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Main_Brain
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Economic World Center
Jul 2002 time: 06:25
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With his Growth and Industry Yang is a Fine builder.
A lil' harder as he lacks Energy but well.
an EnergyPark takes care of that :=)
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sevencubed
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Apart from pumping out as many crawlers as you can, which you say you have done already, the only thing u have to do if you want to fight people is to use the industry rating in your favour. Usually the other factions should not be able to keep up with you when it comes to replenishing troops, so keep them coming...
And it should be amazingly easy since : you should choose Police state and get +2 support (more free troops) and no negative efficiency. Add Planned as you say and here is a total of +2 Industry and +3 growth. The real boost will come if you build the Cloning Vats which will eliminate the negatives of Power and Thought Control. Can you see the pattern? you have a total of +3 Industry, Infinite growth, +4 police, +4 morale, +2 probe, and +4 support! who cares about energy reserves and the rest of tech, i guess that with such ratings Yangs army should be HUGE so what is holding you from fighting others?
The only strategy you should look after is that which will get you to the Cloning Vats before the others do.
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Xian
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Have one decent sized and industrial capacity base pump out nothing but colony pods and ship them everywhere. Youd be surprised how well this works on big maps, but you need doctrine flexibility to really work well
Gain control of the monsoon Jungle, or kill whoevers occupying it.
If you havent already, gain control of the Weather Paradigm and Cloning Vats
This is the only faction where you can build a military and have it sitting there doing nothing, in every other faction support and lack of Industry would kill you.
... You can use this standing army to your advantage and bully people for techs
Dont be afraid of choosing Green
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CEO Aaron
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Everything has its price. Even you.
Aug 2002 time: 05:25
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Without Democracy or a big economy, pop booming is pretty much out of the question for you, so securing the planetary transit network is fairly critical for you, to be able to keep pace growth wise with other factions, as is, obviously, the Cloning Vats. Truth be told, however, you can't expect to beat the builders to this technology, so your best bet is to beeline for Planned, Police, grabbing doctrine Flexibility on the way, then beelining for Doctrine: Air Power. Get your foil probes out early, and find your enemies (all other factions are your enemy, btw), rape them for tech, then use your high industry and support to flood them with X-missile rovers.
Meanwhile, back at home, take all your stolen tech and build any and all morale improving improvements and wonders you can grab, but don't go nuts with psych facilities, you'll be building punishment spheres in all your cities.
As for beelining IA, stop thinking like a builder, start thinking like a virus. Each new base you build is 4 more units with free support, another pus-infested boil on the face of Planet.
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:25
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I find that the ICS (infinite city sprawl) works quite well for Yang-- I find the Cloning Vats to be a quite distant target and if Yang has a tech lead to get to it first, he likely is winning in any event. I aim for the Weather Paradigm and the PTS. The idea is to use better support to have a veritable HORDE of formers while police take care of unhappiness. I find I terraform mainly boreholes and condensor/farms with some forests ( I do this even before restrictions are lifted if the base has a forest of two to work .. The idea is to work 2-3 boreholes per base while you crawl the nutrients to keep the base fed. Base spacing is tight. A typical base may have a population of 4 with 3 citizens working boreholes and the 4th working or a doctor as necessary (If a doctor I will usually crawl more nutrients to grow to size 5 and use better specialists). Two crawled condensor farms keeps the population stable. Once this base is set up, you produce crawlers and formers to be used to improve a few super bases. About every 3rd or 4th one of the "regular" bases can be set up with morale enhancing facilities and will work at producing military units or probes.
About 3 or 4 main bases are chosen to be "super" bases in which you first crawl a lot of nutrients to grow , terraform forests to work, fill them with facilities for research and cash and then crawl and trawl energy like crazy. As cash and formers/crawlers become available, other bases get the "treatment". A creche and 12 excess crawled nuts can make for pretty fast growth.
Note on forests-- I generally love them but use them less as Yang. Usually I terraform forests until more advanced terraforming becomes available and work them only until restrictions start to lift.
IF I can accomplish this, Yang is a juggernaught . The main problems
1. getting to crawlers and the PTS as fast as good human opposition with better researching factions
2. Land and terrain issues-- If cramped on an island, it can take a while to get the necessary techs to get off that island and then it is that much longer to crawlers
3. Close neighbors and early fighting-- despite the possibilities for numerical advantage, Yang can be in trouble early due to a tech disadvantage
In a word, the problem is RESEARCH--The ECON rating hurts and the usual way to combat this is with the growth advantage so that size compensates for less enegy per base. I generally find that if Yang can find a way, any way to get the key techs, they can be pretty tough to beat.
BUt if Yang cannot get the WP or the PTS, it can be a long time to even get the ability to terraform well and the lack of the PTS ,means that the difficulty/impossibility of pop booming really really hurts
Just my 2 cents
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CEO Aaron
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Everything has its price. Even you.
Aug 2002 time: 05:25
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I've been thinking over my comments re: Yang's game, and I have some more thoughts to impart:
Specialists are your friend: Unaffected by economy or efficiency, you can pile these guys on to artifically crank your labs to pretty high levels, provided you can trawl nutrients to feed them. You still won't have that much cash to rush facilities, but your industry and support can make up for that somewhat.
Explore like mad: Since you're not going to be in Planned Economy for the duration of the game, you're free to scour the seas for Unity Pods. Start out with a transport foil, with an armed foil escort, but once you get the technology, scrap these in favor of IODs. Always grab your Unity pods with transports to maximise your Alien Artifacts. Those seaborne pods are loaded with cash, tech and free units, just too good to pass up. Most builders will be running FM/Demo, so odds are they won't be sparing too many explorers to search Planet for the riches that await you. Make sure you beat them to it.
Shake them all down: Even if you have no intention of launching a full-scale offensive, you can bluff many a human opponent into a few tech bribes, just to leave them alone. Most builders want to be left in peace to build, and will gladly send you packing with a tech or some energy credits.
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:25
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tomorrow for vets 2-- I post sometimes from work where playing is impossible-- and I cannot play any turns on Tuesaday the way my schedule is
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Xian
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Can someone please go over how to make a specialized base i.e. an energy park?
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CEO Aaron
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Everything has its price. Even you.
Aug 2002 time: 05:25
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Well, when most folks talk about a _specialist_ base, they mean crawling nutrients to feed your citizens, who wind up being converted to scientists and thinkers and such. The advantage of such a ploy is that the specialist citizens do not contribute to your drone population, and the labs/psych/econ they generate is immune to waste due to bad efficiency ratings.
However, it sounds like you're asking how you create a Super Science City, or other energy-park fed dynamo. The process for this is fairly simple. You need a small army of formers and supply crawlers to start. Get yourself a wide open piece of land, and start planing solar collectors and eschelon mirrors, then start crawling the squares for energy. Obviously, the crawlers must be homed in your Super Science City for maximum benefit. To really get the best results, have the following wonders all built in your SSC:
Merchant Exchange: +1 energy per square counts for crawled squares too!
Longevity Vaccine: Not useful for more labs, but if you run Free Market, the +50% econ will net you a ton of cash.
Supercollider: +100% labs for this base. Duh.
Theory of Everything: See Supercollider.
Network Backbone: Still more labs, this time for Commerce and Network Nodes of every base on Planet.
Space Elevator: Doubles Energy Reserves at this base for HUGE cash!
With all of these projects built, and of course all the usual tech and econ base facilities, the energy you crawl will be multiplied many times.
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:25
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JUst one addition to CEO Aaron's very good explainantion of a SSC . . . I often like to make my SSC a port somewhere within my empire. While you cannot get as much energy per square from sea tiles as you can from land tiles ( with high altitude, echelons and solar collectors) you do get a great return on invested former time since all you need build are tidal harnesses.
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CEO Aaron
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Everything has its price. Even you.
Aug 2002 time: 05:25
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quote: Originally posted by Flubber
JUst one addition to CEO Aaron's very good explainantion of a SSC . . . I often like to make my SSC a port somewhere within my empire. While you cannot get as much energy per square from sea tiles as you can from land tiles ( with high altitude, echelons and solar collectors) you do get a great return on invested former time since all you need build are tidal harnesses. |
A very good point, with the following caveat: Remember that while your former time will be shorter, tidal parks are much harder to defend than a land-based park, and your trawler fleet will cost considerably more minerals to deploy than a land-based fleet. Tidal parks do have other useful strategic advantages, however. Having a fleet of trawlers surrounding your coastline will make it very difficulty for invaders to approach undetected, especially if you spend the extra resources to equip them with deep radar.
Another energy harvesting option worth mentioning is, if you have easy access to the poles and a horde of formers, is to pokadot the polar caps with boreholes, and send crawlers to those. The boreholes are more expensive in terms of former time, but few players will be looking for them, allowing you to crawl them with relative impunity. The poles are often rife with rocky terrain, so I usually mine the alternating squares, and send off crawlers to harvest those minerals as well.
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:25
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quote: Originally posted by Ogie Oglethorpe
I'm surprised no one has mentioned the PTS pod factory/ booming gambit for Yang.
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While I did stress the PTS as a great project for Yang, you are correct in that I did not go on to explain this tactic. I have always liked it for founding new bases and continuing to sprawl. I may have to try it for pushing the hab limits.
RE sea parks
Since they can go anywhere there is shallow water, I will have the bulk of my trawlers in areas that are more "safe" suchas small seas bounded by land I control. Other than interior areas, I tend to spread the trawlers out to make plinking them more difficult. I will always have a goodly number sent out there specifically as sentries ( the offshore radar platform). When I am being very diligent I even go to each of them individually each turn so that they can do a little patrol before returning to a good (terraformed) tile. Sometimes I will use them as totally dispensible scouts-- when the information they can give me is more valuable than their mineral cost (I do prefer probeships for the scouting role but a trawler causes less offense)
I really like their role as sentries. In the Battle of the Manifold 7 game I established relative peace with a neighbor conditioned on the agreement that neither of us bring military within "striking distance" of the other. Our empires are are about 12-14 tiles apart across the ocean. I have placed numerous trawlers about 4-6 tiles off his coast as an early warning system. They don't gather huge resources there (2 food each IIRC) but they are support-free, are no threat to the other player and provide a great sensor net
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