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  • #16
    I follow a simple pattern:

    Move units. Terraforming has a set pattern for me depending on terrain.

    Hit F4. Scan bases for hurrying.

    Scan bases for units 1 turn away from completion. Zoom to base and add next production item to queue.

    Scan base names for red names (ie bases garunteed to revolt). Fix them.

    (MP only: zoom to first base, rotate through using arrows to check for bases one turn from growth. Double check drone situation at these bases.)

    hit F2. Check what I'm researching, and how many turns to completion. If 2-3, I play arount with the social engineering settings to see if I can complete it in one turn at the cost of energy.

    Turn Complete
    Fitz. (n.) Old English
    1. Child born out of wedlock.
    2. Bastard.

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    • #17
      Jeez Mis, you should see one of my SP games. I let everything slide, sometimes I have noticed a base on stockpile energy and I have no idea how long it's been doing that I basically try to finish as quickly as possible (I don't know why).
      Once you start down the dark path, forever will it dominate your destiny, consume you it will, as it did Obi Wan's apprentice.

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      • #18
        You're a momentum guy, that's why I'm pure builder ...
        Team 'Poly

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        • #19
          It's nice to know there are people out there worse than me, at any rate....
          We're back!
          http://www.civgaming.net/forums

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          • #20
            Going back to an earlier point, how does everyone handle the design workshop? I hadn't actually noticed that you could turn autodesign off and so end up with units that I never build clogging up the build options screen. Every time you get a tech, do you think 'yippee' and rush off to design new toys, or just redesign as and when needed?

            P.S I've only had the game a couple of months, and, uh, quite like the micromanagement. From you guys, it sounds like there's no cure. For obsessive m.m., Colonisation is the game - all those little colonists with different professions to shuffle round the map.

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            • #21
              Quercus: Greetings from your sister city in Canada

              I micromanage everything.

              1. Identify units for transfering support.

              2. Decide on SE stratagy for next few turns. Check out "F" screens for my faction and others. Contact any factions nescessary.

              3. Identify bases that need crawlers changed for more/less nuts/mins/energy. Move those crawlers.

              4. Move non-military units first, then military 2nd round (In case of worms or other unexpecteds).

              4. Cycle through bases changing workers production, or to specialists to avoid drone riots on growth, ecodamage on growth, or to maintain or quash 2 extra nuts for growth if pop booming.

              5. Cycle through bases doing hurries.

              6. Examine "F" screens of my faction and all infiltratd factions to determine metagame decisions for future.

              7. Contact any factions nescessary.

              To be honest, I don't do all of these if I'm in a hurry. But on a complicated turn, I might doublecheck some twice. Interestingly, I don't design new units when I get the new tech, but when I want a unit I will check out the best design possible then, and make it if nescessary. I prolly should do it when i get the techs, cause sometimes I forget to build a better design for a few turns. (ie deep radar on air, or trance on scouts).
              Team 'Poly

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              • #22
                I turn auto design off but choose the autoprune option.

                I only design units when I want to build something that I don't have a degign for. Or if I want to build a unit, and I have researched better tech since the last build of that type.

                Once you start down the dark path, forever will it dominate your destiny, consume you it will, as it did Obi Wan's apprentice.

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                • #23
                  I normally work with a restricted number of unit designs, updated when I got no tech.
                  A thing I think is useful to give some unit's special names. I do this since in the first games I made mistakes of the use of the similary looking penetrators and interceptors.

                  1. defense garrison
                  1-best-1
                  special abilites changing during the game
                  trance
                  trance + AAA
                  AAA + dissociative wave

                  2. attack rover
                  best weapon no armour
                  special ability nerve gas if I have aliens in the game

                  3. infantry
                  best armour best weapon
                  special ability nerve gas if I have aliens in the game
                  marines special ability when avaliable (or AAA, depends on the game)

                  4. "Slayer"-Rover
                  best armour best weapon
                  special ablity nerve gas if I have aliens in the game
                  second special ablity AAA or diss. wave

                  5. don't forget it: the good ol' Scout patrol
                  1-1-1 trance. It's cheapness is it's power.

                  6. probe team

                  7. probe skimship (very essential)

                  8. conventional missile

                  9. planet buster

                  10. transport ship with best armour

                  11. "Shark" warship
                  best weapon, best armour
                  special ability empath, later marine detachmend
                  second spec. ability AAA

                  12. crawler

                  13. heavy speeder crawler
                  3res-trance-rover-crawler, the rolling savings bank for rushing secret projects

                  14. trawler

                  15. "Painkiller" penetrator
                  best weapon no armour
                  special abilities X gas or soporific gas

                  16. "Terminator" interceptor
                  best weapon no armour

                  17. defense rover
                  laser weapon, best armour
                  special abilities:
                  empath in the early game
                  AAA + drop pods in the later game

                  18. Chopper
                  best weapon no armour
                  special ability nerve and/or soporific gas

                  19. SAM-Chopper
                  best weapon no armour
                  special ability soporific gas

                  20. former

                  21. seaformer

                  22. colony pod

                  23. sea colony pod

                  That is all that I would need in a normal game. Under normal circumstances, I rarely build artillery. Of course, when i got the tech, I build cruisers instead of skimships and hovertanks instead of rovers.
                  But, depending on the strategic situation of the game, I sometimes build some more "esoteric" units:

                  Psi-Defender-Rover
                  2-3res-2-trance+empath
                  as a defender for bases with ecodamage

                  SAM-Rover
                  best weapon no armour, special ability SAM
                  for bases in range of enemy airforce

                  colony pod needlejet
                  very expensive, but sometimes very useful to claim territorry of strategic worth

                  "Alien Surprise"
                  best weapon no armour rover
                  special abilities marine + nerve gas
                  two of them on a transport ship can kill a complete alien pop-8 base in one turn.

                  And there are the funny thingies I like to build in the latest phase of the game. I confess they have no real use, because if you be able to build them, you are only a few turns away from ascendent to transcendece, but they are real fun:

                  "Marr's nightmare"
                  disruptor nervegas gravship
                  30-8res-nerve + soporific gas
                  the thing I would like to dream of when Marr shows up with his battle ogre in 2108!

                  "Flying Fortress"
                  disruptor weapon psi armour gravship
                  special abilities soporific gas and diss. wave
                  this thing is simply invincible


                  2-3r-s

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                  • #24
                    The unit that I use often, which I didn't see on the list, is the drop marine: 6~^-3-1*2 or better. (You generally don't need best weapon or best armor, though it can come in handy when your enemies start to get some tech, if they live that long.)

                    Enemy sea base next to your shore? Empty it with your air force, drop the drop marine onto the shore next to the base and walk in. Enemy base on land? Empty it, then drop in like any normal paratrooper (or drop outside the base's radius, if it's got an Aerospace Complex, then walk in on a road). Enemy sea base in the middle of the ocean? Put the drop marine on a transport and use him like a normal marine.

                    I also like to use AAA drop infantry (no weapon or small weapon, best armor, AAA and drop pods) for taking and holding enemy cities while they still have an active air force. This is especially good if I have the Cloudbase Academy (the captured enemy base will automatically have an Aerospace Complex effect).

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                    • #25
                      Another really handy unit design is the gravship former.

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                      • #26
                        Great list Skanderbeg !!

                        It looks a lot like what I use and I likewise rename certain units (for fun and clarity). It seems that the only units I use a fair bit that you didn't mention (IIRC) are the armoured probe team, armoured trawlers and armoured formers/seaformers.

                        Since I usually have a pretty good handle on where the AI factions' militaries are, I often like to use 3-res trance formers, crawlers and probe teams on the frontiers to minimize the damage done by native life. Losing formers or productive crawlers really bites so one or more units in the immediate area is armoured and a crash upgrade if needed always seems well worth the cash.

                        I have also used this as a method (more rarely) to slow down or stop an invasion. It was great when a 3 res former beat 2 laser rovers and completed a mine while it was doing it. Then an armoured crawler can hold that spot, productively, the same as any military unit and without support issues.

                        More generally, I turn off autoprune and autodesign. Its much easier IMO to simply design what you want. The darn autoprune would keep taking away the 1-1-1 scout and I love building those. The autodesign seems to think that 3 armour (plasma??) is an upgrade from 3 res and never seems to autodesign the special abilities I want.

                        The craziness of the autodesign is highlighted by the fact that neither probe skimships nor seagoing crawlers are ever designed. Does the AI factions build these??-- I've never seen them.

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                        • #27
                          cbn: I have seen the AI build skimship probes once. It was in a scenario game, designed to be really tough, (and one of these days I'll finish designing it, LOL). Sven built *fleets* of them, and sent them in teams against my bases. Very effective. And the only time I've seen the AI do this.

                          I've never seen the AI build sea crawlers, but then very few of the AI factions seem to use crawlers at all, with the exception of Yang who uses them regularly in my experience.
                          Team 'Poly

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                          • #28
                            Gregurabi: The drop marine is a great idea!
                            Ever when I tried to drop in a sea base, I always got a message that it was not possible to drop in seabases.
                            But I haver never thought of trying a drop marine. Thanks for that great tip!

                            grimreap: I agree that gravship formers a great thing, but they come to late in the game to be very useful.
                            The time I was able to build them, I normally have so much "normal" formers which can do the job that I don't need gravship formers.

                            Misotu: I also have seen the AI using a skimship probe one time, and it has also been sven! The reason is simple: Svens ship have marine detachment and can enter other ships. And Sven has entered one of my probe skimship and got it in his design workshop in this way.
                            I think the same thing has happend to You.

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                            • #29
                              In addition to some of what Misotu mentioned, in early game I usually check each base's workers and rearrange to get the best industry output, every turn, all 40+ bases. At least until I get hybrid forest running at which point it doesn't matter where the workers are.

                              My unit designs are mostly like everyone else's with some notable exceptions.

                              Drop colony pod
                              Rover colony
                              Drop pods (space elevator recomended)

                              This one gets very limited use since it's late game and I don't start new bases then.

                              Drop probe team
                              Normal probe team
                              Drop pods
                              Anti-grav struts

                              With elite morale, these have a move of 4.

                              Super Quantum former
                              Hover tank, former-5-3
                              Super former
                              Clean (or drop pods to follow the colony pod to new base site)

                              These are for mass fungus planting in late game.

                              The following are what I use for terrorist activities since they can be used on both hostile and friendly factions without diplomatic penality.

                              Suicide Bomber
                              Hover tank, 24-4-3*4
                              Drop pods (Space elevator recomended)
                              Cloaked

                              Drop into middle of offending units and self distruct. Just like a conventional missle only with a 9 square area of effect. Will not affect units in a base.

                              Torpedo
                              Cruiser, 24-6-6*4
                              Deep radar
                              Clean (recomended although expensive)

                              Used like Suicide bomber only at sea. Psi gates recomended. Build at two or three bases and gate to where ever needed. Remember those 30+ stacks of locusts that have to be killed one at a time? This bad boy takes out all of them along with any of their friends.

                              Sealurks.
                              AI built a sea base on top of your coast base? Build 6 of these, surround the offending base and release all of them into the wild. AI -1 base.

                              Grav Former
                              Gravship former with psi armour.
                              Super former
                              Clean

                              Terraform (or terrorform) all the AI's base squares into fungus. In fact, if you have max tech, the Xenoempathy Dome and the Manifold Harmonics, plant fungus EVERYWHERE.

                              Edit-
                              There's a bug/feature where you can take eco-damage to any level and not have to worry about worm-rape.

                              In the diagram below, worm stacks that appear because of eco-damage will usually appear in the X's if the O's are fungus.

                              O=base squares

                              XXXXXXX
                              XXOOOXX
                              XOOOOOX
                              XOOOOOX
                              XOOOOOX
                              XXOOOXX
                              XXXXXXX

                              If your running a fungus economy, also plant fungus where I have placed X's. Because there's nowhere for 'new' fungus to appear, hence no worm rape.

                              [This message has been edited by Mouse (edited January 08, 2001).]
                              There's no game in The Sims. It's not a game. It's like watching a tank of goldfishes and feed them occasionally. - Urban Ranger

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                              • #30
                                I'm going to have to try exploding units, btw what determines the explosive power of the unit?

                                A possible strategy I've found to control worm rape in the mid game is to leave one square of fungus near your base, new fungus always grows next to an existing piece of fungus if possible, so leave/plant a single square of fungus just outside your base radius, leave a couple of formers where the new fungus will grow (this can be found by trial and error), fungus grows under formers, worms don't appear because of formers, clean up fungus (move formers and kill Fungal Tower if nessecary, then move back and clean fungus). Repeat

                                Ofcourse this only works if you have VERY few VERY high polluting bases, for example OCC's, but in the case of a OCC it is often better to "harvest" the worms for cash.

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