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Drogue
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Omnipresent conscience
Oct 2002 time: 05:28
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While we have decided to go for Centauri Ecology first, I did quite a bit of planning to see what else we would like. The way I do this, is set target techs, in order, and then build in what I need for them.
This is just an idea, but if it was me, this is what I would do for the CyCon. We start with Information Networks and Applied Physics BTW.
Targets
Centauri Ecology - Formers, Weather Paradigm
Industrial Automation - Crawlers, Hab Complex
Doc Flex - Ships!
Nonlinear Math - Impact (4) weapons to attack PEACE
Gene Splicing - Nutrient restrictions lifted
Ecological Engineering - Terraforming and mineral restrictions, especially if we don't have the Weather Paradigm
Environmental Economics - Tree Farms and energy restrictions
Intellectual Integrity - The Citizen's Defense Force
High Energy Chemistry - Plasma (3) armour, ability to defend ourselves well
Synthetic Fossil Fuels - Missile (6) weapons, the ability to attack well
Cyberethics - Knowledge SE setting
Applied Relativity - The Supercolider
Pre-Sentient Algoristhms - The Hunter Seeker Algorithm
Fusion Power - Fusion Reactor
My reasoning (all just my opinions):
Ind. Auto. is needed ASAP to grow, and as others have said, it should be a priority.
Gene Splicing means we can grow, which is hard with our growth penalty. We should have Weather Paradigm by then, which would give us consensers, and we want to be able to crawl more than 2 nuts.
Eco. Eng. removes the mineral restrictions, allowing us to reap the benefits of mines and boreholes. It also let's us build them, if we missed the Weather Paradigm, which we really should go for IMHO.
H.E.C. is needed for defense, as we could come up against the Hive or someone relatively soon, and we need to be able to defend our bases.
Synth. Foss. Fuels is important for attack. If we want to sue tech steal to any effect, we need a few decent usits soon, and this would give us that. I know it takes time out from our research goals, but in conquering, it coudl help us research quicker.
Intellectual Integrity gives us the Citizen's Defense Force, important for keeping captured bases, and saving many minerals from all our bases.
Cyberethics gives us the Knowledge SE setting, which is much needed for us. We need to beat the UoP!
App. Relativity gives us the Supercolider, which we will need if we are to out tech the UoP. Whoever get's this could run the game, so this could be crucial.
Pre-Sentient Algorithms stops probe attacks, which would give us big advantage against AI with the Googlie probe tweak, and humans who use it a lot. Also would really kill the UoP, who need this.
Fusion Power speaks for itself. The Fusion reactor gives us military supremacy, and is very important and efficient.
A reason for specialising like this is that it also means that we get advanced tech early on, and will likely be able to steal or trade for the earlier techs, that other factions will have.
The reason Biogenetics isn't on there, for the Human Genome Project, is because it will be straight after Ind. Auto. because it goes into getting Gene Splicing.
Thus, the entire list to Fusion Power goes like this:
Techs
Industrial Base
Industrial Economics
Industrial Automation
Doc Flex
Nonlinear Math
Ethical Calculus
Gene Splicing
Ecological Engineering
Environmental Economics
Doctrine Loyalty
Intellectual Integrity
High Energy Chemistry
Synthetic Fossil Fuels
Cyberethics
Polymorphic Software
Advanced Subatomic Theory
Optical Computers
Superconductor
Applied Relativity
Doctrine Flexibility
Adaptive Doctrine
Advanced Military Algorithms
Pre-Sentient Algorithms
Fusion Power
This is just an idea. Please discuss.
Edit: Has been updated.
Edit2: Ecological Engineering and Environmental Economics added (restrictions lifting really helps with techs when using boreholes).
Edit3: Doc Flex added and updated.
Edit4: Non Math added and updated.
Last edited by Drogue on 12-08-2003 at 15:03
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Drogue
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Omnipresent conscience
Oct 2002 time: 05:28
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That is very true, it is a great SP base. However, I disagree with the last part. If we don't bother building a rec tanks, it takes only 22.5 (rounded to 23) turns. It will take us 5 turns (IIRC) to build a rec tanks, thus we get the SP quicker if we build that first. Also, we might build it before we hit 3 people, and then we don't need the rec commons. Thus if we go for Ind Auto, we will be able to crawler rush it, and have it far earlier than if we postpone that, do not crawler rush and build those facilities. Even if we do get Biogen first, it may be quicker to get the SP first, and then build the rec tanks.
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Drogue
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Omnipresent conscience
Oct 2002 time: 05:28
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Personally, though I would go FM eventually, I would start of Planned. We need the Growth, and the ability to explore, at the start. Maybe FM in 60 or 70 years? That is what I would do.
Edit: Please vote in the Tech Poll for our first tech to research.
Last edited by Drogue on 17-05-2003 at 16:21
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Cedayon
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I'm still worried the drones and/or hive are going to snatch up all the good SPs, those industry bonuses can be brutal. We'll have to get a lead by getting the tech earlier than they.
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