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View Poll Results: Am I just an idiot, or is this game hard?
No, this game is rediculously hard. 3 13.04%
Yes. you are just an idiot. 20 86.96%
Voters: 23. You may not vote on this poll

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  #1  
Old November 29th, 2004, 05:21 PM
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Col. Mustard Col. Mustard is offline
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Default Re: Ok...

5000 race points, large cluster, and high number AI's (Usually 18-20 I think)
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  #2  
Old November 29th, 2004, 05:40 PM

rdouglass rdouglass is offline
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Default Re: Ok...

My only comments would be to re-iterate what Slynky said:

Quote:
A lot of 4X games are the same (kind of) in that research is the key to the win. That and a strong economy. If you have that, a fleet to be reckoned with will come.

If your destroyers are up against dreadnaughts, you're seriously behind the expansion/research curve. Higher tech weapons / components / ships rule!!!!

And the part about training, I too consider training to be vital to any sucessful campaign.
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Old November 29th, 2004, 05:55 PM
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Default Re: Ok...

Yes, neutral races and no AI bonus. Actually, I started a new game with some of you people strategies. Let me se how it works before you waste any more time on me lol
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  #4  
Old November 29th, 2004, 08:32 PM
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Default Re: Ok...

Here it is (.emp file attached in zip):
(general details, I just picked the first in each list)
Environment: rock/methane (breathers for this atmosphere are rare - you'll have an easier time finding breathers of other atmospheres to capture)
Culture: Berzerkers, of course
Physical Strength: 50%
Intelligence: 120%
Cunning: 80%
Environmental Resistance: 51%
Reproduction: 109%
Happiness: 100%
Aggressiveness: 80%
Defensiveness: 120%
Political Savvy: 50%
Mining Aptitude: 120%
Farming Aptitude: 80%
Refining Aptitude: 80%
Construction Aptitude: 121% (had some points left over for that Last 1%)
Repair Aptitude: 82% (with berzerkers penalty is exactly 80%)
Maintenance Aptitude: 120%
Advanced Traits: Advanced Storage Techniques, Hardy Industrialists, Deeply Religious, Crystallurgy

This race absolutely depends on the Talisman to have effective ships using direct fire weapons. I would advise you to use missiles until you get the Talisman. Once you do, use only direct fire weapons, and always set your combat ships' strategy to maximum range.

This race has a sufficient construction rate bonus to emergency build colonizers in one turn on the homeworld. Do so for the first 11 turns unless you really need something else pronto. Send at least the first few out exploring (don't forget to load population first). In general, if you don't know of a good planet to colonize, send the colonizer exploring unless you're certain it won't find anything unclaimed.

I strongly suggest building a space yard on every planet you colonize, usually as the Last facility in the queue. Colonize at least one or two tiny or nonbreathables early on to take over for when your homeworld starts slow build.

OT: why does the forum allow attaching .exe's but not .emp's?
Attached Files
File Type: zip 314206-optimized 5000.zip (867 Bytes, 78 views)
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  #5  
Old November 29th, 2004, 08:48 PM

brianeyci brianeyci is offline
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Default Re: Ok...

It normally takes two turns to build a colonizer right? So what we need is 1.5x = 2, which means x = 2/1.5 = 4/3, which is one third. Therefore, you need around 133%, lets make it 135% for easy to remember.

Get hardy industrialists. +25% build rate. use racial points to pump up build rate to 110%. You have 135% build rate, the minimum to build a colonizer in one turn with emergency build.

Brian

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