
October 6th, 2002, 04:57 PM
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First Lieutenant
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Join Date: Apr 2002
Location: California
Posts: 790
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Re: Is Emergency Build useless?
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Originally posted by geoschmo:
What is the differance if you build ten ships in the first 10 turns and none in the next ten, or if you build 10 ships over the first two years? I could see if it was the differeance in 10 or 20 colnies. Do you really see a decisive differance in getting the same ten colonies a few turns faster?
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1) you'll have more resources at the end of 20 turns
2) you'll have more spaceyards at the end of 20 turns
3) you'll have been able to establish border colonies up to 10 turns earlier (this is what is most important to me... getting those huge greens before your neighbor puts a domed colony there, or getting to a choke point system before anyone else)
Quote:
Originally posted by geoschmo:
Plus isn't the risk you run pretty substantial? What happens if an enemy race shows up about the time your homeworld heads into a 10 turn phase of slow build? You have no capacity then to throw up any sort of defenses. The enemy could attack with a couple of escorts and at the least blockade your homeworld. Wouldn't that about finish you off?
Geoschmo
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1) few people rush
2) you should have at least 2-3 other spaceyards up and going in your homesystem.
3) if you spent at least one of those ten turns building a base spaceyard, you can emergency build defenses anyway
4) even on slow build, homeworlds can build enough sats or wps to protect from a small attack force
I almost always emergency build at the start, and have never regretted it.
-Spoon
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