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Old December 29th, 2000, 04:17 AM

Resident Alien Resident Alien is offline
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Default Re: FAQ...First 50 turns

quote:
Originally posted by Sessile:
I generally pump research points into the applied research field, until I get the second level of research facilities. Tech is such an important advantage in the middlegame that it's worth the initial loss of advantage. The first tech you choose to rsearch receives whatever bonus you picked initially, and choosing AR first makes a big difference in your research curve. The question is, can you hold out against the rest of the creepies till then? Well, CSM escorts can be cranked out pretty quickly, and you should also colonize like mad-- whoever has the biggest facility base in the middlegame will have the overwhleming advantage, since that player will be able to out-produce and research the others. If you have the initial jump in research, you can skew more of the facilities to production, which in turn allows you bigger fleets.




I like the idea of getting Research II early, will try next time.

Here's an example of a research sequence for discussion. This was in a Large Map (175 system) Low Tech start, one planet, Psychic Technology.

Ship (Frigate), Proj Wep, Physics, Psychic Studies, Industry, Proj Wep, Ship (Destroyer), Psychic Study, Proj Wep, computers, psychic weapons, Ship (Light Cruiser), Construction, Mines, Mill Sci, Psychic Tech, Psychic Wep, Astophysics, Stellar Harn, Shields, Point Defense, Sensor, combat support [2405.4]

Also picked up stuff from ruins that helped including one of the other colonization techs.

Had lots of fun with Psychic weapons later on in this game. With Alliance Subverter you can steal the enemy fleets as you attack them. Your fleet gets bigger, they get smaller and you use their ships against them. Nice. And you can send the interesting ones back to get analyzed to steal the tech as well.

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