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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:27
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I usually go for impulse drives first, then universal translator to see what the others have to say. Next, well, it varies. Either defender->frigate and bully everyone into giving me money or trade.
I never ever research or trade for photons and corvettes. They are useless.
I tend to get manuf theory and defense theory early because you might be lucky enough to sell one of these to a minor race, plus I hate to see these on the diplo screen (ai saying "I won't sell my crappy tech for less than 100bc at least").
Controlled gravity (+1 range) may be interesting too depending on your map.
Shields are a must have soon. I usually don't build any defender, but battleaxes, so defelctors are really only a step towards shields. It usually causes some tension as the ai sees I am weak for awhile, but then a few axes and you're ok.
I rarely research the green techs early (boosts research, but you have something else to do at the start).
Stellar Cartography I never research either. It comes in too late to be of any use.
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Ellestar
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Russian Federation, Moscow
Feb 2003 time: 08:27
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On gigantic you need Gravity Accelerators. You can sell them to all minor civs immediately (so Universal Translator). Another critical thing is Galactic Stock Exchange, you also researching Trade/Adv. Trade along the way.
To the time then you want to build social projects you need Fusion Power Plant and Habitat Improvement.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:27
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quote: I hardly do anything with population growth (the green medical techs). |
Neither do I. Apart from Aphrodisiacs, I think the effect of + pop growth is too small to be seen (better to increase morale to get pop growth).
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:27
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I sure don't get the hang of growing my pop. How do you maintain high pop? High morale works (at a cost in bc). Is there any "best" number of people on colony ships?
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:27
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I finally managed to get a win on Masochistic. Here is the path I trod on a tiny map with rare stars (I know most people seem to play bigger maps, but this makes for faster games with more strategic decisions IMHO):
Goals:
Diplomacy for Republic (and the Translators), then trade goods: Aphrodisiacs, Nano-metal composition. When you have aphrodisiacs built, trade it to everyone. This gives a lot of techs, like trading, shields, etc.
The next step is to build up military, so defensive phasers are the way to go. I then got to 0-grav research to boost tech in order to research the ultra-spice tech faster. Then, all non military techs that allow dreadnoughts later on.
In the game, I researched only 23 of 96 or so techs, but the important ones were those researched. I had to research industrial theory and defense theory because the ai sells them at horribly insane prices.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:27
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It is definitely important to research the frigate/battleship/dreadnought techs yourself as they cost a lot to get from the ai, and you'd better have them first anyway. Other techs like phasers, turbophasers, are in fact cheap to get from the ai and not worth researching IMO. If you can avoid researching defense theory it's also good, as you will get deflectors, shields, space militarisation, etc. for cheaper from the ai.
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casualGOD
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austin, tx
May 2003 time: 05:27
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First I go 100% military and 100% spend until I have 5 or 6 colony ships and a constructor. Then I shift to 20/20/60 60% spend.
Tech order:
Straight to Trade (switch to republic immediately)
Straight to Impule Drive
Industrial Theory (manufacturing plants)
Medical Theory -> Environment Control
Tech to Battle Axe
Tech to Frigate and/or Battleship
Once I have a firm military I go back and flesh out needed techs, whether its for more trade or population growth or starbase modules. Whatever I need at that point (games vary from here on out).
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