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  • #16
    Tech that allows you to build locusts, couple of them and go rape some scouts without fear of being probed
    Learn to overcome the crass demands of flesh and bone, for they warp the matrix through which we perceive the world. Extend your awareness outward, beyond the self of body, to embrace the self of group and the self of humanity. The goals of the group and the greater race are transcendant, and to embrace them is to acheive enlightenment.

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    • #17
      Lets see

      MMI-- this one has promise-- drop pods and choppers from the outset-- This combined with being say the gaians would be promising--- build the AC and the CF and have everyone quake before your 1-1-1s and your worms.

      any satellite granting tech-- the problem is that without aerocomplexes you cannot build the satellites

      a high weapon tech--- great idea but after you take out your neigbors, how do you get at the rest of them??-- someone choosing ind auto would leave you in the dust

      The ascent to transcendance-- decent idea but realistically without crawlers you would be hard pressed to rush both SPs needed to transcend quicker than someone else

      Planetary networks-- not much sense if probing is limited

      I would likely choose ind auto and hope that I don't share lands with a high weapon faction. The other thought is centauri ecology to snag the WP and the ability to raise land


      Overall this idea is intriging but it would make for a LOONG game. No pop booms ( no one able to get demo and planned)-- likely no FM, no ability to use facilities to quell drones.

      Wow-- Faction choice would be huge. The cult or gaians would be strong militarily and things like the the Hive's perimeters would render them almost invulnerable to conventional attack except against a faction that chose a weapons tech. Also the drones could be a superpower.


      All I can say is that if tech choices were public knowledge I would want to pick last LOL--
      You don't get to 300 losses without being a pretty exceptional goaltender.-- Ben Kenobi speaking of Roberto Luongo

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      • #18
        I tend to agree with Lazerus. Centauri Genetics gives you Locusts and a SP, the little used Pholus Mutagen, (helps with pollution and +1? to units?).

        As you know LoC can attack, invade and as air units don't have to return to base. So as long as some opponent doesn't choose SOHB you could build up attack strength by sweeping up those supply crawlers and formers.
        On the ISDG 2012 team at the heart of CiviLIZation

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        • #19
          Someone questioned the circumstances of the posted question. Since I started the thread, I'd like to make this clear. The use of probe teams may only be for securing maps, energy, and mind controlling. NO STEALING TECHS!! You choose one tech to help you win the game. YOU CANNOT DEPEND ON UNITY PODS TO GIVE YOU TRANSPORTS OR TECHNOLOGY!! For all intensive purposes, pretend there are none.

          Some things to remember:

          It might seem great to have orbital or advanced spaceflight, but you won't be able to build the satellites without aerospace complexes, which means you need doctrine: airpower. Also, if you have no naval technology, you can't get to people on other continents, which means the only way to win is diplomatically, economically, or ascent to transcendence, and for all of these ways, you need the required tech.

          Another thing. The number of technologies you have is used in the ecological damage equation. This is to simulate the passing of time, and that gradually the infastructure of your society causes eco damage, regardless of minerals and poplulation. If you can't even build hab complexes, don't waste technology to lower eco damage. You'll have none, unless you have industrial automation.

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          • #20
            Originally posted by Flubber
            All I can say is that if tech choices were public knowledge I would want to pick last LOL--
            In that case, players would have to PM to the CMN their choice on first come first serve basis. CMN will never reveal their tech choices so players would have to figure out what others picked via the gameplay. Sounds good?

            I wonder what kind of map although? All factions have their own islands or would all factions be lumped into one huge contient (pagena or something like that)?

            I'm up for this kind of game ha.
            Who is Barinthus?

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            • #21
              It's too bad Graviton Theory and Applied Gravitonics are separate techs, isn't it?

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              • #22
                Hive with Ind Auto would be the best, assuming that everyone was on one continent. Without formers, the only way to improve a base's output will be more crawlers = more scout patrols = eventually spamming everyone to death with waves of 1-1-1 units, while safe behind perimiters.

                -Jam
                1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
                That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
                Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
                Taht 'ventisular link be woo to clyck.

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                • #23
                  Industrial Automation would be good. The Hab complexes would give big benefits in industry. The supply thingys would definitely make up for the formers, but even more importantly, the Planetary Transit System would definitely give any faction a tremendous advantage.

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                  • #24
                    Industrial Automation, DEFINITELY. This gets you: Crawlers, PTS, HAB FACILITIES and the mighty wealth SE.

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                    • #25
                      The problem with ind auto-- or even most techs is how do you win ?? Most victories require a certain tech. The ascent tech lets you win that way BUT I expect that the guy with crawlers would beat you to the ascent after you built the voice LOL.

                      Players can win with flex or centauri ecology as conquest then becomes possible-- although very impractical if anyone else took a weapons tech

                      I am still thinking MMI is the best chance-- the only way that conquest is NOT possible is if some faction is in excess of 8 tiles from everyone else-- It would be a superpowerful starting tech as well since the holder would be able to leapfrog to the choice base sites
                      You don't get to 300 losses without being a pretty exceptional goaltender.-- Ben Kenobi speaking of Roberto Luongo

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                      • #26
                        dont you automatically get the prerequisites for a tech if you steal/find the tech in the game? if so, just get the last tech of the game. Then you have EVERY tech.

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                        • #27
                          no, you don't get prereqs for trading... you can't find any that you can't yet research... I'd either have to go with Automation... Secrets of the Brain, if I get two that way.. realistically, one of the Centauri ones might be nice, or Yang or Lal with the Diplo prereq....

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                          • #28
                            Originally posted by Skanky Burns
                            Whoever can spawn the most 1-1-1's wins.
                            I said NO RUSH >_<

                            (kekekeke?)
                            Trithemius
                            ["Power performs the Miracle." - Johannes Trithemius

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                            • #29
                              If no victory conditions are fulfilled by the end of the game, victory would be determined by score.

                              That most likely means, the one with largest population by 2500 wins -- of course, the limit on total number of bases adds its own difficulties to this...
                              No, I did not steal that from somebody on Something Awful.

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                              • #30
                                Industrial Automation seems most likely to assure victory on a population basis, as it give crawlers for crawling nutrients, the PTS and lesser hab facility. In a game with potentially no facilities (or only one) specialists are going to be the only means of getting your base populations up without riots, though I suppose you could set your psych to 100% as there is no need for science and precious little to buy. I'm not sure how far that would take you with no psych multiplying facilities though, and no terraforming.
                                He's got the Midas touch.
                                But he touched it too much!
                                Hey Goldmember, Hey Goldmember!

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