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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Other Games > Master of Orion I/II > Term 23: The Silicoids are gone, and Orion is ours.
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vmxa1 is offline vmxa1
Deity
Oviedo, Fl
Nov 2001
time: 21:36
  Old Post 25-06-2004 00:45
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#31 Report this post to a moderator
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BTW, since you wanted to build up Orion, why not crank out an outpost at the same time you make the colony ship.

That way you get the marine barracks up and do not have to spent the time building later. If I am not a uni and want to colonize from scratch in the late game, I have one planet do an otpost and another do the CS.

Old n Slow is offline Old n Slow
Prince
Vienna, VA
Jun 2002
time: 00:36
  Old Post 25-06-2004 00:50
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All right -- I admit I'm a sucker for looking at the best planet of the map and wanting to use it. Maybe it won't pay off in time if we speed though the rest of the galaxy, but somehow I think a few bodies & a little infrastructure might pay off. Say -- maybe one or two folks, an RL, cloning & set it for housing...

As for ships, why not put a couple of missle boats in the mix? Let them shoot at planets while the beamers take out everything not protected by atmosphere?

vmxa1 is offline vmxa1
Deity
Oviedo, Fl
Nov 2001
time: 21:36
  Old Post 25-06-2004 03:31
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#33 Report this post to a moderator
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quote:
Originally posted by Old n Slow
All right -- I admit I'm a sucker for looking at the best planet of the map and wanting to use it. Maybe it won't pay off in time if we speed though the rest of the galaxy, but somehow I think a few bodies & a little infrastructure might pay off. Say -- maybe one or two folks, an RL, cloning & set it for housing...

As for ships, why not put a couple of missle boats in the mix? Let them shoot at planets while the beamers take out everything not protected by atmosphere?


No one can argue against a persons aesthetical perspectives and it is very tempting to see a nice monster planet and want to add it to the empire.

In fact I do it all the time. I am only making the arguement that it is not always profitable.

As for missile ship their shelve life has expired. You can't get anything out of them in a ship to ship fight and against a planet the missiles will get shot down. If the planet cannot shoot them down, it can't shoot the beamers down either.

You will soon have disrupters and that is all you need to bust any planet. They are not as fast as stellar converters, but they are dual purpose.

Whoha is offline Whoha
King
The TOC is supposed to be classified guys...
Dec 2001
time: 23:36
  Old Post 25-06-2004 05:08
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#34 Report this post to a moderator
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Plasma cannons do about 92 damage to an unprotected planet each. It would take class a barrier field and shield tech of 3 or more to stop plasma cannons. By the time they have that we'll have disruptors.

Gilgamensch is offline Gilgamensch
King
France
Jun 2002
time: 06:36
  Old Post 25-06-2004 12:36
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#35 Report this post to a moderator
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{quote]
By the way whats the word on getting interdictors after genetics
[/quote]

What other choices do we have?

quote:

What Orion is right now is a drain on resources.

Trying to build up all of these planets is slowing down your research and conquest.


Nail this merchant to the cross !!!!!!!!!!!!!!!!

OK, agreed. But for me to have the pleasure to colonize what we freed, is giving me more 'satisfaction' than just conquering.

quote:

BTW, since you wanted to build up Orion, why not crank out an outpost at the same time you make the colony ship.


bakalov is offline bakalov
Prince
Sofia
Nov 2002
time: 07:36
  Old Post 25-06-2004 13:39
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vmxa, I think you didn't look at the game - Orion already has a colony ...

Gilgamensch is offline Gilgamensch
King
France
Jun 2002
time: 06:36
  Old Post 25-06-2004 14:05
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Could somebody/governours give me a breakdown of the systems? (would like to update the html-table)

vmxa1 is offline vmxa1
Deity
Oviedo, Fl
Nov 2001
time: 21:36
  Old Post 25-06-2004 20:13
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quote:
Originally posted by bakalov
vmxa, I think you didn't look at the game - Orion already has a colony ...


You loss me on this one. It would be impossible to list the breakdowns of some planets that I did without looking at the game.


I think you misunderstod what I was talking about. I am guessing you made this statement because of my mention of an outpost for Orion.

It may not have been as clear as it should have been. I was pointing out that IF you where to do something like colonize a planet late in the game, you could send an outpost and a colony ship to that planet.

This would save the time required to build a marine barracks on that planet. This is not useful if you are a Uni, but otherwise it will speed the planet a bit. It is not much, but I like to get all the edges I can.

Again, I would not recommend colonizing any planets from scratch so late in the game, certainly not if I had a number of planets already under way and only some 7 ships.

I hope I was able to clear that up.

Whoha is offline Whoha
King
The TOC is supposed to be classified guys...
Dec 2001
time: 23:36
  Old Post 25-06-2004 21:44
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Well Heres the tech breakdown.

Construction: we can head for 3500 from 900.
Robotics factories,deep core mines,waste dumps,planetary construction,recyclotrons,assault shuttles are all noteable techs we'd get. However none of these solves our defense problem.

Power we can get AM drives,teleporters,megafluxers,HEFs by going to 3500. AM drives will help the defense situation but not nearly as much as interdictors.

Chemistry we can get Neutronium armor and better fuel cells, both of which are fairly useless to us by going to 4500.

Sociology we can get astro universities and maybe Imperium. This will help command points production,research,morale by going to 4500

Computers we can get structural analysers and autolabs. by going to 2750.

Genetics we can get universal antidotes by going to 4500.

Physics we can get jump gates, better ground assault stuff and miniaturizations for both plasma and phasors by going to 4500.

Force fields we can get troop combat/spying bonuses and warp interdictors by going to 2000.


Considerations:
We can not send a fleet out to conquer anyone else until we have interdictors in place.

We don't have the research yet to go for some of the higher tier stuff(only 450 per turn), and interdictors are the cheapest cost tech we can go for right now..

Old n Slow is offline Old n Slow
Prince
Vienna, VA
Jun 2002
time: 00:36
  Old Post 26-06-2004 02:12
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#40 Report this post to a moderator
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Ok, I'll allow myself to get talked into a good idea -- Warp interdicters makes sense.

Why not get a few auto labs next & then get megafluxers?

bakalov is offline bakalov
Prince
Sofia
Nov 2002
time: 07:36
  Old Post 28-06-2004 13:24
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Thanks, vmxa, everything is now clear

Ok, I vote for the interdictors too, FF tech is my favorite

 
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