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KunoNoOni
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Greetings and Salutations All!
Its been awhile since I've played SMAC/X, mostly because I'm horrible at the game and have a short attention span. But with Civ 4 coming out I wanted to get back in the groove of play turn based strategy again.
My question is this. I've looked over all the techs that you can research and was wondering which ones are must haves and which ones you can do without.
Now I realize that alot of it depends on faction/play style. But I'm sure there are some that you just need to have.
I've been playing with the Cyborg Consciousness if this is needed information.
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:37
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quote: Originally posted by KunoNoOni My question is this. I've looked over all the techs that you can research and was wondering which ones are must haves and which ones you can do without.
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Xalien has the key techs right for a builder style game which most people play . These are the most important and you usually go for them first.
But-- its tough to "do without" many lower level techs since the prerequisites for desired higher level techs are so very intertwined. The best I have managed is to steal some higher techs and therby avoid getting their prereqs
Against the AI, it is probably a pretty standard strategy to beeline to IA with a sidetrip for cent ecology and then head for genesplicing and then EE. You steal or trade for the more useless techs.
Noter that if you want to play more of a military game, you would emphasize doc mob and doc flex along with weapon techs. Its not what most people play but it can be a lot of fun
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mart7x5
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I would recommend Vel's SMACX guide. It is about whole game, actually.
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Leon Trotsky
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KunoNoOni, I made this chart specially for you. Guard this knowledge carefully, and do not forget my generousity.
I think I screwed up halfway, though - it may not be exceptionally accurate.
Last edited by Leon Trotsky on 21-09-2005 at 14:15
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mart7x5
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Now I know, why I lost all the games I lost. I had wrong techs chart...
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