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tetleytea
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I play Medium/Crippling on 1.0.4, and I follow what the AI does, only do it faster. Communication+Translator, then Defense, Industrial, Medical, Deflectors, Democracy, Basic Enviro, Nano Metal. All the AI's pay a ton for those, except keep the last three to yourself until you've got the Trade Goods. Democracy and Basic Enviro try to wait till the very last minute to sell, because those actually benefit him. When the AI manages Photons and Phasers, buy those out and research Corvette. Sell. I'll even sell Battleship, if he pays more than the research cost. What do I care, I can off Battleships with Frigates.
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tetleytea
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Lately I've been delaying putting out Constructors. He can have the resources--goal #1 is to get all the Trade Goods. I can always go to war later and take the resources. 1 Frigate takes out an upgraded Starbase easily. That way, if I don't have any Starbases, I don't have to worry about defending them. And then later I've got Impulse, Warp, etc. that gets the Constructors there faster anyway; and those kick-butt modules like Hyper Mining, Nano Mining, Extraction Zeta, etc. start to kick in. And now I'm finding out Shipyards apply to Starbases as well.
There's something to be said for an early Starbase with +5 Def to soak all the Corvette attacks, though. I haven't been able to pull it off yet.
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Harry Seldon
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Birmingham, AL
Oct 2002 time: 05:27
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How do shipyards affect starbases? I thought they only affected the quality of ship built on that planet.
Edit: Serious grammer problems fixed.
Last edited by Harry Seldon on 06-06-2003 at 04:48
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tetleytea
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I haven't tested it myself, but someone else has, after I brought it up. Apparently Starbase hitpoints are a function of the Constructor's hitpoints, which can be increased through Shipyards.
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The Aerain
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usually i try to get bank first because i always do well at colonizing
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