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.
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