I've played creative races almost exclusively and it has really prevented me from understanding how to tailor my tech tree development to my race and game environment. So I've outlined a tech tree path for how I would usually attempt to proceed in a non-creative race, turtle strategy game. (Game Parameters: 8 player, Impossible, Average Resources, Pre-warp, Huge galaxy, Antarans attack, tactical, random events, my races tend to be repulsive and I usually take the human picture.)
My planning for a turtle/tech heavy game presupposes two critical phases that my tech development has to be able to deal with.
Phase I (Opening Game) - Main objective is to start maximizing production to build colonizing ships. Secondary task is to get ready to field missile ships if they are necessary. (Latest idea, hold off on building combat ship shells or actual loaded ships, unless attacked. Use self-destructing scouts with an interceptor to defend colonies. If a colony is going to be invaded in 3 or 4 turns get some kamikazes built. Scouts are quick to build and have a powerful, one shot attack if you self destruct them. A handful of these interceptor scout kamikazes might be able to take out the enemies opening game ships (especially if a missile base is on your colony).
Tech path in chronological order:
(The order of these techs can change depending on what kind of start occurs.)
1. Electronic computer (Computers)
2. Research lab (Computers)
3. Reinforced hull (Construction)
4. Automated Factories (Construction)
5. Freighters (Power)
6. Standard Fuel (Chemistry)
7. Colony Ship (Power)
8. Biospheres (Biology)
9. Cloning Center (Biology)
10. This is a hard one for me because I probably won't come back to Chemistry for a while. I want the Neutronium armor, but the map I get might make Deuterium fuel a necessity. So I'm taking Deuterium here. (Chemistry)
11. Pollution Processor (Not with UniTol race), Merculite Missile with a UniTol race (Chemistry)
12. Space Academy (I'm probably starting to build star bases and I like to have these built before my SB). (Sociology)
13. Battle Pods (Construction)
14. This is another hard one. The Spaceport is an empire income boost and Fighter Garrison is an excellent colony defense tech. I could go either way (it really depends on my kamikaze scout defense strategy outcome). (Construction)
15. Robo Miners (Construction)
End Of Phase I. My empire has decent tech for building ships. The number of techs listed may take way too long, though. I'll probably have to throw out cloning center and some others. <-- I'm hoping someone sets me straight on what I've got so far.
Phase II - The main objective here is to prepare to start building a modest Beamer fleet that can cause pain. At this point my turtled empire probably has rising costs so I have to get an income boost, too. Phase II is tough for me. If I haven't made any mistakes in phase I, then I'll definitely go off the rails here. The enemy is usually starting to get frisky at this point. He no longer respects my vicious kamikaze scout fleet (most likely never did). I'm noticing a bunch of Klackon transports sitting about 3 parsecs from one of my decent colonies. However, for the purposes of my tech tree, I'm going to assume that my enemies are inexplicably taking a passive approach and allowing me more time to research empire boosting tech.
16. Neural Scanner (Computers)
17. Positronic Computer or Supercomputer? This one drives me crazy. I want both. I choose Supercomputer, but it's a tough call. After all, I am in Beamer Boat design mode. I'd love opinions on this choice. (Computers)
The last two picks were essentially to get ready for a tech rush. However, I need to grab some more production and income to support my fleet. The order here is another area I'm unsure about. Once I have Phase I production done, should I jump to researching beam tech or strengthening my Empire? (Note: I usually play unification races.)
18. Alien Management (Sociology)
19. Stock Exchange (Sociology)
20. Astro University (Sociology)
21. Galactic Unification (Sociology)
With GU and AU my colonies are midgame powerhouses. However, my beams are non-existent and I have no shields. I suspect this is way too long of a delay. Right about now my colonies are probably dealing with annoying incursions or all out invasions. I'm usually saying something like, "if I can just get to Grav beam and then Class I shield, no wait, I need Neutronium armour, no wait, I need to go for an all out Stellar Converter blitz. . .
I'll leave it there and see what you all have to say so far and because this is usually when things begin to go horribly wrong with my empire. Thanks for any suggestions.
Widget4
My planning for a turtle/tech heavy game presupposes two critical phases that my tech development has to be able to deal with.
Phase I (Opening Game) - Main objective is to start maximizing production to build colonizing ships. Secondary task is to get ready to field missile ships if they are necessary. (Latest idea, hold off on building combat ship shells or actual loaded ships, unless attacked. Use self-destructing scouts with an interceptor to defend colonies. If a colony is going to be invaded in 3 or 4 turns get some kamikazes built. Scouts are quick to build and have a powerful, one shot attack if you self destruct them. A handful of these interceptor scout kamikazes might be able to take out the enemies opening game ships (especially if a missile base is on your colony).
Tech path in chronological order:
(The order of these techs can change depending on what kind of start occurs.)
1. Electronic computer (Computers)
2. Research lab (Computers)
3. Reinforced hull (Construction)
4. Automated Factories (Construction)
5. Freighters (Power)
6. Standard Fuel (Chemistry)
7. Colony Ship (Power)
8. Biospheres (Biology)
9. Cloning Center (Biology)
10. This is a hard one for me because I probably won't come back to Chemistry for a while. I want the Neutronium armor, but the map I get might make Deuterium fuel a necessity. So I'm taking Deuterium here. (Chemistry)
11. Pollution Processor (Not with UniTol race), Merculite Missile with a UniTol race (Chemistry)
12. Space Academy (I'm probably starting to build star bases and I like to have these built before my SB). (Sociology)
13. Battle Pods (Construction)
14. This is another hard one. The Spaceport is an empire income boost and Fighter Garrison is an excellent colony defense tech. I could go either way (it really depends on my kamikaze scout defense strategy outcome). (Construction)
15. Robo Miners (Construction)
End Of Phase I. My empire has decent tech for building ships. The number of techs listed may take way too long, though. I'll probably have to throw out cloning center and some others. <-- I'm hoping someone sets me straight on what I've got so far.
Phase II - The main objective here is to prepare to start building a modest Beamer fleet that can cause pain. At this point my turtled empire probably has rising costs so I have to get an income boost, too. Phase II is tough for me. If I haven't made any mistakes in phase I, then I'll definitely go off the rails here. The enemy is usually starting to get frisky at this point. He no longer respects my vicious kamikaze scout fleet (most likely never did). I'm noticing a bunch of Klackon transports sitting about 3 parsecs from one of my decent colonies. However, for the purposes of my tech tree, I'm going to assume that my enemies are inexplicably taking a passive approach and allowing me more time to research empire boosting tech.
16. Neural Scanner (Computers)
17. Positronic Computer or Supercomputer? This one drives me crazy. I want both. I choose Supercomputer, but it's a tough call. After all, I am in Beamer Boat design mode. I'd love opinions on this choice. (Computers)
The last two picks were essentially to get ready for a tech rush. However, I need to grab some more production and income to support my fleet. The order here is another area I'm unsure about. Once I have Phase I production done, should I jump to researching beam tech or strengthening my Empire? (Note: I usually play unification races.)
18. Alien Management (Sociology)
19. Stock Exchange (Sociology)
20. Astro University (Sociology)
21. Galactic Unification (Sociology)
With GU and AU my colonies are midgame powerhouses. However, my beams are non-existent and I have no shields. I suspect this is way too long of a delay. Right about now my colonies are probably dealing with annoying incursions or all out invasions. I'm usually saying something like, "if I can just get to Grav beam and then Class I shield, no wait, I need Neutronium armour, no wait, I need to go for an all out Stellar Converter blitz. . .
I'll leave it there and see what you all have to say so far and because this is usually when things begin to go horribly wrong with my empire. Thanks for any suggestions.
Widget4
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