|
|
|
 |

July 9th, 2003, 09:11 AM
|
 |
Brigadier General
|
|
Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: Initial Research Priorities
Quote:
Originally posted by Ares:
Also (on a completely unrelated note), how many Posts before I get promoted?
|
0 = Private
51 = Corporal
200 = Sergeant
400 = Second Lieutenant
600 = First Lieutenant
800 = Captain
1000 = Major
1250 = Lieutenant Colonel
1500 = Colonel
1750 = Brigadier General
2000 = Major General
2500 = Lieutenant General
3000 = General
3500 = National Security Advisor
4000 = Ruler of the World
Slick.
__________________
Slick.
|

July 9th, 2003, 10:01 AM
|
 |
Brigadier General
|
|
Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: Initial Research Priorities
To answer the original question, I would have to say that there are lots of ways to approach research and you have to tailor your method to the particular in-game conditions. Most important: decide on a goal and maintain focus on it. If you try to research everything at once, you will definitely be behind the power curve when you meet other emipres in combat. This list is not all encompassing and varies slightly depending on the situation at hand.
I will do most of these early. Order will be determined by how soon I meet other empires:
- Construction to get Mines as an early defense
- DUC to at least level IV for my early beam weapon
- Military Science to get Point Defense Cannons to at least level IV
- Ship construction to Light Cruisers, then usually hold off until conflict happens
- Physics, Chemistry for Shields & armor up to a respectible level.
- Spaceyard II to meet ship demands.
- Intel just before I expect to meet another empire, sometimes after
- Cargo to level II for increased supply storage, cargo capacity.
============
Mid game:
- Physics 2 for Phased Polaron Beams up to level 5 then retrofit DUC ships over.
- Mines to at least level III for Minesweeper III for my attack fleets.
- Troops I & Troop Weapons to level 3 for planet capture
- Sensors and Combat Support for Combat Sensors III & ECM III (before attacking anything in earnest)
- Ship Construction to Battlecruiser then usually hold off till end game.
- Remaining colony techs that I haven't been able to beg, borrow or steal to this point
- Military Science 2 for Ship & Fleet training up to level 3, then in late mid-game get Hyper Optics III for anti-cloak scans
- Stellar Harnessing to get Solar Sail III.
- Spaceyard III
- Take Minerals, Org, Rad, Research & Intel to level II facilities (these still can be built in 1 turn) If necessary, go to level III where required.
- Propulsion to Jacketed Photon I before attacking in earnest. Combined with a Solar Sail III, ship speed is super.
- Industry, Computers to whatever level I can get without sacrificing the edge elsewhere. Convert ships to use Master Computer for extra space or protection against Psychic Allegiance Subverters.
- prior to capturing enemy planets, Psychology then get Urban Pac Centers to level III to maintain captured population happy used in conjuction with troops.
==================
End Game:
- Troops to level III for capturing homeworlds.
- Ship Construction to Dreads for heavy fleets
- Shield depleting weapons to Shield Depleter max (I think level V) but not to research Shield Disrupter. Then APB to at least level X, if not max of XII then retrofit over PPB ships.
- Finish out areas of Mid-game which may be still outstanding
===============
Case Basis:
- Stellar Manipulation to supplement production with Monoliths (sparingly, and on high resource worlds); warp opener, warp closer to start working on pathing; Planetmaking out of asteroids.
- Fighters: If you go with fighters, you need lots of numbers so this is a strategic level decision. Don't go half-way or enemy PD will just make your effort wasted.
- Weapon Platforms II and III. Great place to spend extra resources on larger planets
- Repair and Resupply as time permits
================
Throughout:
- Remain flexible to adapt and counter what you see your opponents using.
================
I am no expert, but I hope this helps.
Slick.
__________________
Slick.
|

July 9th, 2003, 10:12 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Initial Research Priorities
No engine overloading weapons? What, you do not like crippling ships with a single hit?
|

July 9th, 2003, 10:18 AM
|
 |
Brigadier General
|
|
Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: Initial Research Priorities
Quote:
This list is not all encompassing ...
|
Slick.
__________________
Slick.
|

July 9th, 2003, 12:55 PM
|
 |
Colonel
|
|
Join Date: Jun 2002
Location: Connecticut
Posts: 1,518
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Initial Research Priorities
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.
[ July 14, 2003, 16:43: Message edited by: Arkcon ]
|

July 10th, 2003, 01:17 AM
|
Colonel
|
|
Join Date: Mar 2002
Location: Colorado
Posts: 1,727
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Initial Research Priorities
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...]
[ July 09, 2003, 12:21: Message edited by: Loser ]
|

July 10th, 2003, 01:17 AM
|
 |
Lieutenant Colonel
|
|
Join Date: Nov 2001
Location: Virginia
Posts: 1,311
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Initial Research Priorities
Quote:
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.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|