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Old March 25th, 2002, 03:51 AM
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Default Re: Opening Strategies

quote:
I must point out that warp point ships openers and closers cost a lot to make and run in rad points. So if you have a game in which these type of ships are important then radioactives become important. "gozguy"

True, stellar manipulation is very Rad expensive, but so what? By the time you get around to using it, you should be making enough Rads to cover the costs, or you should be able to convert Organics or Minerals to Rads to cover the costs. And games where not all warp points are connected are the exception, not the rule.

quote:
4th T. Fighters + Mines = AI's Can't get you.

True, unless you play against good modded AIs, like the TDM ones. If you play against humans, then they won't help you much past the early game.

quote:
I am not sure slow big Colony ships are THE answer. But it might be.

IMO, the answer is Light Cruiser hull colony ships. They are large enough to have stealth armor, a colony module, 6 engines, and leave you with 80 spaces for cargo bays and/or supply storage/solar panels. When you get solar sails, you lose out on one of those cargo bays, but that's not a problem. Med./Large Transports are nice if you want a high starting population, but they get to be expensive.
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