 |
|  |
 |
|
mark13
|
 |
Northampton, England
Sep 2000 time: 05:13
|
|
Whatever starting place I have I do tend to go straight for EnvEco:
- Arid starting place, lots of forests, straight for EnvEco and get Tree Farms up
- Rainy starting place, lots of solar collectors/echelon mirrors, straight for EnvEco for energy restrictions.
I think the very early techs have to depend on the starting places - if you have a lot of rainy terrain, the need for Formers straight away is reduced.
Monoliths are also good for this purpose. However, if you don't get a monolith nearby, and you neglect CentEco, you will be severly hampered in your expansion efforts.
OTOH, a lot of the techs on the way to IndAuto have very useful units/facilities attached to them:
- IndBase, Synthmetal Armor, an absolute must if you come across Santiago early on
- PlanNet, Probe Teams, soooo useful as clean scouts
- IndEcon, FM model, critical for early/mid game tech, although this is probably not so critical.
Regarding types of Formers, I am a huge fan of Clean Formers, even better SuperClean Formers, which I tend to churn out if I have sufficient production (30-ish). I will normally send several of them a few turns away to build a borehole or three, along with a few crawlers. In this way you can quite easily get 6 minerals and 14 energy/turn (assuming you have +2 Econ SE).
|
|
|  |
 |
|  |
 |
|
Ogie Oglethorpe
|
 |
Marietta, GA
Dec 1999 time: 05:13
|
|
USC (by the by love the acronym for your name, "Go Trojans!", actually I'm a Penn State Grad but thats neither here nor there)
Anyhoo,
Regarding your points made.
1. Cost of clean vs normal formers. Clean infantry former is base 30 vs. Normal of 20 mins. True it is more expensive, but if you target having base min production of 15, then a clean former every other turn is so sweet. But think about this. Every 10 turns that clean former exists the expense has beeen paid for.
2. Regarding pollution. Eco damage is an issue. Excess mineral production is a prob and needs to be curtalied. Boreholes are not preferable until later on. Min. production of 15 ish is still normally OK. Perhaps some minor 3-6 eco damage results but it isn't too big of an issue. Later on when I go for the condensor farm/2 borehole scenario techs are usually discovered that allow some relief on tolerance to eco damage (ie. more mins are allowed before eco damage occurrs)
3. Regarding energy. Population is energy. If you have the nutrients to keep the pop boom going and are hamstrung by energy always, always, always look to specialize you population into econ or science producing specialists.
4. Replacing farms with forests, almost never. In fact I often replace my forests with condensor farms/soil enrichers (especially after hybrid forests facility is built to prevent ecodamge for radical t-forming)and put in boreholes to allow mins and energy. See thread on specialist bases.
Key is formers and tons of them hence the need for clean reactors. I tend however not to ICS too much and perhaps that is where we differ, I usually end up with 30 ish bases not counting conquered bases.
|
|
|  |
 |
|
Ogie Oglethorpe
|
 |
Marietta, GA
Dec 1999 time: 05:13
|
|
A little bit more on Beeline strategies when considering directed research. Although this is not considered new information by any stretch of the imagination, it does bear repeating. Beelines as establsihed take this into consideration, but for those of you like me who play without a guide sitting in front of you.
Consider Industial Auto as your targeted tech.
The game will not allow you to choose successive techs of the same type (most of the time at least) and as a result you must alternate between tech types in order to beeline as quickly as possible.
For the IA example above (the shortest beeline then becomes)
Prereqs are:
1st tech to discover Industrial Base -(B1 Prereq for Industrial Econ B2)
Tech avaialable to choose then becomes (as B2 is not shown)
2nd tech Net Nodes - D1 prereq for Planetary Networks D2
3rd tech Industrial Econ (Planetary Networks not available) - B2
4th tech Planetary networks - D2
5th tech Industrial Automation - B3
Notice the pattern B1,D1,B2,D2,B3. You don't see a B1,B2 or a B2,B3 combination as the game doens't offer the successive build tech normally as an option.
If anyone has any info to the contrary I would be most interested, but all my play experience indicates this is the case. As a result, the beeline to IA then for a few select factions should be:
Gaians: Start tech Centauri Ecology E1
Beeline to IA is as above namely B1 (industrial base),D1(net nodes),B2(industrial econ),D2(planetary networks),B3 (IA)
Lal: start tech is Biogenetics
Same as above
Morgan & Domai: Start tech is Industrial Base
1st -Beeline is d1 net node
2nd - B2 Industrial Econs
3rd - D2 planetary networks
4th - B3 IA
Data Angels - Start tech is net nodes and planetary networks
1st tech Beelines is B1 Industrial Base
2nd Any other tech other than build (suggest Centauri Ecology E1)
3rd tech B2 - Industrial Econ
4th tech (any other tech other than Build)
5th tech B3 IA
Uop - Start tech is Net nodes
Free tech is Industrial Base
1st tech is B2 Industrial Econ
2nd tech is D2 Planetary Networks
3rd tech is B3 IA.
Note: For the first 3 or so tech UoP researchs at rates of 3-4 turns/tech so in doing the above UoP can get to IA by no later than 2113.
You don't necessarily need to have a beeline mapping out the techs in front of you just remember to plan your discoveries of prereqs accordingly such that the last prereq discovered is not of the same type as your desired target tech else you'll be delayed by having to discover another tech before your allowed to have the target tech as a valid choice.
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:13. Apolyton Time is 00:13. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|