Vel,
Thanks for the response. One other reason (at least for me)that difficulties arise is the determination when to develop extensive military. If my mind set is builderesque and using thin expansion then moving onto infrastructure I can be figuratively caught with pants down in the event of premature monomemtum rush. Since the example above deals primarily with MMI/Fusion good weapon tech though I would assume though that time would be available to build that all important Military. Key here is to decide when to move from building butter to guns. The wrong decision can kill. Since I don't play multiplayer I can only assume this decision point is usually made earlier then in Single Player.
[This message has been edited by Ogie Oglethorpe (edited March 30, 2000).]
Thanks for the response. One other reason (at least for me)that difficulties arise is the determination when to develop extensive military. If my mind set is builderesque and using thin expansion then moving onto infrastructure I can be figuratively caught with pants down in the event of premature monomemtum rush. Since the example above deals primarily with MMI/Fusion good weapon tech though I would assume though that time would be available to build that all important Military. Key here is to decide when to move from building butter to guns. The wrong decision can kill. Since I don't play multiplayer I can only assume this decision point is usually made earlier then in Single Player.
[This message has been edited by Ogie Oglethorpe (edited March 30, 2000).]
And that depends on the landmass I start out on, mostly....my goal is to fill it entirely during my first expansion phase....my usual settings are: Huge planet, 50-70% water (gives me a pretty solid chance of being on a decent sized landmass and having it all to myself), lots of erosion (cos I hate having to "see around" all those damned hills), and lots of rainfall. This is ideal for my style of play, because it virtually guarantees that most bases will already have a square that produces 2 nutrients, which frees me up to immediately plant a tree and begin heading toward the new base sites to plant those sensors (giving me a non-snipable, additional 25% defensive bonus). Also, with lots of erosion, there seems to be lots of flat squares, which makes roadbuilding a snap too. All that, coupled with the geometric growth in the early game and the practical inevitability of getting a pretty good spread of nutrient resource bonus squares, and it's not unreasonable to get in the neighborhood of a dozen (or more) bases up and running somewhere in the mid 50's to early 60's.
!
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