 |
|  |
 |
|
Hercules
|
 |
in Tir Na Og
Sep 2002 time: 05:28
|
|
I am interested in the beeline for Secrets tactic. Are you sure about those odds. But I always like to get probes as early as possible.
I think we can be sure the UoP will also beeline for Ind Auto.
No question that our stance is peaceful for the early years. If we don't lose our sloop to an IOD we're likely to be the first to make contact with other factions.
Getting a foothold on a continent or two is also a sound strategy and I like the I tile island approach and boreholes.
You can bury your treasure if you want to. I prefer a sea water cave.
Last edited by Hercules on 16-05-2003 at 04:35
|
|
|  |
 |
|
johndmuller
|
 |
Capitol Hill, Colony of DC
Feb 2001 time: 00:28
|
|
I've never made to much of a study of bee-lines, so I don't know if there is any inherent Pirate advantage in research offerings coming into play here, but barring that, I would think that our chances of getting SoHB first would be kind of slim, what with the University's free tech and NetNodes and the Borg's research bonus, not to mention Miriam starting out with one of the prereqs and likely a running start on the energy/labs production. If either one of our EggHead fellow humans wanted to go that way, I doubt we could beat them. It's going to be a while before we are able to do any terraforming at all, so unless there are a lot of handy energy specials waiting for us, our research will be kind of slow. Since we are starting with 2 techs, our research costs (currently listed at 35 , will be noticibly higher than those with only 1 tech, which will aslo slow us down. I guess that if we were to go for SoHB, we would in effect be betting that the others would all go for Centauri Empathy and would waste their first research on that.
I am pretty sure that the bee llines are not necessarily the same for each faction. I believe that the game mechanics choose research offerings to withhold (i.e. techs that you have the prereqs to research but are not offered) on a strict rotation: each tech is offered for two turns and withheld 1 turn and that each tech is assigned to one of three groups of techs; one of these groups is withheld each turn, rotating through the groups each time you choose, so that you can be confident that a tech will not be withheld twice in a row. There are a two wrinkles in this schema: (1) the rotation advances when you acquire techs by other means, like trading, stealing or pod popping, so if you get 2 techs on the side between research, you will have the same group of techs withheld; and (2) that there is always at least one tech offered and that it is also predetermined in some fashion (perhaps depending on your faction's research preferences or some such); whatever this sequence of 'wild card' techs is, it will lead to a particular tech being exempt from the withholding rotation and so always offered until you research it, at which point another tech will become the wild card. I don't know all the details of this theory, and it does have a few skeptics, but I have been keeping track (albeit imperfectly) of tech offerings in PBEMs for quite a while now and have not seen any evidence to refute it. To the extent that I am able, I will try to keep track in this game too and share whatever insight and suggestions devolve from it. (pardon the ramble if you are already true believers and I have been preaching to the choir).
In addition to SoHB or just going for CentEmpathy, we could consider going for techs that will be unlikely to be researched by others, thus guaranteeing us trade goods and relying on those trades to get the 'normal' techs. This strategy has some risk associated with it, particularly if we turn out to be unable to get any essential techs that way, but as long as we have ships out there (if we lose our initial ship, we are in trouble and I at least, will be cursing Googlie for dropping out our spare), we should be in a position to make a lot of early trades (we may want to consider not trading others' commlinks too readily, keeping a trade monopoly as long as possible), and the risk is probably not too bad.
I'm incllined to vote for CentEmpathy, but I'm not adamantly opposed to one of the other approaches.
|
|
|  |
 |
|
Googlie
|
 |
Commanding Officer, CRYPTEIA
Apr 1999 time: 21:28
|
|
Last edited by Googlie on 14-10-2003 at 21:02
|
|
|  |
 |
|
Googlie
|
 |
Commanding Officer, CRYPTEIA
Apr 1999 time: 21:28
|
|
Last edited by Googlie on 14-10-2003 at 21:03
|
|
|  |
 |
|
johndmuller
|
 |
Capitol Hill, Colony of DC
Feb 2001 time: 00:28
|
|
Is it possible that too much rum and/or too much yo ho ho and/or too much whatever has gotten some of us mixed up between Centauri Ecology and Centauri Empathy ?
I confess that I meant to say Centauri Ecology in my last post; I can't speak for Herc, FF or Maki, but perhaps they were following me down the garden path in 'Ponics Hold #2 (where the loco weed is). Apparently Foolish_Icarus has not yet had enough and so has retained a very un-piratelike degree of lucidity, wondering what the H the rest of us are talking about.
It looks like my likely candidates for the first tech would be Centauri Ecology for Formers, Social Psych for RecComms (and the SoHB Gambit), BioGen for Recyclers (andthe SoHB Gambit) - those would be my leading candidates for the first tech. There are also Industrial Base, Applied Physics, InfoNets and Progen Psych, which IMhO, are less immediately useful, not to say that they are bad techs, only less helpful in getting started.
|
|
|  |
 |
|
Atlantian
|
 |
Under Water Base near North Pole of Chiron
May 2003 time: 05:28
|
|
This is my first time making a comment and I will be refering from the begining of this thread to the current end.
I have seen that you guys rate that this gets number one priority and that gets secondary priority. I see only three levels of priority, High, Medium, and Low. This is what I think should go into each level of priority:
High: Research, Terraforming, Colonization
Medium: Special Projects, Defense Forces (note that this does not include your basic 1 up-to-date defender, just any extra defenders I might have as an extra precausion), Scouting Forces, Base Facilities
Low: Money, Assault Forces, Espionage (never liked it except when I had lots of Money for it to work)
As for the jump for SotHB, i am completly for it. When not being The University (not the ACDG University, but the normal AC University), In a bad start i have a 50/50 chance, and a good game I know I have good chances. I focus on nothing but that. All my bases have Stockpile on. My social engineering is switched to 100% labs.
As for choosing techs, I agree with what you guys have been choosing.
After getting SotHB, I shift to Colonization, returning my Social Engineering back to 50psych/50labs, and build a large number of Colonizers, and then put them in the best visible locations that aren't too far (unless they are worth the trip). With a large faction, research will come mor easily. i usually do this twice, putting the terraformer step in the middle to regrow/grow colonies, doubling up again. 
Once that is done, I build an army of terraformers (if it wasn't done already), and sending 'em out to do my bidding :doitnow:.

Once this is done, i emphisise my medium priorities at the cost of my high priorities. For example, I always have some research production, and if any of the medium priorities helps a high priority, it becomes high. The low priorities are (mostly), only recognized when war happens (not including money). Money just... happens (no, i don't cheat ).
Just letting you know my veiw of things .
|
|
|  |
 |
|
johndmuller
|
 |
Capitol Hill, Colony of DC
Feb 2001 time: 00:28
|
|
There's been some discussion about the research, albeit a bit confusing at times, but I haven't seen any discussion about our first Builds. While we won't have to commit to a research target this next turn (2103) - unless we go out of our way to set it - we will have to decide what to build in each of 2 bases right away (or else lose several mins-worth of production changing our minds).
I'm thinking along the lines of building a Scout in the HQ base on the Nut special (although I will likely put something more expensive in there (like a CommandCenter) while popping that pod, just in case it is a free facility. The logic here is that it will be a cop for the time being at least, so that we can have at least 2 workers (i.e. one on the monolith and the other on a resource special) going before we get a RecComm there, doing it first because the Nut special in the base is going to give us a new citizen pretty quickly.
In the other base, I'm thinking along the lines of a Foil Transport as the first build. We have to have transports to be able to move units like formers or scouts to pop pods (i.e. the one near the proposed HQ), from our bases onto the land to do their things; they also allow us to pop units from sea pods. Hopefully, we can get along with 1 transport between the two bases for a while. Later on, we might want to garrison bases with a transport instead of a soldier insofar as we do not need the police function.
In any case, Base Operations Cap'n Maki will have the final call on the builds, but the more thought we give it beforehand, the less regrets we'll have later, so please chime in on this.
|
|
|  |
 |
|  |
 |
|
Googlie
|
 |
Commanding Officer, CRYPTEIA
Apr 1999 time: 21:28
|
|
Last edited by Googlie on 14-10-2003 at 21:04
|
|
|  |
All times are GMT. The time now is 05:28. Apolyton Time is 00:28. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|