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January 30th, 2002, 07:20 AM
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Shrapnel Fanatic
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Re: Tech Discussion
quote: Roughly 250,000% more
How did you come to that figure?
[ 30 January 2002: Message edited by: Imperator Fyron ]
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January 30th, 2002, 07:28 AM
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National Security Advisor
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Re: Tech Discussion
"cut back on studying time if a student"
Heh, try cutting time in class.
OK, not really. One of my teachers is so boring, and so slow that I've been playing SE4 with have my brain and listening to her with the other half. Didn't miss a thing class-wise, but I think my SE4 playing suffered..
Phoenix-D
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
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January 30th, 2002, 04:48 PM
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Major
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Re: Tech Discussion
Or just forget about school altogether, SE IV is much more fun
We're not being very good role models...
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January 30th, 2002, 05:04 PM
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Shrapnel Fanatic
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Re: Tech Discussion
Getting full game, 10x
Getting mods 20x
Making mods 5x
Getting customer service 5x
Becoming famous 2x.
= 1,000,000%.
Fudge factor 1/4x.
250,000%
So my rough estimate was low. Oh, well. 
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January 30th, 2002, 09:54 PM
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Major
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Re: Tech Discussion
Seriously, back to original questions:
What traits to choose?
A number of AI take the Advanced Storage; gives you extra room for facilities - a good bonus
There's a trait that makes it so you don't need spaceports - decent bonus, as the effect is 1 extra facility slot per system
Propulsion Experts: 1 bonus movement point for your ships. Something I learned back in my Star Fleet Battle days: never give up the initiative (i.e., move faster than your opponent). Or, as my father put it when teaching me how to drive - "He who hesitates is lost" (again, move faster than the other guy).
Personally, I like to increase both research and build rates. So I take the scientist culture, take the trait that lets planetary spaceyards build at 125% normal rate, increase spaceyard rate and research by 20% each, and then take Temporal Knowledge. (Temporal not only gives you better shipyards at the upper levels of the tech, you get the best happiness-increasing facility - and you'll soon learn how important it is to keep the populace happy). Oh, and round off with Propulsion Experts.
But everyone has their own opinion - play a while and figure out what you like.
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January 31st, 2002, 03:16 AM
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General
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Re: Tech Discussion
Also try to align your traits with you culture.( IF you like the role playing )
But the most useless traits are
1. Repair rate
2. Tolerance
3. Ground combat
4. Trade
Bump up your mineral production, maintence and the advanced storage trait is a huge advantage.
I think the spaceport one is a waste of 1000 points since it is only saving you one facility per system. And if you lose it it takes 2 turns to build another.
Most important facility from the advanced techs.
Organic Replicant Centre
or the temperal space yards.
or the .... all depends on your style.
I would play a few games with the 5000 and many advanced traits on until your used to stuff ( just go 100 turns or so ) and then play some games at 2000 and find out what you miss the most.
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Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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