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Senethro
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Strong arguements can be made for Industrial Automation, Mind/Machine interface, Eudaimonia, Singularity mechanics, or whatever gravity tech gives Gravship chassis.
If I was the Believers then probably Planetary Networks or Cyberethics.
I'm seriously tempted by Eudaimonia. I'm thinking Demo/Planned/Wealth/Eudaimonia Gaians, here. Easy popboom, lots of energy, +4 industry... Or Demo/green/wealth/eudaimonia and put 90% energy into labs.
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Ka Plewy
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Environmental Economics (Tree Farms), by far would be my choice. I don't care about the energy restriction lifting, so much. However, consider 4 turns of former work a 2-2-1 square, and if I'm running an early FM, I'll get 2-2-2 square. Early on, who doesn't want that?
Tree farms, IMO, would blow all the other choices but IA away, because you don't have to sacrafice vertical population expansion to mineral output.
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BlackCat
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Tree farms are a good choice if you can popboom, if not, they are just nice to have.
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Darsnan
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New Syracuse, Beta Prime
Dec 2001 time: 00:20
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quote: Originally posted by Ka Plewy
Environmental Economics (Tree Farms), by far would be my choice. I don't care about the energy restriction lifting, so much. However, consider 4 turns of former work a 2-2-1 square, and if I'm running an early FM, I'll get 2-2-2 square. Early on, who doesn't want that? |
Me, thats who! I'll take Quantum Machinery for my starting tech and just take those Tree Farmed bases of yours Ka Plewy, thank you very much!
Regardless, even under a hypothetical situation as livid imp has proposed, that the game offers such a complex "Rock/ Paper/ Scissors" necessity in your decision-making scheme! 
D
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paramir
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Tree farms are still my favorite
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Ka Plewy
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I think that the wait to buld that quantum converter would be horrible.
The earliest cheap rush build price would be 380 EC. Would have to count on a popping an autocomplete pod, or lots of energy early. Tree farm is expensive too @ 220, but almost half of that quantum, and will help with vertical growth (which I'd use to fuel horizontal growth).
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BlackCat
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The problem is that tree farm only adds to econ (ok, also one nut per forest but that is a minor thing), QM is nice with more mins, but FL gives both econ, research, cheaper and tougher units.
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Kirov
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Warsaw, Poland
Sep 2002 time: 06:20
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quote: Originally posted by BlackCat
The problem is that tree farm only adds to econ (ok, also one nut per forest but that is a minor thing), QM is nice with more mins, but FL gives both econ, research, cheaper and tougher units. |
No, one nut per forest is a HUGE thing. The point is that a worker can feed himself. Before that the more workers work forests, the more nuts you have to crawl or the pop growth slows down.
Anyway, I'd vote for reactors or eudamonia. OTOH, to get the map (via Secrets of AC, IIRC) would be very nice. Think about how many resources you have to allocate to exploration in the early stages of a game. Well, it'd be easier if I could pick 10 techs.
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Senethro
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I'm still saying Eudaimonia. All the techs you guys are proposing are useless on their own. Whats teh point of choppers without a gun? Or drop troops when you don't have borders with anyone and don't have crawlers to supply the extra minrows? Ditto treefarms, if you waste time building treefarms early then you're not expanding your colony and 3 maintainance is hellish expensive so you need a few pop to avoid going bankrupt.
Singularity > fusion
But even so, all that needs to happen for someone with singularity mechanics to lose the advantage is for one probe team to steal a unit. Hardly an uncommon occurance.
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WotanAnubis
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Evironmental Economics for the tree farms.
Eudaimonia for, well, eudaimonia.
Or Centauri Empathy for the Empath Guild, in my opinion one of the essential Secret Projects.
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Senethro
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Ooooh, gravship terraformers, interesting. Can they do coastal squares as well? Thats the sort of thing that might be fun to add to help boost a start in a PBEM.
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