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GameGeek
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As noted earlier in this thread, it's sometimes hard to tell what's a "trick," and what's just strategy. Note that I have only played in SP games, but here are my two cents' worth:
1) Outposts - In addition to extending the range of your ships, outposts are good for denying planets to the other races. Don't put the outpost on that gas giant. Put it on the huge swamp planet and keep your enemies from getting a great farming planet! That way they can't colonize it (a) without your knowledge; or (b) without bombing it and starting a war. You, on the other hand, need only fly a colony ship to the system, and start a colony up. Personally, I also like to drop outposts into just about every valuable system my enemies own. That way, when I get jump gate (I think that's the term) technology late in the game, I can just drop in on their good worlds, or, even better, their homeworlds, and bomb the snot out of them.
2) Allies - A trick that I'm sure would be utterly useless against human players, it's nonetheless quite amusing against the AI. I haven't used it in years, but I seem to remember it working this way: If you've got an opponenet whose homeworld is out of range of your battle fleet, make him an ally. That way, your ships can fly straight into his space as though his colonies were yours, you can scout his planets, and begin your assault by capturing or destroying his most valuable planets.
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GameGeek
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quote: Originally posted by vmxa1
I would tend to put an outpost and the gas to keep the AI from wanting to destroy it sooner. That is if ti was for extending range and not just a precursor for a colony.
I find that the AI will not hesitate to bust my outpost (at impossible). Since I am often repulsive, once a war starts, it rarely ends. It also means never having allies.
Jump Gates are an early tech, you are thinking of Star Gate a 15000RP tech. |
I guess that it's a matter of purpose. No question, the AI won't hesitate to bomb an outpost on impossible. Sometimes, though, I've used outposts to keep my AI opponents busy, for example, while I refit my fleet. The opponent bombs an outpost, I send another, the AI bombs it again, and so on. A human player, I suspect, would bomb the outpost, drop their own, and move in to attack a colony.
I've never played repulsive, but haven't used the allies trick in several years. As I recall, I was in a position where the Darloks could get to my outermost colonies, but my battleships couldn't get to them . . . until the alliance.
Yes, Star Gates, thanks.
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Chimera_MM
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My trick, (not sure if this is listed else where
Instant leader assinment (i have a prepatch moo 2)
1) assine a leader to a planet/ship
2) Return to main screen
3) Go back to leader Screen
4) hit pool leader
5) pool X leader
6) the assine him to the same ship you assined before
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Chimera_MM
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I know, but i figured was worth mentioning, i play both versions actively
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siron
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BTW. The above mentioned cheat (delete bought items) is now fixed in the new 1.40b19 patch.
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theCzar
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I live In a house, near a long strip of tarmac leading to some shops, do you know it?
Nov 2003 time: 05:35
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ahhh the plasma cannon from 1.2, i miss it, it was a glitch i suppose that you could get the most powerful beam weapon in the game (damage v space) near the start...
I played an MP game with a mate and he killed himself to get disruptors, while i was building a fleet of plasma bs's that whipped him... happy days... curse 1.31
and nobody say "...but upgraded fusion beams" they're pants against shields
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Zoetrope
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Melbourne, Victoria, Australia
Sep 1999 time: 05:35
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OK, here are the interim instructions. 
(1) Some editors are inscrutable as the UI is opaque, their documentation is absent or vague, and I haven't figured out how to use them.
(2) A few crash so early that it's uncertain what their capabilities would have been.
(3) Several are redundant, as their functionality is subsumed by much more powerful, comfortable, compact and efficient editors.
Don't use utilities of classes (1), (2) or (3).
(4) There are some good ones. Most of these have good documentation, and they are intuitive anyway. (e.g. COrion2, MeltPot, PickHack.)
(5) OCL is so useful that the best way to learn it is to try it. Its docs are a summary of its command-line and its output file format and tell more than I know.

Last edited by Zoetrope on 31-03-2005 at 11:56
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theCzar
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I live In a house, near a long strip of tarmac leading to some shops, do you know it?
Nov 2003 time: 05:35
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i may give it a look, but i'm moo-ed out at the moment!
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StepNRazor
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Here's a tip to further some of the tips on improveing your start for non lith races.
The allready mentioned sell you barracks if your government is not affected, and and or star base if your game setup or map permit.
Ok now look at the starting pop placement put all guys in sci to prd.
Now look at your growth % in HW, it will be something like +80% to +150% ect. Next turn take one of your farmers off farming, check the -growth %. if the minus is less than prevuos turns +grow you can flip this farmer back and forth every other turn. Some times you can leave him in prod for 2 turns and farm 1 depending on race picks that influence groth like your colony size +grow + food + prod ect stuff like that.
Ok so now your fliping this guy back forth and boom out comes you new colony base (CB). From here you can go about increaseing your pop by putting the farmer back and or do what you want. OR try this when you new CB comes out put it to star base, and select the lowest production base possible as first base, keep produceing all remaining bases the least productive first then the most productive last putting them all on star base. After the last one is on star base place all the newest one and any realy lsuper low prod into sci, put home world (HW) all but 1 into sci. When r-labs tech your colonies should build r-labs that turn or soon, you should have some bc to buy some needed r-labs for stragglers. now tech for Auto lab's (AF's) keep your bases that have the rlabs up in sci, you will have a good chunk of sci going and af's will tech very fast. once you get the af's tech put all you r colonies onto bilding af's and then turn them loose on houseing. a little down time on initial housesing is more than made up for with af's down quickly and the rp from the r-labs keeps on bumping your start along.
From here you can you can pick your tech/build paths.
Note on tech paths to go for robo 1st or supers 1st or battle tech (BTech).
This is a dynamic decision based on your map.
If you have no immeadiate threat maybee hold off on BTech, then you are between chooseing robo or supers. Supers first will get a few techs quicker but the pop will be less but it is a faster approach for raw rp. However Robo's first will generate more pop and when you hit supers they will build quicker less prod pooling for them and your rp's will be much higher the down side is about 8-12 turns in getting supers.
If you have a lot of nice colonies arround you robo's will help you fil them quickly in both poping with 1 pop houses with af's and robos' about 400+% uni races and in the building of the Colony ships. then get either supers or early b tech.
There are a lot of ways to do starts, this is one way I use.
Hope some of this help and hope to see some other share a start they like.
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