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  #1  
Old January 15th, 2003, 05:55 AM
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Default Re: Galactic Leadership Style

For me I usually get a set of home sectors, get decent defense and get into the race for max tech really quickly (I usually get everything researched in a relatively short time) and then use max techs and massive fleets to attack and conquer the galaxy
Im usually weaker in the beginning, due to the excessive research planets. I usually build all mineral miners on a good planet, and I start building Monoliths on crappier planets, or when it doesnt matter anyhow (Im getting over 1million of each a turn sometimes, so I dont care, just as long they keep coming)
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Old January 15th, 2003, 11:29 AM
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Default Re: Galactic Leadership Style

17 turns is the short run. Think ahead. Monoliths, while taking a little longer to build, make 2700 resources! At 50% conVersion (level 1 converter), that translates to 900 + 1800/2 = 1800 minerals, as opposed to just 1000 from a Mineral Miner. And so what if it takes longer to build them? You should have tons of planets before even beginning to convert to a Monolithic economy, so you should have enough full planets to build ships on. As long as you are at peace, you can build Monoliths with no worries!
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Old January 15th, 2003, 11:48 AM

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Default Re: Galactic Leadership Style

granted, i have not even got that far in my game yet, but isn't storage also going to be a factor? It don't matter if I am producing 1m organics a turn if my organics storage is maxed out. You can only keep what you can hold.
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Old January 15th, 2003, 11:50 AM
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Default Re: Galactic Leadership Style

If you produce more than you can use, you need more space yards.

Converters eliminate surplus in one or 2 areas problems.
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Old January 15th, 2003, 11:56 AM
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Default Re: Galactic Leadership Style

Against the AI:
I like to play Proportions from a one planet, low tech start. I'll get as interesting a quadrant as I can, with NOT all warp points connected, empires allowed to start in the same system, NOT all player planets equal and warp points anywhere in the system.

I'll concentrate on a few key breathables (you sort of have to in proportions), and in my latest game I've taken the 80% planetary capacity trait which really adds challenge: It makes tiny non-breathables practically (but not quite) useless. My goal in this game is to build a ringworld.

I expand quietly, slowly and peacefully, concentrating on infrastructure in order to give the AIs plenty of time to develop the kind of economy/ weaponry that will provide me with a challenge later in the game.

If I find myself trapped in an isolated part of the galaxy with no AIs and no choice but to develop WP openers then so much the better:-) By the time I "break out" there will (hopefully) be a wonderfully advanced alien warmonger on the other side just waiting to give me a decent run for my money.

In these games I don't develop weapons tech at all until first contact or even first combat, and I try not to start wars (but usually finish them=-)
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Old January 16th, 2003, 12:05 AM

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Default Re: Galactic Leadership Style

Against the AI
Never settle in a neutrals system
Never trade for more than resourses
Never build traning facilties
Only use Intel in "counter" mode
Never start a war.
When attacked push the AI back two systems and try to hold it there.
Accept any treaty
Only settle one planet type

[ January 15, 2003, 22:10: Message edited by: Gryphin ]
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Old January 23rd, 2003, 02:40 AM
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Default Re: Galactic Leadership Style

I certainly agree that if you need minerals NOW, mineral miners are the way to go. At least until you have enough minerals/organics/radioactives to build monoliths.

But the 1,000 mineral production of Mineral Miners and the 900 minerals/organics/radioactives production of monoliths can be improved upon.

I may not have the whole picture, so maybe you guys can help me.

Assuming the planetary values of minerals/organics/radioactives are each set at 100, a Mineral Miner3 should be able to produce:

Mineral miners III.............1,000 minerals
Mineral scanner III.............300 minerals
Robotoid Factory III...........300 minerals
Sys robotoid Factory III......300 minerals
Total............................1,900 mineral per facility

Since a monolith produces equal amounts of minerals, organics and radioactives, I will use the acronym MOR to denote the equal production of minerals/organics/radioactives.

Monolith III....................900 MOR
Robotoid Factory III.........270 MOR
Sys robotoid Factory III....270 MOR
Total..........................1,440 MOR per facility

Would this be accurate? Or are there other 'facilities' which will increase resource production.

I understand that racial bonuses and population bonuses will have an effect, but at this point I am just wondering if the above catches all the 'facilities' which a player can construct to increase his resourse production.

[ January 23, 2003, 01:09: Message edited by: tbontob ]
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