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Old February 4th, 2002, 08:33 PM
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LGM LGM is offline
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Default Re: Emergency Build from the Start?

10 Colonizers in 11 turns is worth it! In the early game you want to grow as fast as possible. build cheap Colonizers that you can build in one turn and upgrade them the following turn. The best way to do this is leave off some engines until you get the cost down to where you can build them in one turn under emergency build. After you have built 10 colonizers, you can build more colonizers at one of your new colonies. On your spent world, you can scrap the Ship Yard since it is worthless for 10 turns anyway and during those 10 turns you can build units and replace the scrapped shipyard with another facility type. Keep your shipyards on the perimeter of your empire so you can keep building more colonizers. Hardy Industrialists works well with this strategy. View Small and Tiny red plus worlds as prime shipyard sites to replace the one that you will exhaust using emergency builds. Once you start using up your resources you can slow down how many ship yards employ emergency builds. You can also put queues on hold when resources get low. However, once war becomes likely you cannot afford to have your shipyards in a spent state. I would recommend emergency builds to be used heavily in the first 20 to 30 turns and occassionaly to recolonize an area swept of enemies where you want to get those planets colonizes ASAP.
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Old February 5th, 2002, 11:04 PM

rdouglass rdouglass is offline
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Default Re: Emergency Build from the Start?

I definitely agree w/ LGM. In large-map games, early expansion is critical and is well worth the emergency build downfalls...
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