I usually play Creative, LHW, subbie, -GC, -SD, and the other features vary -- either rep or Low G as the minus & either Uni, Dic/+2prod, and once I’ve tried Aquatic.
Turtle style suits & some hints regarding that:
Try the advanced start sometime -- it feels a lot easier as the computer “gives” a generous start. All the races have 3 ships, and all the planets have battle stations. No one has RLs so these must be built. Anyway Impossible huge feels more like Hard mid size.
As a creative turtle, missile bases make some sense -- in fact I tend to build them as SOP. I tend to put them in the build queue after about 4-6 other buildings (usually prod/growth).
Ship design is BIG. Refitting ships with more guns, better guns, better features with those guns is BIG.
Early research with prewarp is similar to others -- although I go for EC & RL first, (RH)/AF next & then the three space ship techs -- I’m not going to go anywhere until the other stuff is built, so having a scout out there doesn’t add significant value. Next step is a couple techs in the Bio line. Then I’ll start with the 250 research cost techs as the colony bases fill out the home system.
Next comes a couple of techs in the Chem line -- both for the cheap pollution ease & missile boats. After that it might come down to a coin toss. On the one hand, the first three techs in FF will allow Autofire Mass Drivers (with class III shields) -- a nice early BB. In fact I think this BB can usually take out any of the monsters -- thus allowing colonization of nearby nice places that the AI has missed. If however, a couple of missile boat & scout combos can hold the fort, getting the next couple of computer techs is very nice.
Getting Robo & Battle stations follows, and as a turtle I tend to get the next couple of Bio techs (which also improve the spies) for terra forming. After terraforming, I’ll look for the next techs to get Auto Labs, a couple of Chems for Zort/Micro/Nano and another couple of Forcefield techs and Construction techs. This should allow a couple of Missile Titans (with mirv mercs for any planet stuff) and the rest of the fleet will have a number of AF MDs (during the mid game) -- be sure to add the RT/SA -- they make a worthwhile difference.
(I recommend researching Force fields & going the mass driver/Gauss Cannon route for guns up through late mid-game. In fact a single Titan with Autofire Gauss Cannons (with RT, SA, Battle Scanner & the appropriate Cybertronic computer) takes out the Orion guardian with beams to spare.)
This means that Physics (with all of their nice guns) and Power tend to get researched last -- If I’m not going anywhere, getting there fast is not a priority. With any luck, the middle Soc techs might be acquired via other means, saving a tier or two of research.
Turtle style suits & some hints regarding that:
Try the advanced start sometime -- it feels a lot easier as the computer “gives” a generous start. All the races have 3 ships, and all the planets have battle stations. No one has RLs so these must be built. Anyway Impossible huge feels more like Hard mid size.
As a creative turtle, missile bases make some sense -- in fact I tend to build them as SOP. I tend to put them in the build queue after about 4-6 other buildings (usually prod/growth).
Ship design is BIG. Refitting ships with more guns, better guns, better features with those guns is BIG.
Early research with prewarp is similar to others -- although I go for EC & RL first, (RH)/AF next & then the three space ship techs -- I’m not going to go anywhere until the other stuff is built, so having a scout out there doesn’t add significant value. Next step is a couple techs in the Bio line. Then I’ll start with the 250 research cost techs as the colony bases fill out the home system.
Next comes a couple of techs in the Chem line -- both for the cheap pollution ease & missile boats. After that it might come down to a coin toss. On the one hand, the first three techs in FF will allow Autofire Mass Drivers (with class III shields) -- a nice early BB. In fact I think this BB can usually take out any of the monsters -- thus allowing colonization of nearby nice places that the AI has missed. If however, a couple of missile boat & scout combos can hold the fort, getting the next couple of computer techs is very nice.
Getting Robo & Battle stations follows, and as a turtle I tend to get the next couple of Bio techs (which also improve the spies) for terra forming. After terraforming, I’ll look for the next techs to get Auto Labs, a couple of Chems for Zort/Micro/Nano and another couple of Forcefield techs and Construction techs. This should allow a couple of Missile Titans (with mirv mercs for any planet stuff) and the rest of the fleet will have a number of AF MDs (during the mid game) -- be sure to add the RT/SA -- they make a worthwhile difference.
(I recommend researching Force fields & going the mass driver/Gauss Cannon route for guns up through late mid-game. In fact a single Titan with Autofire Gauss Cannons (with RT, SA, Battle Scanner & the appropriate Cybertronic computer) takes out the Orion guardian with beams to spare.)
This means that Physics (with all of their nice guns) and Power tend to get researched last -- If I’m not going anywhere, getting there fast is not a priority. With any luck, the middle Soc techs might be acquired via other means, saving a tier or two of research.
) and everything changed. I started making ships with some punch. I never used to make beamers with fusion beams. I always researched right past it to get to the Gravitron and then had a ship that did like 45 dmg when things were going well.
Playing an well picked race is like cheating against the Ai....playing as uni tele warlord can end the game 100 turns earlier than my current game.... I'll probably get force field early next time I play warlord I guess, just to try out gauss....
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