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genius23
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ARU is not added automatically, it is a special, however adv dmg controll is included automatically on all of your ships once the tech is discovered, just like new drive systems. i m not sure but i believe you cannot salvage adv dmg controll when disecting a ship, anyway the tech is not all that important and easy to get, sparky turns up in 3 of 4 games i play.
i am quite sure the lithovore->cybernetic warlord trick works, it was on the alt games moo2 newsgroup ages ago. I used meltpot to make all the races in my universe telepathic, that takes mindcontrolling out of the game and at the same time the rewards for taking over enemy ships are much greater since u can instantly use them, none of them gets stealth ships, omni or lucky. i usually play dictatorship because of the extra commandpoints plus they ultimately can have the largest production output with MUAWs
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genius23
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MUAW is an acronym for Morale Using Android Worker.
I ensure that none of the races in my games is lucky, stealthy, omni and all are tele by using an editor, that replaces all the races the game uses.
lithovore is imo best combined with scienceboni, u can let all ur pop do research, so u get most out of the boni, if u went for production boni u will produce so much, that u lose too much to pollution.
depends on galaxysize and starting tech what would be best, large artifact HW +1sci in small galaxies with average or prewarp start, in large galaxies/adv start general +2sci bonus may be better or even +1sci democracy if the spying doesnt bother you the moneybonus from democracy helps you buildbuy the facilities you gain from researching fast. negatives should include low-G and -GC
turn 120-150 this race could have some BS with EMG mercs and take orion, at which point the game would be virtually over but if you decide to leave orion alone you can research quite a bit and then mutate into a cybernetic warlord.
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:17
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I have read a lot of post about winning by turn 120-150, but I have not seen anything that makes me think it is a given. I have seen a couple of milestone post that have one eliminating a race by 130-144 range for telepaths and that can be duplicated. At impossible level, you just can't do it AFAIK. I am talking about no cheat codes and no editor on Large or Huge maps, you pick the race. On huge, prewarp, you often do not make contact till around 130 or so. Non creative races can not even afford to chose mercs, but must normally take pollution processor.
I for one would love to be able to improve my game as I struggle at impossible level and do not always win, especially with a less than stellar race. So if you would be so kind as to put a milestone to follow, I would be grateful. Something like :
racial traits (all of them selected)
map specs (player, size, age, pre/avg/adv
Home system looks like this
Turn1 events
next event (turn x got tech A
events (start build X
t1xx attack Y stop around 150 when you have it locked
Probably my technic is too passive and that is why I seem to fail to get the things done that others say they are doing so early. Thanks
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:17
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Timelines can be useful if they specific. In a game to 150 turns, it should not be onerous.
timeline:
by t25, if you haven't landed your 1st colony ship, then you might want a restart
by t55, a telepathic race blitz.
by t60, you want to think of early blitz defense
by t70, you may want to think of building a defense
by t90, you may want to have some sort of a defense, possibly a battleship.
by t110, up to galactic cybernets can be researched by some people.
by t160, if you leave a democracy race alone, then you are fried chicken with ranch sauce.
by t200, all production and research techs can be done researched.
This timeline for a MP player is of no great value, it is interesting, but does not help me. On huge thing is I do not know the game settings here. I do not know what steps were taking and when.
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:17
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Now it can srt being work.
t27 forgotto list bought lab on 2nd colony
t28 housing on 2nd, lab done
note I am not documenting the scout
t36 base done, srt rl 3rd, srt spy on HW
t38 buy lab (50bc from debris)
t39 housing on 3rd, lab done, spy done doing trade
t40 move workers (most) to sci on HW
t43 srt AF on 2nd & HW, research colony ships, 2nd has 3 pop so srt AF, move 2 sci to prod on HW for AF build
t46 learn c ship, srt bios
t47 contact with klacs, AF done on both, 2nd srt marine, hw on trade as build of c ship is more than 23 turns.
(this is another point that may be less than optimal)
Need spies, need new colonies, need capitol ships, but still too slow.
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