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Skanderbeg
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of the Anti-Alien Forces of the Cult of Planet
Nov 2000 time: 05:13
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Thanks for Your answers. I see that Free Market can be valuable for certain factions (especially the ones with lesser drone problems like Lal or Domai) in certain phases of the game.
But, You were talking about directed research, and that brings me to my next question.
I generally play blind research (as my German manual says clearly that it's the normale settings that ONLY the Aliens can do directed research), and under this circumstances the times Free Market would be valuable seems very restricted to me.
In blind research, I can't beeline to the techs I need to benefit from FM (ind. Auto, lifting of energy restrictions) and the techs I need to avoid ecodamage (treefarms, centauri reservate) I think I would need if running FM. Even running green, I have a phase with ecodamage when I begin to use crawler, but still haven't got tech to build treefarms. I also can't beeling to the tech I need to build a punishment sphere
for the airforce base. So, in a blind research game, I normally wouldn't be able to build an airforce, which normally is an important fearture of my defense strategy. And I would be in need of a good defense, because running FM, I certainly piss off someone who's running Green or Planned.
Because of this, for blind research game I still see value of FM only before discovery of DAP, and even in this time, this will not help me very much, because of the energy restriction and my inability to build crawlers. In this position, I still would think it was better to run green and hunt worms. It will bring me the energy I miss while not running FM or military units I now don't need to build, and then, instead of a garrison, I can build a childrens creche or an energy bank, which will decrease my income in another way.
So, I would be glad to learn from You about the value of Free Market in a blind research game.
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shimmin
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Illinois, USA
Sep 1999 time: 05:13
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I almost always play blind, and FM is a vital part of my opening strategy with most factions, particularly when playing builder. Ogie alluded to the general method I employ, but let me spell it out in detail.
The limiting factor to early growth is population expansion (unless you're in the jungle), so what I generally do is keep things growing as fast as possible. Running FM, the turn before a base reaches size 2, I set the citizen to be a doctor, and then immediately rushbuild a colony pod. Spit out colony pods as fast as the population regenerates. Fit in rushbuilt rec tanks, formers, defenders as time and cash permit. Free market is vital for providing the energy to do all this rushbuilding. In addition the energy boost in most of my games about doubles the time of early quick tech advances. Build rec commons a let a base grow past size one once it becomes isolated from the frontier.
This technique can be used to start an ICS game, though I usually don't. I just use it to get as many bases as I feel like playing with founded as fast as possible.
Major weakness is it leaves you completely unprepared for attack during the earliest stage of the game. But for the rapid deployment benefits, I'm willing to take that risk.
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