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Senethro
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By the way Drakan, how much did that tutorial help you? See anything of interest to you there?
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Cataphract887
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one thing that iircmay not get into the details of,is to beeline for indutrial automation and also grab centauri ecology and build forests,and crawlers like mad. get the WP and spam boreholes out in 1x1 placing and you can even start taking on boosted ai's
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Cataphract887
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although it isnt a good idea generally to plan on getting SP's as when you cant get them,you cant play right
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Senethro
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Ummmm? You're going to have to explain how you fall behind by pop-booming. Pop-booming is standard procedure for many factions using a non-ICS layout. Those who don't use it are the ones who fall behind.
Forest + Tree farms + creche + demo/planned. All good things that I would normally build on their own, how can you fall behind with them all together?
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Koriand'r
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Tamaran
Sep 2005 time: 05:30
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perhaps he didnt use psych and had too many drones,or any of a bunch of reasons you would automaticly do,while for a new player may not be so obvoius
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Senethro
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Will the forum agree with me that 90% of SMAX games never see any energy put into psych?
I suspect the growth difference was due to rainy terrain/nutrient bonuses than any property of the PKs/Uni. THis is why CMNs have to balance PBEM games for rainy squares and pods.
One thing I didn't find immediately obvious in SMAX was the extent to which building a defender slows you down. Unless its a border base, just build a scout with your 10 free minerals. (Or even hurry a former and build the scout second) These scouts are also cheap to upgrade to Police scout (Tech Intellectual integrity comes with non-lethal methods special ability. The scout will now quell two units when acting as police in a base)
If you want, we can exchange early save games although I know some people relish the solving of the mystery of how to play smax on their own.
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mart7x5
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quote: Originally posted by Senethro
Will the forum agree with me that 90% of SMAX games never see any energy put into psych?
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In my case I use psych whenever I need to avoid doctors. Sometimes I allow a few doctors, but overall I prefer workers for their nutrients and minerals, while it is worth of lost economy income due to psych allocation.
I remember though, that initially I avoided psych allocation. Also a lot of new players, as I noticed prefer to avoid psych in most of cases, when more efficient would be give it like 10-30%.
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Kinjiru
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Nashville, TN
Jan 1970 time: 23:30
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I usually put my psych at 10% fairly early on and lock it. I move the other two back and forth quite a lot, but tend to leave the psych sitting there at 10%. Probably a bad habit, but it worked well in my early matches, so I have stuck with it.
As for building a defender with your 10 free mins... WWVD? Have an 'extra' unit hanging close for defensive purposes (if you are at all worried), and use your free mins to get the Tanks up and running. And remember to rush buy when you are 2 turns away (which is often after two turns). THEN you can build a defender there (or a former, even better!).
How do you get that 'extra' unit to protect your brand-new base? A couple ways... worm-captures are great, as the units are usually classes as independant - same principle on pod-popped units. Otherwise, whichever base(s) you are using to produce your colony pods, will often have a turn or two where they are going to have enough minerals to produce the pod, but not enough population (either absolutely because the base went back down to size 1 and hasn't gotten back to size three yet, or relatively, because you would like the base to jump to the next pop level (whatever that may be) before you take it down again with the new pod).
Now the amatuer will simply take the "Delay building pod" option. This is wasteful. Instead, the more experienced player will realize the situation when beginning to create the new pod and will simply set the base on 'econ' mode and generate a few extra credits. A better option, IMHO, is to spend that turn or two making and 'extra' defensive unit that can protect newly established bases, or simply play sentry duty, or go worm-hunting.
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mart7x5
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If you control population growth that well, I know psych is not needed. I agree, that FM in most cases requires that, also some factions with - POLICE might use a bit of psych instead on occasion.
What I mean here is that there are cases when doctors inhibit growth of a faction, due to lacks of terraforming, bad base placement, etc. Sometimes it is better when a doctor becomes a worker and the energy it brings, multiplied by commerce with other pacted factions e.g. is enough to cover psych allocation and you still have minerals for building colony pods for example and nutrients to regain population.
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