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Adam_Smith
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The Raisin Capital of the World
Dec 1999 time: 05:13
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2 words: Recon Rover
That being said, I never play on tiny planets and don't really like small either.
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Adam_Smith
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The Raisin Capital of the World
Dec 1999 time: 05:13
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I don't know the formuala. You get one more drone, for maybe 20 years I think.
If you are playing on a tiny planet you could play straight momentum and just staple their nerves. Eventually you would get ecodamage and you can forget about commerce, but you should be able to take the whole planet by force anyway.
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Simpson II
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varies
Jul 2000 time: 05:13
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From what I've read in the datalinks, you can get up to 5 extra drones in a captured base, less for small bases. They disappear at a rate of one every 10 turns, so it may take 50 turns to be clear (of course, the datalinks are frequently completely inaccurate, so I may be wrong.)
The formula for drones from empire-size I'm more sure of; it's one for every base after
(8-Difficulty)*(4+efficiency)*MapRoot/2
MapRoot = Square root of number of squares on the map over square root of 3200 (=1 for standard map), Difficulty = 0-5
The (undocumented) twist is that for each base in excess of twice this number, you get two additional drones. Build the HG and you can flout the first limit, but I rarely go beyond the second (possibly there is a third?). You're virtually better off obliterating captured bases beyond this limit, at least in the early game.
[This message has been edited by Simpson II (edited August 19, 2000).]
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Adam_Smith
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The Raisin Capital of the World
Dec 1999 time: 05:13
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You should have to allocate 10-20% of your energy to psych in the mid to late stages of the game when your bases are getting large and you want to have as many engineers as possible. You may need the psych to pop boom. If you have good police ability and some appropriate special projects you may not need to allocate any to psych.
I also allocate some to psych during war sometimes. It will keep more of your conquered citizens from starving.
btw, I'm refering to transcend level. Thinker you may need some too. I doubt if you will need any for the lower levels.
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Zaphod
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Connecticut, USA
Aug 2000 time: 00:13
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I'll have to try these good allocation strategies at the appropriate time in the game I am currently playing.
I am playing the Spartans, and at this point (around 2210 or so) I have pop-boomed my older cities to 14 using the standard dem/planned/knowledge method, some police enhanced troops, rec. commons, and the Virtual World (my favorite project). I am the biggest faction and am the governor, but the Gaians and the Hive (second and third respectively) have joined together against me. So, now I have a two front war going, although fortunately I am separated from them by water. I am currently working on my airforce (bombers and fighters) and the Maritime Control Center. Once I get those finished, build some cruisers and marines, and change from planned to green, I should be able to shift from defense to offense. Do you have any good strategies for amphibious invasions?
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Adam_Smith
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The Raisin Capital of the World
Dec 1999 time: 05:13
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I usually use one infantry chassis and atleast one speeder chassis. You should have atleast one armored unit to defend the base with. Also, bring atleast one probe to defend against probe attack.
I like to use IoD's if I have the Neural Amplifier to transport my troops. It's also nice it you can start from inside one of your bases. Load up the troops and attack the enemy base in the same turn. Of course, air cover is very good against the AI.
You might also consider using land transports or even air transport. They also allow you to use infantry units against a base from some distance.
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