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Minute Mirage
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Helsinki
Aug 2003 time: 07:31
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quote: Originally posted by Corellion
Quick question... we will finish researching whatever we begin on (IndBase it looks like) before the end of the turnchat. Is there any way I can look ahead to see what our options will be without cheating? |
Given the current choices (Doctrine: Mobility, Information Networks, Industrial Base and Social Psych), I think it's very probable that these are the next choices:
Doctrine: Mobility
Centauri Ecology
Progenitor Psych
Biogenetics
Social Psych
Industrial Economics
Applied Physics.
This is based upon the information gathered in the About beelining to Industrial Automation... thread in the General forum. I'd be very surprised if the technology choices were different.
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Minute Mirage
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Helsinki
Aug 2003 time: 07:31
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quote: Originally posted by Drogue
I disagree strongly. I think we should go Ind Base, Cent Eco, then Ind Econ. We need formers I'd love Ind Auto ASAP, but formers are needed beforre crawlers, else there won't even be forests to crawl.
Ind Base, Cent Eco, Ind Econ, Inf Nets, Plan Nets, Ind Auto - IMHO. |
If you take Centauri Ecology, you'll have to take another tech as well before reaching IA. That is, the beeline will be delayed by one additional tech. If I'm correct, at least.
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Minute Mirage
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Helsinki
Aug 2003 time: 07:31
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quote: Originally posted by Drogue
I don't really mind. IMHO, Ind Auto is useless without Cent Eco. What use are crawlers, that take that many mins, before you have forests, or any decent workers? What use is a Hab Complex when you can't grow? |
That was not meant as a critisism to your plan, I merely wanted to point out that the beeline you suggested is not likely to be quite as straight-forward. Indeed, I usually select Centauri Ecology as my very first technology.
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Kody
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If life's standing still and your soul's confused
Jun 2003 time: 14:31
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Here's three possible options.
Option 1:
* Industrial Base
* Industrial Economics
* Information Networks
* Planetary Networks
* Industrial Automation
* Ecology
You research 3 techs that have negliable value for the hive in the early early game. 4th tech is planetary networks giving Planned, 5th tech is Industrial automation giving wealth (crawlers negliable as no terraforming in place), ecology gives formers.
Option 2
* Information Networks
* Ecology
* Planetary Networks
* Industrial Base
* Industrial Economics
(May need an extra tech researched here if unable to trade)
* Industrial Automation
2nd tech gives you formers and there is time before IA to get some forests in place. 3rd tech gives Planned.
Optimally try to trade for one of the beeline techs. If you manage to trade you don't need to divert from option 2 tech path, as the game will set the traded tech flag and that changes the tech availability formula. This enables IA without an additional tech needed. Otherwise just trade for any single tech. If you trade for two techs outside option 2 tech path, then IA will be disabled.
If you are unable to trade a tech, then you'll have to research an extra tech. What you research will depend on circumstances. The AI tends to horde techs with SP attached, so biogenetics might be a good choice to allow recycling tanks and HGP. The other techs will be easier to trade for, however that's assuming you managed to secure some kind of treaty with an AI.
Option 3
* Industrial Base
* Ecology
* Industrial Economics
* Information Networks
* Planetary Networks
(May need an extra tech researched here if unable to trade)
* Industrial Automation
Not a very good choice, compared to option 2 as you would perfer to be able to run Planned earlier rather than Free market.
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Minute Mirage
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Helsinki
Aug 2003 time: 07:31
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quote: Originally posted by Kody
Optimally try to trade for one of the beeline techs. If you manage to trade you don't need to divert from option 2 tech path, as the game will set the traded tech flag and that changes the tech availability formula. This enables IA without an additional tech needed. Otherwise just trade for any single tech. If you trade for two techs outside option 2 tech path, then IA will be disabled.
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I thought the traded flag is already in place, considering the first tech choices (Doc: Mob, Inf Net, Ind Base, Soc Psych) and that the Hive is in slot 5. I'm assuming here that Darsnan has used CTRL+F2 to give Doctrine: Loyalty to the Hive, which means that trading for techs won't do anything more to the flag.
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Kody
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If life's standing still and your soul's confused
Jun 2003 time: 14:31
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I assumed Darsnan had placed us in slot 1. My mistake.
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GeneralTacticus
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of Melbourne, Australia
Dec 2001 time: 15:31
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quote: Originally posted by Maniac
If you want to organize polls, certainly go ahead Drogue!
Btw, since you're First Secretary of the capital Republic, I guess you're in charge of the formers, not Makahlua. 
GeneralTacticus, if there's gonna be a turnchat anyway, where would you hold it? |
Well, given the time, I wouldn't expect there to be a chat this week, but I'd set up a new #acpsg channel and hold it there.
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All times are GMT. The time now is 05:31. Apolyton Time is 00:31. |
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