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16.Sep: ZAKHAROV TURNS ELEVEN
15.Sep: `POSSIBILITY` IS ALL FOR NOW
15.Sep: THE SINGULARITY CONNECTION

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livid imp is offline livid imp
Prince
Gimme a quarter or I'll touch you
Mar 2004
time: 21:20
  Old Post 14-05-2005 02:25
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Fun Hypothetical Increase Your PM Length

If you could choose any one tech to start the game with, from any level without the pre-requisite, what would it be? And why?

Mark123jansen is offline Mark123jansen
Warlord
Holland
Aug 2002
time: 06:20
  Old Post 14-05-2005 02:29
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Tired of ads?

Tree Farms!!!

Senethro is offline Senethro
Prince

Jul 2004
time: 05:20
  Old Post 14-05-2005 02:41
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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.

BlackCat is offline BlackCat
Warlord

Jul 2004
time: 05:20
  Old Post 14-05-2005 02:44
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Tree farms would be nice, but I think Fusion would be my choice - tougher, cheaper units and a little fusion lab here and there

Ka Plewy is offline Ka Plewy
Warlord
WV
Nov 2001
time: 05:20
  Old Post 14-05-2005 03:21
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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.

BlackCat is offline BlackCat
Warlord

Jul 2004
time: 05:20
  Old Post 14-05-2005 04:01
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Tree farms are a good choice if you can popboom, if not, they are just nice to have.

Darsnan is offline Darsnan
King
New Syracuse, Beta Prime
Dec 2001
time: 00:20
  Old Post 14-05-2005 04:05
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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

paramir is offline paramir
Prince

Sep 2004
time: 21:20
  Old Post 14-05-2005 04:32
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Tree farms are still my favorite

Ka Plewy is offline Ka Plewy
Warlord
WV
Nov 2001
time: 05:20
  Old Post 14-05-2005 05:07
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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).

BlackCat is offline BlackCat
Warlord

Jul 2004
time: 05:20
  Old Post 14-05-2005 05:18
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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.

Senethro is offline Senethro
Prince

Jul 2004
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  Old Post 14-05-2005 05:31
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EUDAIMONIA!

BlackCat is offline BlackCat
Warlord

Jul 2004
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  Old Post 14-05-2005 05:47
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Nah, eudamonia only becomes interesting after CV, but then you really want it .

Kirov is offline Kirov
Prince
Warsaw, Poland
Sep 2002
time: 06:20
  Old Post 14-05-2005 06:56
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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.

Commy is offline Commy
King
St. Louis, MO, USA
Mar 2004
time: 05:20
  Old Post 14-05-2005 08:34
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You people are all stupid!!! Just choose Secrets of the Human Brain, then get Secrets of Alpha Centauri, then Secrets of Creation, then pick whatever tech you want...

Aside from that, I would have to pick Singularity Mechanics, mostly because of the cheaper reactors...a scout patrol could hold up against a impact rover...

Jetmech is offline Jetmech
Settler

Mar 2005
time: 00:20
  Old Post 14-05-2005 08:44
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I'm actually having alot of fun with my current game having super tech stagnation (edited Alphax.ini to double discovery rate). Im neck in neck with everyone, and nobody has jets yet It will be a long game but so far its the best I've played.

Frankychan is offline Frankychan
King
In the Kingdom of Hawaii (CPA Member)
Sep 2001
time: 19:20
  Old Post 14-05-2005 09:45 Visit Frankychan's homepage!
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Advanced Spaceflight or barring that Orbital Spaceflight. Dunno why, I think it's just cause I like the fact that I'm looking down at all the other faction members...

Flubber is offline Flubber
Emperor
With a view of the Rockies
Aug 2000
time: 22:20
  Old Post 14-05-2005 09:45
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quote:
Originally posted by Darsnan


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


I agree on the rock paper scissors thing. On almost any choice, there is probably a couter that would be superior

The tech that lets you transcend is an obvious choice Abesent that

Well I would probably go for MMI-- A scout chopper is cheap and drop units and colony pods could mean much faster expansion and more mobile units. I would still be afraid of the guy with reactor 4 units though -- I would beeline to probe teams and pray I could probe one such unit away-- ( or steal the tech with a drop probe

Flare is offline Flare
Chieftain
Savannah, GA USA
May 1999
time: 05:20
  Old Post 14-05-2005 09:47
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Tree Farms or Fusion or IA. Hmmmmm... Choices, choices, choices...

paramir is offline paramir
Prince

Sep 2004
time: 21:20
  Old Post 14-05-2005 10:00
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quote:
Originally posted by Flubber
The tech that lets you transcend is an obvious choice Abesent that

No, It would take FOREVER to build

Senethro is offline Senethro
Prince

Jul 2004
time: 05:20
  Old Post 14-05-2005 13:47
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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.

WotanAnubis is offline WotanAnubis
Warlord

Jul 2004
time: 06:20
  Old Post 14-05-2005 15:27
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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.

Lazerus is offline Lazerus
King
Empires were built by dictators, not democracies.
Jul 2002
time: 05:20
  Old Post 14-05-2005 17:15
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You know he asked what tech you'd want and not what facility. You'd still have to actually BUILD the tree farms and for a new base without crawlers it's way too long. Infact judging by most games people have got it so efficiently setup that by the time they get enviro eco thats the time they're ready to build the things (after fungus pops and such). So personally i wouldn't pick this tech.

Give me singularity reactors on a tiny map, go go scout army of death !!!

On a large map .. hmm .. the tech that gives you transcend specialists or perhaps the cloning vats and when you get IA cram everything into it and boom (granted not so important for factions that can boom, but for a Hiver)

#endgame is offline #endgame
Prince
of the town of ZZT
Dec 2003
time: 15:20
  Old Post 14-05-2005 19:34
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Eudaimonia, I think. Especially as Morgan, since I usually beeline for FM. +5 econ by turn 6, anyone?

Ka Plewy is offline Ka Plewy
Warlord
WV
Nov 2001
time: 05:20
  Old Post 14-05-2005 20:20
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quote:
[SIZE=1] or perhaps the cloning vats and when you get IA cram everything into it and boom (granted not so important for factions that can boom, but for a Hiver)


You still have to build the CV!

livid imp is offline livid imp
Prince
Gimme a quarter or I'll touch you
Mar 2004
time: 21:20
  Old Post 15-05-2005 01:07
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Interesting choices as always....but why Singularity units? They'd be too expensive to produce. I don't even use them late in the game unless I'm building a particularly expensive combat unit. Fusion or even Quantam units would make more economic sense. Well, anyway, there really is only one way to find out.....play a game.

Lord Nword is offline Lord Nword
Warlord
A2 MI USA
Aug 2004
time: 05:20
  Old Post 15-05-2005 02:10
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quote:
Originally posted by Commy
You people are all stupid!!! Just choose Secrets of the Human Brain, then get Secrets of Alpha Centauri, then Secrets of Creation, then pick whatever tech you want...

Aside from that, I would have to pick Singularity Mechanics, mostly because of the cheaper reactors...a scout patrol could hold up against a impact rover...


No, your choices would all be the level one techs

Lord Nword is offline Lord Nword
Warlord
A2 MI USA
Aug 2004
time: 05:20
  Old Post 15-05-2005 02:11
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For fun, I would take the tech for grav ships... quickly followed with terraforming and i'd have a jumpstart with my terraforming abilities...

Senethro is offline Senethro
Prince

Jul 2004
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  Old Post 15-05-2005 02:24
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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.

Darsnan is offline Darsnan
King
New Syracuse, Beta Prime
Dec 2001
time: 00:20
  Old Post 15-05-2005 03:57
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quote:
Originally posted by Senethro
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.


In some of my later PBEM's I've started players out with Rover Formers and several Rover CP's to boost the early game.


D

GeoModder is offline GeoModder
Emperor
The most erratic Overlord!
Jan 2004
time: 06:20
  Old Post 15-05-2005 04:46
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Wonder if a gravship former then can raise/lower a tile both on sea and land...

 
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