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  • The " book-learning" thread

    edit--post moved to the maritime research thread-- I started this one without seeing that one
    You don't get to 300 losses without being a pretty exceptional goaltender.-- Ben Kenobi speaking of Roberto Luongo

  • #2
    This could be "The Captain's Scrapbook" - wherein are posted all the little tricks and tips we've gained as playing the Pirates - not quite strategy or tactics, more a library of "experiential wisdom"

    Siuch as the one I posted elsewhere - the one-tile landbase with a pressure dome that sailors-by think is a naval base and try to attack it with ships

    Or sinking the land around a monolith by lowering the seashelf so as to get a nautical monolith for repair and upgrades (repair not so much a concern 'cos of the inbuilt naval yards in every base)

    etc

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    • #3
      mmm... I love sinking monoliths! It freaks 'em out and at the same time gives sea units the same bonuses that land units generally get (the upgrade).
      I'm not conceited, conceit is a fault and I have no faults...

      Civ and WoW are my crack... just one... more... turn...

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      • #4
        I almost started a new thread Gameplay Tips and Tricks then I remembered this thread!!

        When you move a crawler to a location where it will convoy a mineral/energy/nut resource, you can activate the crawler that same turn (even if movement points are exhausted) and give it it's "o" command and the resource gets credited the next turn (versus waiting until the next turn to give it its orders)

        G.

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        • #5
          /me nods.

          I knew about this one, I hope we've been using it in our crawler use.
          I'm not conceited, conceit is a fault and I have no faults...

          Civ and WoW are my crack... just one... more... turn...

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          • #6
            Yes we have thats why the crawler on bird island was crawling nuts that previous turn
            On the ISDG 2012 team at the heart of CiviLIZation

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            • #7
              Hmmm... Space is overrated. I know all those comp basses are useless, but, there are times when it is better to have overlapping colonial bounds, by 1 or two, or possibly even 3 tiles to get the maximum potential of each without wasting a nutrient bonus or something like that. Don't be afraid to cram a little.

              Offensive defense... I have found it better to have a more active defense system. not just probes and stuff with alot of defense. Sometimes the difference between winning and loosing is if the enemy is damaged or not. Psi units and units with defence and attack are wonderful for this.
              "War forced us into the seas. When we came back upon the surface, it was a ruined and desolate place. We knew that it was not long before even the most secluded spot in the seas of Earth was polluted, so we left to the the sea of stars. That is how we came to be on Chiron."
              -Dameon McPherson, Leader of the Atlantians, "The Exodus"

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              • #8
                Originally posted by Hercules
                Yes we have thats why the crawler on bird island was crawling nuts that previous turn
                I brought it up 'cos on playing earlier this turn thru to you (to see what the AI was up to) I noticed the crawler on 59:61 flashing - it's on unworked forest and could have been getting 2 mins this turn (open the turn and you'll see what I mean)

                G.

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