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casualGOD
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austin, tx
May 2003 time: 05:28
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Does anyone else save the game on the first turn, explore around to find the juicy planets, then restart and voila you know where to go?
I know its a cheese-strat, but why not right? The comp knows where to go....
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Vanguard
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Monster Island
Apr 1999 time: 05:28
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Build more scouts. That's what they are there for. Scouting.
You want to know where the resources are anyway.
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Hydro
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Winfield, IL, USA
Jun 1999 time: 05:28
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Yes, scouts are key.
At each new planet I build a scout first (until I have about 5), which then make b-lines for planets. Later they survey the galaxy. Their final mission is to park at likely hotspots to see what is going on - fore warned is fore armed.
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MichaeltheGreat
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Apolyton Grand Executioner
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mooning the house that Ruth built.
Oct 1999 time: 21:28
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quote: Originally posted by casualGOD
Its a pain in the ass when you find a planet with a natural 26 that was very close to you but you scouted the wrong way and lost it to some race 2 or 3 sectors away. 
I cant handle that, time to restart and make that planet blue! |
I don't bother, but initially set spending to 100%, taxes to 45%, Military to 100%, forget social, forget research, and crank out scouts. After I've got 4-6 depending on what looks interesting, I go to 50% mil, 50% reseach, and research Propulsion -> Cold Fusion -> Impulse to get a speed advantage.
Then, if you don't mind offending the neighbors , you can fast track to transports, and let the other guys do the colonizing for you - if they're close, they often send undermanned colony ships and don't have any military presence for several turns.
Another way is just to customize the humans for +1 or +2 initial speed.
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tetley
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Since we're on this subject, I just started a Medium, Crippling game that is SO good it's not even fair. But it's perfectly legit. After playing around for a bit, it turns out it's even better than I first thought.
Is there any way I can post this starting position save game? Here's what we're talking: Earth is PQ19. 4 squares away is a PQ26, in a star system where ALL FIVE of the planets are habitable: 26, 17, 16, 15, 15. I won't even give away the rest, since it would be a spoiler.
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tetleytea
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There is one catch to it: there's no nearby Minor Civ. That's starting to hurt in 1.0.4.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:28
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I feel the map is a bit too random, so initial map layout makes initial colonizing a matter of luck. I don't like to restart or Ctrl-N, would hate to save and restart after knowing the map, so I'd like to be able to lower the randomness of the map.
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tetley
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I'm winning Crippling consistently now (1.04), and I think colonizing 13's is a bad idea. 14's, though, I've found are pretty good for farming population, to feed your transports. That way you can leave your real planets alone.
13's and 14's both are probably good for culture-flipping, though. You can develop to 15 and sell it a couple times, if you're pretty sure you can flip it back quickly. I've haven't found that incredibly profitable in 1.0.4--looks like if you have a starbase in the sector, maybe the AI won't want it at all.
On the other hand, colonizing 13's & 14's in your neighbors' star systems to culture flip them is good. The Genius/Incredible AI recognizes culture attacks with starbases, and will declare war on you. But if you take a planet first, maybe he won't; especially if you can flip the sector ownership.
Looks like the trick with selling a PQ15 planet, declaring war and invading, and stealing a tech still works. But you can't steal Battleship/Dreadnaught anymore in 1.0.4.
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tetleytea
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Yeah, the key to farming population on enhanced 14's is realizing there's a 200million/turn cap on population growth. (although with some of the later-game Pop+10 techs I question that) If you have 5 planets, you're never going to grow by more than 1 billion/turn no matter what you do. The 14's let you increase that, at an upfront cost.
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Zootx99
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I usually start the game, then just stare at the screen because I have no clue what to do..:-)
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