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Term 130 - 140

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  • Term 130 - 140

    Term 130:
    Started construction of missile ship: Specs -
    Nuclear engine
    Tritanium armor
    No shields
    No Computer
    8 Armored nukes
    15 eccm mirv nukes
    Battlepods
    Reinforced hull
    Heavy armor.

    Turn 131:
    Our scientists have made wonderous discoveries!
    We now possess:
    1)the energy field equivilant to aluminum foil.
    2)Missile electronic counter measures that work on percentages(read: never)
    3)and the somewhat respectable mass drivers.

    Our next spy finished training for the glorious peoples security force.
    The next research topic our unethical scientists talk of is called genetic engineering...

    And finally our design is being updated to include a shield system, perhaps later when the hull is finished we may decide to install a targeting computer and guns.
    1 Armored nuke had to be struck from the design as well as 3 mirv nukes to allow for a shield.

    Turn 132:
    Commisioner Houri has sent us her resume. She reduces pollution by 15%, and I have raised taxes to hire her quickly.

    Turn 133:
    We have hired houri, She has increased production on our homeworld substantially.
    Taxes have of course been lowered.

    Turn 134:
    Our colonies finished a spy and a missile base respectively.

    Turn 135:
    Gravity world finished its biosphere.

    Turn 137:
    Our first colony finished its planetary supercomputer.

    Turn 139:
    Taxes have had to be raised, as improvements are outstripping population.

    Here is the state of things:
    We are 1 turn away from producing a battleship.
    our first colony can now be a research colony.
    Our second colony is setting up to fill out its population
    We have hired houri and replaced galis.

    Here is what I see as potential problems:
    Do we keep Houri or get rid of her? She has increased production, but costs 2 bc per turn. I of course say keep her.

    Do we switch battleship design? There are 3 prospective designs, download the save file and check them out, 1 interceptor carrier, 1 missileship, 1 beam ship.

    I say stay with the missile ship or go to a carrier, only +75 to beams isn't good enough, we need the battlescanner from level 250 physics before we can really count on beams.
    Also, the beam ship is the most expensive.

    Shall we build a colonyship next?(the world above us is relatively safe for the time being, so I say yes here)

    After terraforming what shall be our next research goal(I say we should work towards warp field interdictors, with a quick stop off at physics to get battlescanners).

    anything else I missed?
    Attached Files

  • #2
    Discovery of Advanced magnetism
    Attached Files

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    • #3
      Before houri
      Attached Files

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      • #4
        after houri
        Attached Files

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        • #5
          I think that it goes ok for now ..... If we didn't built those colonies we could have finished off the silicoids by now, but this way it is fine too ;-)
          Against stupidity the very gods themselves contend in vain.

          Comment


          • #6
            Force field tech is useful for another purpose too. It gives the ships great missile defence by using super small autofire mass driver pds, greater shields and lightning field generator later .... We can design some good beam ships with Force Fields III.

            Another good suggestion for the moment is to aim for chemistry -> microlite constructions/nano disasemblers so we may reach new heights in production and greater armor for our ships?

            We may aim for astro university/imperium too, but these will take much more time ...
            Against stupidity the very gods themselves contend in vain.

            Comment


            • #7
              I'd say go for shields III (with the improved MD's at that stage) before we have beam ships. Battle Scanners can go into the queue circa that time as well.

              I'd go nano & microlite afterwards.

              Then I usually go heavy through the construction tree (but then I'm only average at this game -- I'd trust the masters more on that advice.)

              Another colony? Sure if we think that we can defend it -- otherwise we may want another missle boat.
              Those with lower expectations face fewer disappointments

              Comment


              • #8
                Right now, Vela is acting as a choke point for us, that will change which is why interdictors will be necessary later on.

                how is this tech path:
                Terraforming > Battlescanners > class 3 shields > interdictors > zortium

                Also going to interdictors gives us full miniaturization on mass drivers.

                the other path is:
                Terraforming > class 3 shields > battlescanners > zortium > interdictors.

                And a third unmentioned path is fill in the blank:

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                • #9
                  I like your second path better -- the class III shields give the AF Mass Drivers (the real gain IMHO) as well as reasonable (for this time) shields.

                  zortium/microlite/nano is one of the best advances for creatives -- I like all three.
                  Those with lower expectations face fewer disappointments

                  Comment


                  • #10
                    hmm, We'll go with
                    Terraforming > class 3 shields > battlescanners,
                    and then we need a vote on zortium vs Interdictor, or anything else someone can bring to the table.

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                    • #11
                      I haven't gotten a chance to look at the game yet but wouldn't an armor upgrade be more desirable than the ability to slow enemies? The armor should upgrade the bases for better planet defence. As much as I like to fully crush the enemies, keeping them from retreating doesn't seem like a must-have.

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                      • #12
                        interdictors don't prevent retreat, they increase the time it takes an enemy fleet to get to your systems.

                        The armor won't do us any good if the enemy runs circles around our actually fighters, but it is still an open question, do we think that the rocks will get good fuel tech soon? Ill check the save game and see what techs that they do have when we reestablish contact with them.

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                        • #13
                          The AI is not so smart to use such advanced techniques :-) And there is another benefit from going up in the chemistry path - we can replace our mirv nukes with mirv mercs .... both paths are good, and I don't mind walking any of them.
                          Against stupidity the very gods themselves contend in vain.

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                          • #14
                            interdictors will also help us against Antarans. So I think we shall better go for interdictors. This will give us more time to build/buy in case we get attacked.

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                            • #15
                              I thought that equipping a ship with warp interdicters would keep enemy ships from retreating. If this isn't the tech that does this, which one is it? Am I just totally wrong?

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