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Adalbertus
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Cologne, Germany
Feb 2001 time: 06:35
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It depends. Namely on the answer to:
What exactly do you mean by "cannot advance in technology"?
Is the objective to end the game with exactly one tech? (Implications: Reload after popping a tech from pod, no tech probing, no build of biology lab, no use for alien artifacts except of rushing one SP)?
In this case I'd go for firepower, perhaps for Advanced Space Flight which also gives you also a satellite. Then I have to hope for either popping a transport and never losing it.
Or for a naval tech (probably the one with cruiser and MCC): You can bombard and definitely cross the seas.
If probing is allowed and the AI can do research, Probe Teams are the way to go (bad luck if stuck on a continent on your own).
If probing is allowed, and no other research can be done, I'm not sure: On the one hand, you'll need probes, on the other hand, Planetary Networks will be the only tech in the game because everybody thinks so.
If obtaining techs through pods is allowed: Centauri Empathy. This gives a SP, the Green SE choice, and the ability to build mindworms. Which means you'll get good Pod Poppers, and an army which forces others to play to your rules, plus you've got an attack bonus of +20% and a defensive bonus when in fungus.
If the rule simply means to set research to 0%, Secrets of AC, because Transcends are the best researchers you'll get, and you don't need a base size of >=5 to have them.
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:35
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Lets see
MMI-- this one has promise-- drop pods and choppers from the outset-- This combined with being say the gaians would be promising--- build the AC and the CF and have everyone quake before your 1-1-1s and your worms.
any satellite granting tech-- the problem is that without aerocomplexes you cannot build the satellites
a high weapon tech--- great idea but after you take out your neigbors, how do you get at the rest of them??-- someone choosing ind auto would leave you in the dust
The ascent to transcendance-- decent idea but realistically without crawlers you would be hard pressed to rush both SPs needed to transcend quicker than someone else
Planetary networks-- not much sense if probing is limited
I would likely choose ind auto and hope that I don't share lands with a high weapon faction. The other thought is centauri ecology to snag the WP and the ability to raise land
Overall this idea is intriging but it would make for a LOONG game. No pop booms ( no one able to get demo and planned)-- likely no FM, no ability to use facilities to quell drones.
Wow-- Faction choice would be huge. The cult or gaians would be strong militarily and things like the the Hive's perimeters would render them almost invulnerable to conventional attack except against a faction that chose a weapons tech. Also the drones could be a superpower.
All I can say is that if tech choices were public knowledge I would want to pick last LOL--
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Commy
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St. Louis, MO, USA
Mar 2004 time: 05:35
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Someone questioned the circumstances of the posted question. Since I started the thread, I'd like to make this clear. The use of probe teams may only be for securing maps, energy, and mind controlling. NO STEALING TECHS!! You choose one tech to help you win the game. YOU CANNOT DEPEND ON UNITY PODS TO GIVE YOU TRANSPORTS OR TECHNOLOGY!! For all intensive purposes, pretend there are none.
Some things to remember:
It might seem great to have orbital or advanced spaceflight, but you won't be able to build the satellites without aerospace complexes, which means you need doctrine: airpower. Also, if you have no naval technology, you can't get to people on other continents, which means the only way to win is diplomatically, economically, or ascent to transcendence, and for all of these ways, you need the required tech.
Another thing. The number of technologies you have is used in the ecological damage equation. This is to simulate the passing of time, and that gradually the infastructure of your society causes eco damage, regardless of minerals and poplulation. If you can't even build hab complexes, don't waste technology to lower eco damage. You'll have none, unless you have industrial automation.
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Santiago_Claus
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It's too bad Graviton Theory and Applied Gravitonics are separate techs, isn't it?
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:35
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The problem with ind auto-- or even most techs is how do you win ?? Most victories require a certain tech. The ascent tech lets you win that way BUT I expect that the guy with crawlers would beat you to the ascent after you built the voice LOL.
Players can win with flex or centauri ecology as conquest then becomes possible-- although very impractical if anyone else took a weapons tech
I am still thinking MMI is the best chance-- the only way that conquest is NOT possible is if some faction is in excess of 8 tiles from everyone else-- It would be a superpowerful starting tech as well since the holder would be able to leapfrog to the choice base sites
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SlimXero
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dont you automatically get the prerequisites for a tech if you steal/find the tech in the game? if so, just get the last tech of the game. Then you have EVERY tech.
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