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  #1  
Old November 28th, 2003, 11:53 AM
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primitive primitive is offline
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Default Re: Starting tactics

Quote:
Originally posted by Imperator Fyron:

quote:
Sure you can, only my way is faster
Not really.
You are more stubborn than an old grumbler thrice your age.

Do the math, its no contest. Every BSY built during the first 10 turns will set you back compared to the “fastest” model. You will have a more compact and secure empire, I’ll give you that. But it will be significantly smaller at turn 30 - 40.

If you don’t want to do the math, I’ll be happy to challenge you (or anyone else believing in the BSY model) to an empire building contest.
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Old November 28th, 2003, 12:25 PM
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Karibu Karibu is offline
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Default Re: Starting tactics

Quote:
Originally posted by primitive:
Small Example:
Huge breathable wanted for research. You have advanced storage tech and decent research bonus (lets use 700 points pr research facility). Difference between building 29 Researh facilities first and then the shipyard and building SY first and then the research facilities (Total buildtime 34 turns).

Difference in research points produced by turn 34: 101 500 Points
Every turn wasted on building defences, colonizers or whatever before starting the facilities: Another 20 300 points down the drain.
That would be wise if you could colonize only that one planet. Consider this:

Turn 8:
Player n 1
Has SY (5 turns) and a colonyship (3 turns)

Player n 2
Has 8 research facilities

Turn 10:
Player n 1
Has 1 SY and 2 research facilities (2 turns) and second planet is colonized

Player n 2
Has 10 research facilities

Turn 20:
Player n 1
Has 1 SY and 22 research facilities (12 in planet A and 10 in planet B)

Player n 2
Has 20 research facilities

Yes, I know things are not this simple, but you get the point. Negleting research at first will expose you fast take over but pays back later with greater industrial base. And greater research.

I would accumulate this up so that you make at least 5 SY's at first 5 planets and then you start building other than SY or colonyships. Risky but pays off if you survive over that period.

[ November 28, 2003, 10:26: Message edited by: Karibu ]
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  #3  
Old November 28th, 2003, 01:37 PM
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Default Re: Starting tactics

I think you misunderstood me

Going for fastest possible expansion needs a lot of SY capacity. My point is: Put your SYs on small planets/moons (first) and don’t waste time building facilities on your valuable planets.
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Old November 28th, 2003, 06:11 PM
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Roanon Roanon is offline
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Default Re: Starting tactics

Quote:
Originally posted by primitive:
You are more stubborn than an old grumbler thrice your age.
Took you a long time to notice
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Old November 28th, 2003, 09:54 PM

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Default Re: Starting tactics

Quote:
Originally posted by primitive:

If you don’t want to do the math
Two players: player 1 builds only colony ships. Player 2 builds two BSY's. First BSY is set to emergency build for more BSY's. Second BSY is set to emergency build colony ships

Turn 5
P1: 5 colony ships
P2: 4 colony ships, 3 BSYs

Turn 11 (homeworld now on slow build):
P1: 10 colony ships
P2: 15 colony ships, 5 BSYs

Player one might have up to 2 more colony ships at this time, depending where he sent his first few colony ships


Quote:
Originally posted by primitive:

I’ll be happy to challenge you (or anyone else believing in the BSY model) to an empire building contest.
How much money do you want to put on it?
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  #6  
Old November 28th, 2003, 09:59 PM

rextorres rextorres is offline
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Default Re: Starting tactics

I always build at least one BSY on my starting planet and then set that to e-build whatever. This strategy has never let me down.

[ November 28, 2003, 20:00: Message edited by: rextorres ]
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  #7  
Old November 28th, 2003, 10:50 PM
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Default Re: Starting tactics

Quote:
Originally posted by rextorres:
This strategy has never let me down.
Means you never have lost a game?
Or means that it worked better than any other strategey *you* could think of?

Clinging to the same old ideas just because they "have always worked" has been the most common reason for empires / armies / companies / whatever to fail for centuries...
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