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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:20
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I would like to pose three early tech choices for non creatives and see what the feedback is:
1) micro vs telepathic training
2) pollution processor vs merc missiles
3) arm barracks vs fighter garrisons vs space ports
Give your choices and if you feel like it your reasons. I will start with my current selection.
Tele train - I want to boost my spying bonus and early on feel I can give up the boost for growth. If you skip cloners then you may need to get this.
PP - this one needs testing as I am not so sure the reduction is worth the loss of this missile so early. But if you are production 28 and losing 6 to pollution, the processor gets me 5 back. That is same as AF. I can get by with nucs for now.
Ports - this is one I have given no thought to so far. I have seen planets lost that would not have if they had either of the other structures. Fighters would have stop the attack at that point and Armor B would have given enough punch to defeat the invaders. Also as a Uni I have longed for them to prevent revolts. The 50% money can be very big early.
Last edited by vmxa1 on 02-07-2002 at 11:18
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:20
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quote: Originally posted by RPMisCOOL
12. merc missles - usually do not waste time building the pp, I wait for the next one that knocks almost all of your waste down to 0. I'm usually hammering in this catergory to get nasty small missles ASAP . |
Ah, I understand the fear my friend. Missiles are very comforting in the very early game. Down the road you will have given up a lot of production. All of the workers creating waste. You would be in a rush to get that AF up, but not to get the near equivilentence of one in the form of a processor? Note that when you get the renewer and add that you get back about 75% of the waste. If you manage to get nano dis, you can skip Core Dumps in favor of Deep Core. Anyway if your strategy is to skip those early reducer and wait for the Core Dump, you will give up a ton of production. When you get to the 3500 rp stuff you wil have already sealed the fate and on the road to doom or victory and will be hard to alter with tech. Another consideration is that you usually will have nothing better to build when you get to that point, except star base and that will likely have to wait until the planet is stronger. Anyway I can get by will Nuc until I switch to beams. In fact I may start out with a laser BB instead, if no contact for awhile.
Yes, I know you could move workers to sci to lower waste, but you will then not be able to build ship in any reasonable time frame, be they colony ships/base or capitol ships.
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EarthMan
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how many of you players go on impossible difficulty? I am a mark for going on the hardest difficulty on any game and everyone thinks i am insane.
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:20
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Consider that once your taxes gets to 4 you get 50% or 2 bc. Maint is 1 bc. You put 1 bc in the bank every turn. It is not going to be the earliest item built, so you will likely be doing better than that and can only grow. Cash is a huge problem for most of the game up till you get a large empire going. I know that a garrison can be a big help under some conditions, but I find that I have ground batteries by the time I am under serious attack. I will not have missile bases or fighter garrison. If I ever manage to steal them, I probably no longer need them. If I am a tele, I could use them more as they are easier to throw up on a newly aquired planet that I do not want to stay behind to defend. By the time I have 8-10 planets they are of no use and I am very glad I have the cash, which by then will be a lot. 12-20 on built up planets per turn. Mind you I am not tryijng to change your position, so much as convince myself that this is a valid choice. If I was playing a creative, I do not have think about what to pick, only how to stay alive until I am ready to drop the hammer. In fact if I am a tele, it is likely to be a creative tele with production boost
That brings up the reason why I have no titans, I need the ground batteries to feel safe on planets with no ships and none close by. It keeps all but the serious AI away with a SB.
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:20
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Note these are from the strat guide and may or may not apply to the final patched version.
Diplomactic: simple and easy the AI will not break treaties, except with a declaration of war.
War declaration on first contact reqirements are lowered as the level goes up. That is 7:1 edge is needed at simle, 3:1 at impossible. The willingness to retreat changes for level as well.
Production: -20% at simple scales to +50% at impossible. How they decide to expand changes.
Research: the modifier to determine the value to discover scales for each level from 20 at simple to 40 at impossible. That means is can be twice as expensive for you to learn a given tech at impossible as to simple. The AI does not change.
Monsters and Orion scale as well.
*** the above is for Moo1 *** Moo2 give next to nothing for the impact of levels settings. The one thing I have seen is that the races can get many extra picks as you get to impossible. They do not have to live with the +10 picks and can have up to around +25.
Last edited by vmxa1 on 05-07-2002 at 20:32
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:20
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quote: Originally posted by RPMisCOOL
Two things.
You'd think that someone would have leaked or figured out the AI advantages by level by now.
I see your point on PP, I rarely use the MM anyhow just make MIRV nukes. I'll take the other path. Also I never have a problem with building on my planets, there is always something that is needed. |
If any one has come up with the low down on level advantages, they have not posted any place I have come across so far, I wish they would.
The mods that come when you learn mercs, come when you learn pollution processor as well, so no need to forgo the PP for mercs. The core waste dump will not be learned until somewhere near turn 230's. PP around 70, so 160 or more turns you are losing at least 5 ind per planet. Actually a lot more by turn 230. The accumulate lost of production would have made a big difference in a tough game. You just can not afford to pass it up IMO, unless you are a lower diff game.
We are talking about very early turn say under 200. That neans not much to build at time, that you want to tackle. True, once you have got into t300 or so and make a new planet you have no end of things to build. At turn 70 or so when you get the PP you will have AF, Freighter, CB, scout, maybe Bio, maybe a space academy. Those will be done about the time you get the PP. So you could be making colony/spy/warship. I would not as they take a very long time. If I put on PP, I shorten the time needed and gain the extra industry forever after. I do not like to make ships, if it takes more than 15 turns. I would rather move workers to sci and house to get more production.
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