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Minute Mirage
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Helsinki
Aug 2003 time: 07:17
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Use your energy credits for rushing units and improvements, a large cash reserve is not very useful by itself. A good thing to rush in the early game are formers and crawlers when you get them.
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Fazdaar
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Learn to pop-boom. This means getting a total of +6 population growth in each city you wish to pop-boom and feeding that city enough nutrients, either with crawlers or with enough high-nutrient squares to work. Doing this will allow you to gain 1 population point in each city each turn, giving you a dramatic growth in power if you continue pop-booming up until you reach your current maximum population.
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livid imp
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Gimme a quarter or I'll touch you
Mar 2004 time: 21:17
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quote: Originally posted by fender
.....have a viable defense by the time the "War Mongers" come calling on you. |
He is new, he may want to be a war monger, in which case, smaller maps are easier
edit: Even when I play as a builder anymore I still prefer tiny maps just because then it does stay more exciting, even if only slightly more difficult.
Last edited by livid imp on 21-03-2005 at 22:13
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:17
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I agree with chaos theory
PLus
1. rushing a build is a lot cheaper if you have 10 minerals accumulated already
2. Pick centauri ecology as one of your very first techs to get some formers going-- Build roads out to where your base will go to plant the colony as a new base faster
3. Put bases on crappy terrain as the underlying terrain is irrelevant to what a base produces from the base tile EXCEPT you WILL get the benefit of resource bonuses and you WILL get an extra energy for building on a river
4. Tinker with government SE choices to see their impacts
5. Don't waste resources on crap you don't need-- reread Chaos theory's post for some ideas there-- My pet one is a perimeter defense . . . I never saw the point of putting one in your base in the middle of your empire.
6. If getting attacked by sea landings think of using the shoreline blockade trick. Line your coast with units so the enemy can't get ashore. They can't attack from their naval transport without the amphibious ability and that usually comes later
7. Put a sensor on a planned base site ( on the frontier)if you can. This can't be destroyed, costs nothing but former time and lets you see those worms coming.
8. Expect the other factions to be two-timing sons o'guns
9 Play play play an
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:17
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quote: Originally posted by Petek
I try to combine the two strategies: First task for the former is to farm a tile if no tile produces two nuts. Next (or first if I do have a two-nut tile) is to build a road on a flat tile, since that takes only one turn. Then the tile with a road gets forested. At that point my base has two good tiles and my former builds more roads. |
I agree with Petek
My first priority is to get a two nut tile for faster growth . . . Then I usually place road on a tile or two before starting my first forest. Obviously if you can move along a river, you can do without the roads
I don't like to count on forest growth. What I count on is that getting a base planted 3 turns earlier will mean my next former comes off the production lines that much quicker
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BlackCat
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I'm a late confict/builder, so I don't go for vast expansion as only rule (that's a lie - huge map invites to expansion, but you are not in a hurry). Dammit, it even got worse since someone learned me to make 128x256 maps .
CE to get formers, Biogen to get recycle, Social ps to get rec comm, sec hum brain to get trance (I just hate it when a base is invaded by worms because of weak defence) - free tech : PN and beeline for IA. Avioding pods since they may fck up your beelining in the start (no big problem since I usually plays with the few pod option).
First and second base start buiding something but change to former when they are ready typically loss max 3 min). First base build junk until recycle and rec comm. When those are ready go for WP. Former plants forest to get max min for 3 citz after that roads to new colonies (2 or 3, then back to improve). Second base build a CP as next (former as first base). First and sec base from now on build SP's until IA (typically first base WP, second HGP - if nessecary, other bases deliver TF units until SC are available). Third and following bases produce CP's to cover expansion. That should give WP, HGP, vW and probably ME as a start - if in danger of loosing one, then don't worry about ME, it's nice to have/deny to others, but otherwise pretty worthless.
I prefer to keep my reseach at max so so income is as close to zero as possible (sometimes it's better to spend, sometimes stockpile - depends upon SE). Talking SE - PLAN, WEALTH, DEMO for starters, but as soon as possible get to KNOW - those bad units from WEALTH is a pain. But it all depends witch faction you play.
quote: Originally posted by Flubber
6. If getting attacked by sea landings think of using the shoreline blockade trick. Line your coast with units so the enemy can't get ashore. They can't attack from their naval transport without the amphibious ability and that usually comes later
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On a small 10x10 island you need 38 units to do this !!! I could use those mins nessecary to support them better - if nothing else, build a SC each round.
If or rather when you get a hostile visit, and they land in forest, then wait. They will destroy the forest, and that is to your advantage if you have weak units, so so just stay behind your perimeter defence until they have done that. Of course you haven't build it, you get it free with CDF 
This tactic usually gives me every SP and a sure win in transcend.
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mart7x5
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quote: Originally posted by livid imp
Question to everyone, is it more important to you to build roads to get colony pods planted faster, or more important to plant forest to get that fast early forest spread? |
I do both at the same time, road and sometimes forest and sometimes go to another tile making another road.
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#endgame
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of the town of ZZT
Dec 2003 time: 15:17
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Prelude: these ideas are not my own, but things I picked up off others.
If you play Morgan (as I do), lots of small cities becomes even more important. Ideally, you'll be running FM/Wealth (+1 energy/square +2 or +3 energy per base tile, commerce bonus) and you want to make the city tile as large as possible. If you don't mind micro, get biogenetics early and rush recycling tanks (using your free 10 minerals that come with the base, during the start of the game, I stay away from democracy until I have Industrial Automation and am going for restriction lifting) for that +1/+1/+1 on the base tile. If you hate micro (playing transcend means the turn before you city grows to size 2, you need to turn the worker into a doctor to stop riots), get social psych early and rush rec commons instead.
To counteract wealth's morale hit, make 0-0-1 probe teams (infantry chassis) and upgrade them to armored versions. It makes them count as combat units when defending (same works with formers and crawlers btw), but the downside is they're more expensive to build (should be rushing them anyway, and they're free to support, which makes up for this) and if one dies, the whole stack of them will die, so they're not quite as good as sentinels.
Oh, and vel's SMAX guide: http://db.gamefaqs.com/computer/dos...crossfire_a.txt
Read it, memorise it, live by it.
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BlackCat
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quote: Originally posted by Flubber
THis comment baffles me-- While I also finish Special projects in a turn if I wish, the concept of having supply crawlers to waste is odd to me. I ALWAYS can find a use for another crawler so its not as if there is no cost to the CDF choice-- IT costs what it costs whether you use minerals or energy ( through upgrading)
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I usually play on 70-90 % sea, so there are nowhere to send the crawlers . I know it's easier with this setting, but I find it fun to start on a 4x4 island and expand it through terraforming, and no, I don't build sea colonies by choice. Further, with a 2 tile base spacing there aint many tiles to harvest with SC's. Because I don't build everything possible, I have to choose between stockpile and build SC's and prefer the latter, and then I get a stockpile of SC's.
quote:
If I have choppers and droppers, I am usually not too worried about my opponents ground response. Cutting attack routes to my new acquisition is usually pretty easy or you can have decimated nearby opposing forces. Don't get me wrong-- I would like having the perimeter when in conquering mode but its not a high enough desire to make me go out of my way to get it.
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Entering a long distance Ursurper island where you can't clear garrisoned forces, it's nice to have the edge of PD until the first scout unit is build.
quote:
16 crawlers is not a particularly large number depending how far you are into the game. AS I said before, its not like these units can't be doing other things like adding sensors, other terraforming or collecting resources.
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I didn't consider using SC's to this purpose, so you are right, they don't need support, but i'm a little baffled. How do you terraform with a SC ??????
quote:
And as I tried to explain before , the coastal wall or blockade is a very situational tactic and to be clear it is a tactic and not a long term strategy. It can be of immense use in certain situations ( say if your best bases and terraforming are on a peninsula-- you prevent the landings in difficult places and instead allow them to land in a kill zone ) Its of moderate or even little use in other situations. I never claimed it was a cure-all for aggressive neighbors |
Dynamic respons is a good thing if you know where they are coming, but to know that you need a large fleet to patrol (pre air), and then it's much easier to kill the transporters before they reach land, but that again is support demanding (no problem after clean, but by then I usually are airborne).
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