Re: Jumping in at the deep end
Good to know. I've gotten MS2 and will have mil science when the current turn is processed. Is there a significent next step in ship construction I should worry about beyond light cruisers? I know people like them, but I don't know what the next "good level" is, if any.
The fact that I might be in a peaceful situation for a while makes me wonder if economic choices might be best. I'll have to read up on whatever monoliths are, and I'm thinking of getting the atmosphere changing facility I, if it is adequate, since I'm unlikely to capture breathers. Other 'economic' techs developments would be good to know about. I'm browsing the complete tech tree pdf for the stock game, but it's a bit confusing since one only gets the tech names. I've been busy with work and I'm starting to experience the almost amusing sensation of having outplayed my research - that is, I've done very well and gotten very comfortable with my opening game, taken nicely from the book and you folks' kind advice, but I'm suddenly looking at each turn and going, "Oh crud, now what?"
EDIT: Now that I check again, I see that the planetary change techs start with climate control rather than atmosphere changing; I'd confused the two. Drat.
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