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Zealot
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Lisboa, Portugal
Jun 2000 time: 05:13
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vmxa1, you're being waaaay too narrow minded! 
Why do you want to try to assimilate the enemy's population, when:
1- Your's better (it's subterranean and aquatic)
2- You should have several colonies pumping out an extra pop figure every 3-4 turns (over 250K pop growth with just 1 figure making housing with automated factories and biospheres) that you send to your newly acquired planets.
3- With the +1 production bonus and the unification production bonus you have enough production to make lots of transports, discarding the need to bomb any planet whatsoever(unless you don't want the planet because it sucks)!
4- You spend less time invading planets than managing your colonies, so you get faster development with the early boost that Unification provides, than with Telepathic, wich you'll only use properly when you can reach far and fast (proper fuel cells and engine drive tech)!
It's funny you mention spying, because if you have Planetary Supercomputers (a must in every game), you can have both enough production to make spies and research points to increase the technology gap between you and your opponents!
Let yourself go, vmxa1, and try it.
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:13
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Like I said, I have played that race many times and it is fine. I just do not experience any great production with it as everyone keeps telling me. I do not see it. Understand I have measured it and it is not there.
Now I do not like to make frieghters and ship pop around. That is just me, I do not say I am right, just that I do not want the work. I like to capture planets and save the effort of building everything. I am not a big fan of tele as I find it is good for only the first capture or so. After that I am giving up the 6 picks that could be doing better things. The capture still requires me to beat the defenses. If I can do that I can capture with transports and use the picks to make me stronger with +r or +p. If I have sub/aqua then I will sent over one of my people to boost the planet. I will not bother to keep sending pop to fill the planet with any race in any game, too much work. I like to grab a planet and not let anyone take it back. If I can not hold it, I will destroy it or wait.
The bombing is require by Uni to be able to hold a planet. If you jump on a large planet as a Uni and do not bomb it down to 4 or less, it will likely revolt as the 1 pop per 20 turns is forever. Try holding a Saks planet with 30-40 pop. It is nearly impossible with just marines and it takes 800 turns to assimilate. To bomb to 4 or less, I may as well bomb to 0. I have done it and it is a real drag to keep waiting for the rebels to stop. I hold them, by unloading as many marines to the planet as it will hold. If you don't and do not have AMC & Arm Barracks you will lose the planet.
So in short, I do not see Uni as a great pick. I only mentioned Tele as a better and more useful choice, but not the one I would take. I do acknowledge that the race is strong and can be used to kick butt. But then you can do that without any positive picks if you want to do it.
BTW, I would not use Sub as a pick normally as I will rely on getting a slave race for that trait. Aqua is a pick I might take. So UniSubAqua is strong. but not for me.
As to loosing up, man I have played all the race traits at all the levels, how loose do I need to be? 
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ravagon
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Australia
Sep 1999 time: 13:13
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Well, re: the telepathy debate, I've always found it highly useful throughout the entire game. During the middle portion it can be used very effectively to neutralize enemy new-build bases before they get their defenses up, hence you can cut off their supply.
If its not a planet you can/wish to hold and you don't want it retaken just give it away to another race you aren't at war with. You can even wait until your opponent has diverted a fleet towards it (as he almost surely will) before giving it away - buying more time for defensive construction.
For basically undefended worlds you only need a single cruiser+ class so its easy to keep the opposition completely off balance.
Even allowing a fleet to retake a planet can be highly beneficial. They will almost always send far more transports than they need - then when they send their fleet onwards the remaining transports are often left behind. Easy prey for a lurking cruiser which takes them out and reoccupies the planet, leaving the AI down a half dozen or so transports and diverting their fleet again - this time without the ability to retake the planet.
Good timing and surgical telepathic strikes can keep you relatively safe for a long while inflicting a constant resource drain on the opposition.
I'm not saying that those picks might not be better otherwise put into other picks - just that they can be used effectively to give you options that you otherwise might not have.
Personally I tend to value that sort of flexibility far above and beyond bonus picks that give you +production or +gold or somesuch others which, if used conventionally, might amount to a much stronger force.
Last edited by ravagon on 25-07-2002 at 05:06
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:13
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quote: Originally posted by Garth Vader
The extra techs are what makes it more powerful. I have so many more options in the early and mid points of the game. With the ability to get all the missiles, armor, and planetary defences my colonies are basically immune from attack. Well defeat anyway.
I get the better battle computers, plus graviton beam and class 3 shields giving me a great early-mid game ships. Plus I get holo simulator and the other morale enhancing buildings. Giving more than the bonuses you can get with 8 points.
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All true. But since you win without them, they only make playing easier. The MB making losing the starting planets a rarity, it can happen, unless you are playing adv tech. I have not lost in a long time, since I got the hang of the play, but when it occurs, it does not matter what race traits I have. It comes down when I have a powerful and aggressive race next to me and they show up with 4-6 BB's every early and make it so I can not expand. Soon I am too far behind to survive. It is a function of a very poor starting postion and poor play by me. I am only questioning the proposition that creative is easy. It is once you get past the 900 rp tech point, before that it is harder than some. In any event once you get past 900 rp, you win with any race. What I am saying is that with some other traits getting to the 900 rp point form prewarp can be done much easier with some other traits. After that creative is easier.
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Garth Vader
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Saskatoon, SK, CA
Oct 1999 time: 22:13
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Whatever is fairly typical for you. Save real early, when you are ready to start expanding, and when war starts.
I have been playing around with pre-warp and I remember why I stopped playing it. I understand your race picks a bit more now.
The AI expands like mad. Compared to average tech I seem to meet them only a little later, but without the free colony ship I usually have only 1 or 2 colonies. Everyone I meet has 5-6 systems and who knows how many colonies
You'd love my current game. I took creative, subterranean, +1 tech, +1 industry, lowg, -spy, -GC.
I had a horrible start place, blocked in by a black hole and the Sakkra. At one point they had 10 systems to my one(I had a colony base though). They declared war when I had 3 systems. They got heavyG as a freebie, and somehow researched Battleoids and powered armor.
Ship-Ship combat is going well, they attacked a colony that was defended with GB, MB, FG and a battleship and 2 cruisers. I lost the cruisers and the FG, but took out a column and a half of battleships (I don't remember how many can fit in a column on the tac screen).
But taking colonies is a hoot with the 4 hit battleoids. At this stage the win is assured it's just slow going.
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:13
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Here is were war started. I gave you t40 (may not be the exact turn), in case you wanted to change tactics before you get buried. I should have and now I will have much to do.
Will be going into steal mode now.
PS
Will I was too busy with MoM and messed this one up. It is a real nightmare and I am not sure it can be saved.
I have had to beat off many attacks of 5-8 ships and it has been a pain. My fleet is growing so, I will soon be able to expand again. I have gotten a few useful steals by loading up on spies and buy replacement for structures that got destroyed during attacks.
I backed up to the T40 and changed it around to grab battle stations. The sillies were makign my life miserable. I tried a different set of picks and they are not so good. I want to see if a change of plan will make a big difference, so far it has by making them start the war much latter.
Attachment: t162.sav
This has been downloaded 10 time(s).
Last edited by vmxa1 on 29-07-2002 at 08:31
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