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da_hal
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i like to think of charismatic as the great balancer. outside of a few really expensive combos (lith/tolerant), charismatic makes just about any setup playable.
don't worry about repulsives either. they are always behind in tech and if you refit your scouts, they'll leave you alone long enough for you to enslave them and they usually have great workers.
if there are more than 3 on a small map, that negates charismatic's advantage, but otherwise, it allows me to mess around with unusual setups.
Last edited by da_hal on 04-06-2003 at 15:03
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da_hal
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low grav (which stock psilons always come with) is a big pain in the butt. try a custom race with creative plus other stuff. my friend likes creative/uni/+2 sci, i like creative/uni/telepathic. he rushes gravity generator when he uses low grav, i usually only use low grav when i'm messing with single planet strats, and even then only if i have telepathic.
actually, psilons aren't very good for getting and keeping early tech leads. they are creative, but they don't have as much net research as uni, lith, artifacts world, or democratic races.
one psilon strat that might work is comps for research labs, then 2X chem for mirv nukes. try building a few destroyers or if you feel safe, cruisers, and use them as a deterrent for turtle mode.
the computer has a pretty much set research path:
construction 80
beams 150
shields 150
construction 150
chem 250
chem 650
chem 1150
chem 2000/beams 900, 1500/biology 1150/computers 900
all of this usually by turn 80-90 or so, with some minor variation among races/games. also, i usually give them all the research tech so they get stuff sooner.
one thing i found is that trading is key to getting and keeping leads until you get to orion, then you tell everybody not to steal your death ray. best case scenario is that they give you all the tech you need from a particular tree (usually for me it is chemistry, sometimes biology), worst case scenario, you have to research pollution processor and/or merculite missile or fusion rifle because nobody has it.
generally i have up to construction 900, chem 2000, computers 2750, socio 150, biology 1150, engines 150-250, and shields 150 by turn 90, with or without creative.
when my friend and i discovered the joys of trading, we cut our end time in half roughly, and it even works with uncreative...in fact, trading works even better with uncreative if you have minimal research. they seem to offer more sooner if you are uncreative.
Last edited by da_hal on 05-06-2003 at 04:25
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