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EternalSpark
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Vvardenfell
Feb 2000 time: 05:34
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I had a little situation in my game last night, that I wasn't 100% sure what to do.
I had gotten extremely lucky on pod-popping, and I had around 6 or 7 alien artifacts comming into my base. I was researching Pre-sentient algorithms, and I strongly felt I needed the HSA. My custom faction I'm toying with was running -3 probe after Knowledge, and I wanted it. Santiago was actually building, and attemptiong to use, probe teams, so I was worried.
Oh, and did I mention that I was worried that Zaky was researching it too? He was too far away to make a probe team and slow him down, for the record.
So, back to the alien artifacts. Is it wiser, typically, to use alien artifacts to get the Technology You Need To Get That SP, or wait for the SP itself, and speed its construction time?
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:34
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You are pretty far advanced so my advice
1. use crawlers to build the HSA
2. steal or trade for every tech that anyone has that you do not
3. Then cash all your AAs for tech and ride your tech lead to victory
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Natalinasmpf
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I usually prefer to divert them to secret projects. The thing is, usually I manage to already have the techs for the secret projects I would want..and often cashing them in for technology is a dissapointment. I usually like to get them to going somewhere sturdy which I can direct.
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redazncommieDXP
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or do as i do- have military units in pairs constantly rooting around for probe teams where you think she's gonna hit, and blow them to hell as soon as you spot them. then worry about the tech and build the hsa with supply.
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:34
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quote: Originally posted by Natalinasmpf
300 minerals all at once is significant, because I can free up those 10-20 turns at my best minerals base to get on to the next project. Or to produce reinforcements ASAP to a weakening frontline. |
Is it a self- handicap that you just don't build 3 crawlers-- ( 1 turn each at your best mineral base I hope) and then upgrade them
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Natalinasmpf
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Or perhaps we can go the "steady release" option....we unleash the pods at critical moments for tech...so we really don't overescalate the tech cost.
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:34
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quote: Originally posted by redazncommieDXP
or do as i do- have military units in pairs constantly rooting around for probe teams where you think she's gonna hit, and blow them to hell as soon as you spot them. then worry about the tech and build the hsa with supply. |
Ai probes should be little threat if you have a minimum of probe defenses up-- The HSA is a nice bonus and allows you to unstack units more often but it hardly seems like a key acquisition when only facing AI opposition
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Natalinasmpf
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Have you ever played against Morgan?
Just when you think you've broken the backbone of resistance and held the most strategic city yet....
Probe team enters city, duels with other probe team. Loses. (Wealth kind of sucks this way, doesn't it ;-) ) Second probe team comes in, finishes off the probe team garrison. Third probe team brings down children's creche. Fourth brings down hologram theatre. Fifth incites riot. Riot starts. (This seems to reduce the conversion cost by a lot) Sixth MIND CONTROLS THE CITY.
Thats six probe teams, by the AI, on one city, in one turn. And I lost a significant foothold. Eek!
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EternalSpark
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Vvardenfell
Feb 2000 time: 05:34
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Update - In the time it took to get the AAs from my borders to my bases, I had finished researching Algorisms. Started the HSA, used some spare crawlers I had around that I built before, and rushed the rest of it.
After realizing I didnt have Nodes in a lot of bases, I built them up and used the AAs to get to a couple things after Fusion. Silksteel, I think, is my last finished tech.
Not sure how I want to play this game. Behind Sparta lies Gaian territory, and behind them Lal sits on a little island. Yang is on a postage stamp of an island, but is making water bases along the coast of the giant landmass that Zak has used about 5% of.
Oddly enough, Santiago seems willing to send probe units over and attempt to take over my units near our border. Either she's trying to take em over, or the AI is simply trying to get to my bases, and the pathfinding considers my unit space to be a key one.
quote: Originally posted by Natalinasmpf
If one's research rate is already quite good, I'd still prefer to cash in for minerals.
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I get techs, around, 10 a turn, which is the best out of all 7 right now. It'll go higher when my "energy park" thing is more done. FIrst time I'm trying it.
quote:
Also I think he's describing something considerably before the HSA.
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Nope, HSA-era. But the tech-versus-SP thing is a general, non-specific question.
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:34
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quote: Originally posted by Natalinasmpf
Have you ever played against Morgan?
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I have been around this game a loooong time-- I have played everybody
quote: Originally posted by Natalinasmpf
Just when you think you've broken the backbone of resistance and held the most strategic city yet....
Probe team enters city, duels with other probe team. Loses. (Wealth kind of sucks this way, doesn't it ;-) ) Second probe team comes in, finishes off the probe team garrison. Third probe team brings down children's creche. Fourth brings down hologram theatre. Fifth incites riot. Riot starts. (This seems to reduce the conversion cost by a lot) Sixth MIND CONTROLS THE CITY.
Thats six probe teams, by the AI, on one city, in one turn. And I lost a significant foothold. Eek! |
My question would be why the heck you allowed an enemy to have 6 probe teams in range of your base??
If you have your enemy infiltrated (and IMHO you better if you are attacking them), you knew that there were 6 probe teams somewhere. I would have hunted and hunted them to ensure they were blocked or killed. I often forgo capturing a base for a turn or two if there is a probe risk until I can secure the area
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:34
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quote: Originally posted by Natalinasmpf
I later got sick of it and tried to demolish all mag tubes in sight. |
THats actually a precursor to invasions for me in most instances. . . I will cut roads, or mag tubes etc so that AI units are funnelled into certain areas and attacks from rovers or probes are not possible. All I need is one road for my attackers to use and then remaining units just drop in to any conquered cities
Perhaps I am overly cautious but I usually play humans and know that if you leave a weakness, an opponent will likely exploit it
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:34
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sorry DP
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:34
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quote: Originally posted by Whoha
SPs, dont **** up your beeline, the mod three rule and the carrying costs are bad. |
I agree but only for the early game-- Once restrictions are lifted, I often prefer to cash them for tech ( once I have traded or stolen for everything anyone else has)-- A quick probe rape of the AI followed by cashing 4 -6 AAs can allow you to easily snatch some key projects and get a jump on key military techs
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Mead
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quote: Originally posted by smacksim
If you need to cash in AA's for tech against the AI, you aren't doing something right. It is fun though, isn't it? |
The same could be said for cashing in your AA's for a SP.
You should have sufficient mineral production and crawlers to allow you to get any SP relatively easily.
It is likely that you be in the lead (or at least parity) with the AI in tech. There should not be any techs that it has that you don't before you cash in the AA's.
That's why you like to probe all the AI's tech's from it before you cash in your AA's. There's no sense wasting a good AA for tech when you just as easily steal that tech from the AA.
The whole purpose is to get parirty, or better, with the AI and then cash in a boatload of AA's to get a phenomenal tech lead that leads to a rapid death of the AI (and conclusion of game).
Mead
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