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Old July 9th, 2003, 10:18 AM
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Default Re: Initial Research Priorities

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This list is not all encompassing ...
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Old July 9th, 2003, 12:55 PM
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Default Re: Initial Research Priorities

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Originally posted by Imperator Fyron:
No engine overloading weapons? What, you do not like crippling ships with a single hit?
They no longer skip shields, so they remain marginal at best. Even non-TDM AI's put some supply storage on, it was fun to leave ships dead in space, but that doesn't happen anymore.

Just kidding, it's still a very viable tactic -- just no longer a quick win. I like to get max shield depelters, and max engine destroyers in a large mount. That will take at least one ship out of comission every other combat turn.

[ July 14, 2003, 16:43: Message edited by: Arkcon ]
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Old July 10th, 2003, 01:17 AM

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Default Re: Initial Research Priorities

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Originally posted by Slick:
- Weapon Platforms II and III. Great place to spend extra resources on larger planets
Only on larger plaents? These things are Grrreat! The superior damage and range offered by the larger weapon platforms makes them power fully worthwhile.

If you are playing FQM, with it's generous cargo space, these things are a Must Have. In the unmodded game it can be a difficult decision: one-turn WPs that use up your cargo space without filling themselves out, one-turn WPs that don't use up so much cargo space but don't have the rage, or WPs that take full advantage of your cargo space but will take many turns to produce.

[edit: Whoa, I seem to have gone Sublieutenant while I wasn't looking...]

[ July 09, 2003, 12:21: Message edited by: Loser ]
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Old July 10th, 2003, 01:17 AM
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Default Re: Initial Research Priorities

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Originally posted by Ares:
I was just wondering what an experienced SEIV gamer researchs in the early game (particularly in the first 10 turns or so). There's not much information on research in the FAQ, and this thread may help that.
The first things I research off the bat (assuming a low-tech start) are...

1)Ship Construction
2)Propulsion
3)Projectile Weapons

That way I can build Frigates with DUC II's/III's just in case I run into unfriendly neighbors. It also makes freightors/colonyships slightly cheaper (good when you're in a low-resource start).

After that, it depends on the game size. If I've got some space to grow, I develop infrastructure (Industry, Computers, etc). Otherwise, I try to get good ship tech (Ship Construction, Missiles, etc) for self-defense.
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Old July 9th, 2003, 05:10 PM
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Default Re: Initial Research Priorities

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Originally posted by Loser:
quote:
Originally posted by Slick:
- Weapon Platforms II and III. Great place to spend extra resources on larger planets
Only on larger plaents? These things are Grrreat! The superior damage and range offered by the larger weapon platforms makes them power fully worthwhile.

If you are playing FQM, with it's generous cargo space, these things are a Must Have. In the unmodded game it can be a difficult decision: one-turn WPs that use up your cargo space without filling themselves out, one-turn WPs that don't use up so much cargo space but don't have the rage, or WPs that take full advantage of your cargo space but will take many turns to produce.

[edit: Whoa, I seem to have gone Sublieutenant while I wasn't looking...]

Yes, I was referring to the unmodded game. Note that Advanced Storage Techniques will increase your storage capacity by 20% in the unmodded game. I personally like to keep some free cargo space on planets for emergency unit production so I refrain from putting too many WP's on a planet if they will completely fill the cargo space. Just a personal preference, really. Agreed on the increased WP mount range; it's is great to use those range 8 weapons and the range bonus on a large WP to "reach out and touch someone" at range 14 with a beam weapon (at 5x damage).

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Old July 9th, 2003, 05:32 PM

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Default Re: Initial Research Priorities

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Originally posted by Slick:
Note that Advanced Storage Techniques will increase your storage capacity by 20% in the unmodded game.
Oh, yeah! I am already an AdStoTech junkie. It's good stuff and it loves me when nobody else does.
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Old July 9th, 2003, 05:42 PM
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Default Re: Initial Research Priorities

Quote:
Originally posted by Arkcon:
quote:
Originally posted by Imperator Fyron:
No engine overloading weapons? What, you do not like crippling ships with a single hit?
They no longer skip shields, so they remain marginal at best. Even non-TDM AI's put some supply storage on, it was fun to leave ships dead in space, but that doesn't happen anymore.

Just kidding, it's still a very viable tactic -- just no longer a quick win. I like to get max shield depelters, and max engine destroyers in a large mount. That will take at least one ship out of comission every other combat turn.

Because they no longer skip shields, they are an excellent early game weapon. Propulsion 4, then at least ID 3 (to get to 20 damage) and put them on your destroyers. Will kill early enemy ships and stop fleets dead in their tracks.
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