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Earwicker
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Washington, DC, USA
Mar 1999 time: 00:14
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If by some horrible chance I miss out on the HSA, then the probe team is my favorite unit. 1-1-1*1, drop probe teams are essential to send along with an invasion wave to prevent the AI cheat buy-back of its bases.
Cruiser probes are a great shoreline defense - just mind control those annoying missile cruisers that have come to destroy your seaformers. Now you have a defender without having to tie up your own production (and visitors from faraway factions are very cheap to buy). Roaming probes create no unhappiness in FM and don't cost support. Happy times!
Like Drago, I frequently use the 9-space-away cruiser probe base tactic. However, unless I'm trying to halt PB production or remove aerospace/perimeter defense (in anticipation of invasion), I don't go much for widespread sabotage. After all, someday this base might be mine and I'd like some infrastructure remaining. If your opponent is running FM and has some money, go for this tactic: hole up in a base near a sizable enemy base, send 4-5 cruisers per turn after the base to drain energy. That can get you an extra 200 or so energy per turn. Lather, rinse, repeat until he's broke.
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Skanderbeg
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of the Anti-Alien Forces of the Cult of Planet
Nov 2000 time: 05:14
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My favorite unit:
Auxiliary Cruiser: Cruiser with particle weapon, best armour, special abilities deep radar and AAA.
This unit rules the seven seas of Chiron!
It is awful cheap (ideal for prototyping new armour), and it can do everything on the ocean exccptt attacking well-defended bases.
It is ideal to conquer and hold empty bases, for scouting and pod-popping, escorting transports and sea colony pods, destroying Your enemies sea formers, transports and terraforming.
And with decent morale, it is even strong enough to sink Your enemies silksteel-armoured battleships with the particle weapon or attacking a base defended by plasma armoured garrison!
Since I had discovered this unit, I often end with really huge sea empires, and I have turned several games with them.
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Solver
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Apolyton Duke Of Something
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Latvia, Riga
Sep 2000 time: 07:14
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To me, the most awesome remains:
Best weapon Gravship, with Wave and Nerve Gas. Usually I make Graviton gun, and soon Quantum Laser then. Yes, they require support costs, but with the Living Refinery and crawlers this is no problem. They're fast, and can take off any defender. AAA won't help (Wave), plus the big 50% from Gas come in, also reducing population of the base. Comes in the late game, but lets me absolutely finish off any war I'm still in, usually with the terrible Svensgaard - 10 of these thing flying around the ocean will kill him.
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Earwicker
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Washington, DC, USA
Mar 1999 time: 00:14
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quote: Originally posted by Ned
Domai? I have never had a game where Domai was a factor or a threat. He does not expand, terraform, or build facilities. He simply builds large numbers of 1-2-1 garrisons until he has no minerals. In most of my games, he starts on a small island and stays there. I actually saw his starting unity foil with his first colony pod doing lazy circles near the home base late into the game! What is it with Domai on my system? He is by far and away the worst AI faction. Ned |
I'd have agreed with you until my most recent game, my toughest SP outing in years. Early on, Domai pacted with Cyborgs, Cult, and Pirates and they went on a continuous tech trading binge. He then double crossed 'Borgs, stole more tech, captured nearby bases, and Pacted again!!! I was trying Morgan out (prefer Green factions but I wanted a challenge and certainly got one). All 6 AI factions picked a fight with me at the same time. So much for safe energy parks or a builder strategy . . . only the Huge map saved me!
Anyway, his are (mine now, but) some of the most developed bases I've ever seen the AI build. As expected, terraforming took strange patterns - a gazillion formers and not a single borehole! Two or three dozen conventional missiles and two PB's which he never got to use. More needlejets than I've ever seen and not a single attack on a base. Naturally he faded but it took much longer than usual. Beat me to a couple of SP's (like the much-needed Living Refinery). Somehow he kept up and was a threat for a long time.
And he never gave up. With Fusion Battleships parked outside his last stinkin' seabase he was still calling me names (despite my noble reputation?). After I switched SE to Eudaimonea he finally offered a truce so I can transcend in peace.
He's usually such an easygoing guy. Moral: don't let him get powerful or the People will rise up!
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Sir Hawkeye
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Chicago, (Plains), The Americans
Nov 1999 time: 05:14
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quote: Originally posted by Ned
Sir Hawkeye, I assume that the tanks sustain no damage in the drop when using a drop transport. Otherwise, I don't know why one wouldn't just put the drop pods on the tank?
With the Nanofactory, repairs are a thing of the past. I presume you need the repair transports because you do not have the Nanofactory.
Ned |
Nope, the tanks don't take damage. The mobility gained from an infantry transport is very useful as well. You can, for example, use them to allow infantry to move up and attack in the same turn. With an elite transport and a sufficiently powerful hovertank you can start 2 squares away, kill three units, and get back out of range. Especially useful when you don't have the time or units for a full scale assault, and you want to be as much of a pest as possible
And you're right, Repair isn't necessary. Once I had the nanofactory. I upgraded to clean, ECM, or AAA versions of that unit.
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Clear Skies
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looking for a saviour in these dirty streets
Jul 2000 time: 05:14
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quote: Originally posted by Taxa
Sealurks are my fave 
Before you say - its impossible to capture them (I thought so too) Ive just done it, with the hive off all factions!
And in this game, domai is doing by far and away the best, guess its just your system (don't laugh, I started squashed between miriam and lal)
E-mail me if you want to play with a sealurk, I'll send you the save |
This is the first time you've captured a Sealurk? I've done it plenty of times - helps if you have the Xenoempathy Dome and, of course, a good Planet rating.
Also, have you never discovered Centauri Psi? That lets you build your own Sealurks, you know!
Anyway, BIC, Domai tends to do well when he manages to get the Planetary Datalinks. Three out of the last four times I've played a game with him in, he's got the PD (I never shoot for it - I'm permanently ahead in tech) and he gets almost good enough to try and overthrow me. Of course, he always tries before he's actually ready...mmmm...I love the smell of soporific gas in the morning...
Is it true that the Angels automatically get any tech discovered by 3 other factions? I've just had a game where four of us had Advanced Spaceflight and the Angels didn't...odd....
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Taxa
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Southampton, Hants, UK
May 2001 time: 05:14
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Fraid that was the first time ive got one! - I figured that because Vel had never got one, it was pretty rare! I have never got the xenopath dome (or the space elevator) - even though its my fave game, Ive never been that good at it! (Having said that, I never even get 50 turns into a game at lib level before Im already to far in front for it to be fun) I have never seen the option to build one, maybe you have to capture one to build one or somthing - like I said, If vel hasnt had one, I feel ok about this being my first!!!
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Taxa
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Southampton, Hants, UK
May 2001 time: 05:14
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O and BTW, the angels DO always gain tech known to three other factions. (The rule for it is called "Constant spying")
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Taxa
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Southampton, Hants, UK
May 2001 time: 05:14
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ooops, I'll read properly before opening my gob next time ;P
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Taxa
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Southampton, Hants, UK
May 2001 time: 05:14
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NO WAIT!!!
I have now read properly, and I transcribe, from the manual...
"In addition, the Angel Faction automatically gains any technology known by at least 3 other factions, due to their covert activities."
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