and I can't steal from them, I will head there out of military necessity. You simply can't afford to be without it for long if others have it. BUT since it is a long route through the less useful techs I named, often I find I will take the short sidetracks for certain benefits along the way before getting to fusion. IF any AI are in the game I usually try to let them research the prereqs for fusion so that I trade for them or steal them.
There are a LOT of good tech options in the mid game and I have never found one approach that I prefer EVERY time. Heck I even sometimes deviate from the choice to go to ind auto first ( sacriliege I know!!).
Even though there are certain options that are usually good, I guess I oppose the idea that SMAX can be reduced to a simple list of things to do. The game has too much variability for that
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