moomin suggested a thread about the hardest tech choices. I think that is a good idea because it might reveal some of the strategic thinking and outlook we have.
I have some free time right now, so here are the ones I see as tough choices:
(note: This got real long, so I put the conclusions in a seperate post after this. If you want, skip to the second post.)
Construction
----------------
80: Reinforced Hull vs Anti Missile Rockets: Reinforced is usually the choice, but with all the missiles in early warfare the rockets would be nice.
150: Automated Factories vs Missile Base: Actually not a hard choice, AF are must have that early, but early cheap planet defense would be nice too. Starbases are still too expensive at that point to make easily.
650: Battlestation vs Robo Mining Plant: Same story, the production boost is must have. But sometimes, if not warlord, I could really use the command point boost.
1500: Planet Construction vs Recyclotron: Production boost or more planets for more production? I guess the higher population your worlds, the better the recyclotron.
3500: Core Waste Dump vs Deep Core Mining: A tough one, both are great. If I get waste dump, I don't get atmospheric renewer at 1150 Chemistry, and vice versa.
6000: Advanced City Planning vs Star Fortress: Another tough one. More population = more power, but sometimes command points are so desperately needed.
Power
--------
3500: Energy Absorber vs High Energy Focus vs Megafluxers: Two good specials or more space. I usually go megafluxers, because space is the real limit in starship design.
Chemistry
------------
No hard ones for me here.
Sociology
-----------
Only one choice to even make here.
Computers
--------------
150: Research Lab vs Optronic Computer vs Dauntless: A clear choice, the research lab is must have and usually the first tech you get. But optronic and dauntless are both techs that could really have an effect on early warfare, with its low beam accuracy and heavy use of missiles. They are ones that hurt to pass up.
400: Neural Scanner vs Scout Lab: Again, neural scanner is a clear choice. But this early there may be still-tough monsters guarding great planets, and there is Orion to kill, so scout labs would have been nice (they are useless late game of course).
900: Holo Simulator vs Planetary Supercomputer vs Positronic Computer: A tough one. Supercomputer makes future tech easier to get. But morale can be huge, and since you probably passed up optronic you really need that positronic to switch to beam ships.
2750: Autolab vs Cybertronic vs Structual Analyzer: Another tough one. The analyzer is a great damage special. Autolab and cybertronic are the same story as last time. Generally if it looks like I'm gonna have smaller population, generalist worlds I get positronic and autolab. If I'm gonna have higher population, specialist worlds I get supercomputer and cybertronic.
4500: Galactic Cybernet vs Virtual Reality Network: Morale or research. Later game morale is better, but since it makes sense to research techs that will make future research easier first, I'm often here with plenty left to research.
6000: Achilles Targeting vs Molecular Computer vs Pleasure Dome: Two great combat techs or a big morale boost. I don't have any insight on this one, usually depends on the game I guess.
Biology
---------
80: Biospheres vs Hydroponic: I always go biospheres because population is power, and hydroponics will probably be unnecesary later on. However, early on hydroponic farms are nice to have.
400: Cloning Center vs Soil Enrichment: I usually get cloning center, but this early food is still a problem and soil enrichment would help. The more hydroponic and subterranean farms you use, the less important soil enrichment is.
1500: Subterranean Farms vs Weather Control System: Ok, not a hard choice, but one that depends on your food strategy, breadbasket world vs self suffciency. I think its best to go either biosphere + weather control (breadbasket) or hydroponic + subterranean (self sufficient).
2750: Heightened Intelligence vs Psionics: If you are a dictatorship, this is a real tough one. Another morale vs research choice like in the computer line.
7500: Evolutionary Mutation vs Gaia Transformation: Again not really a hard choice, but I always miss passing up Gaia.
Physics
---------
250: Battle Scanner vs Tachyon Communications vs Tachyon Scanner: A real tough one for me. Early on for beam combat you need that battle scanner. But command points are always needed and you'll miss it later. Even the scanner would be nice for more information / recon.
900: Neutron Blaster vs Neutron Scanner: Since I probably passed on the tachyon scanner, I really want the neutron one. But killing marines is great for capture ships.
1500: Jump Gate vs Sub-Space Communications: Very hard choice. Jump gates are so great for easy defense, but sub-space are the ever valuable command points and the ability to change destinations. You have to plan ahead what you are going to pick at the 15,000 level.
2000: Multi Phased Shields vs Phasors: Defense or offense? I usually get phasors. SP is great, and phasors are the best PD weapon, which gives them a little defensive value also.
6000: Hyper Space Communications vs Mauler Device vs Sensors: A real tough one. The usual command point problem, a killer weapon, or great recon / warning.
15000: Star Gate vs Stellar Converter vs Time Warp: Instant movement is huge, especially when you conquer something deep in enemy spacve. Converters and time warp are both powerful.
Fields
-------
900: Class III Shield vs Radiation Shield: The first worth while shield is important for all your ships. However, if you have a lot of radiated planets or even just one rich radiated planet the radiation shield is important. You have to choose between ship and planet shields 3 times.
2750: Class V Shield vs Gauss Cannon: Decent shields or upgrade your mass drivers? A hard choice if you like the mass driver line.
Thats all of the hard ones, as I see it. I think a lot could be learned from finding out what people consider hard or easy choices, and what is must have.
Sorry this got so long, I guess I'm a typer.
I have some free time right now, so here are the ones I see as tough choices:
(note: This got real long, so I put the conclusions in a seperate post after this. If you want, skip to the second post.)
Construction
----------------
80: Reinforced Hull vs Anti Missile Rockets: Reinforced is usually the choice, but with all the missiles in early warfare the rockets would be nice.
150: Automated Factories vs Missile Base: Actually not a hard choice, AF are must have that early, but early cheap planet defense would be nice too. Starbases are still too expensive at that point to make easily.
650: Battlestation vs Robo Mining Plant: Same story, the production boost is must have. But sometimes, if not warlord, I could really use the command point boost.
1500: Planet Construction vs Recyclotron: Production boost or more planets for more production? I guess the higher population your worlds, the better the recyclotron.
3500: Core Waste Dump vs Deep Core Mining: A tough one, both are great. If I get waste dump, I don't get atmospheric renewer at 1150 Chemistry, and vice versa.
6000: Advanced City Planning vs Star Fortress: Another tough one. More population = more power, but sometimes command points are so desperately needed.
Power
--------
3500: Energy Absorber vs High Energy Focus vs Megafluxers: Two good specials or more space. I usually go megafluxers, because space is the real limit in starship design.
Chemistry
------------
No hard ones for me here.
Sociology
-----------
Only one choice to even make here.
Computers
--------------
150: Research Lab vs Optronic Computer vs Dauntless: A clear choice, the research lab is must have and usually the first tech you get. But optronic and dauntless are both techs that could really have an effect on early warfare, with its low beam accuracy and heavy use of missiles. They are ones that hurt to pass up.
400: Neural Scanner vs Scout Lab: Again, neural scanner is a clear choice. But this early there may be still-tough monsters guarding great planets, and there is Orion to kill, so scout labs would have been nice (they are useless late game of course).
900: Holo Simulator vs Planetary Supercomputer vs Positronic Computer: A tough one. Supercomputer makes future tech easier to get. But morale can be huge, and since you probably passed up optronic you really need that positronic to switch to beam ships.
2750: Autolab vs Cybertronic vs Structual Analyzer: Another tough one. The analyzer is a great damage special. Autolab and cybertronic are the same story as last time. Generally if it looks like I'm gonna have smaller population, generalist worlds I get positronic and autolab. If I'm gonna have higher population, specialist worlds I get supercomputer and cybertronic.
4500: Galactic Cybernet vs Virtual Reality Network: Morale or research. Later game morale is better, but since it makes sense to research techs that will make future research easier first, I'm often here with plenty left to research.
6000: Achilles Targeting vs Molecular Computer vs Pleasure Dome: Two great combat techs or a big morale boost. I don't have any insight on this one, usually depends on the game I guess.
Biology
---------
80: Biospheres vs Hydroponic: I always go biospheres because population is power, and hydroponics will probably be unnecesary later on. However, early on hydroponic farms are nice to have.
400: Cloning Center vs Soil Enrichment: I usually get cloning center, but this early food is still a problem and soil enrichment would help. The more hydroponic and subterranean farms you use, the less important soil enrichment is.
1500: Subterranean Farms vs Weather Control System: Ok, not a hard choice, but one that depends on your food strategy, breadbasket world vs self suffciency. I think its best to go either biosphere + weather control (breadbasket) or hydroponic + subterranean (self sufficient).
2750: Heightened Intelligence vs Psionics: If you are a dictatorship, this is a real tough one. Another morale vs research choice like in the computer line.
7500: Evolutionary Mutation vs Gaia Transformation: Again not really a hard choice, but I always miss passing up Gaia.
Physics
---------
250: Battle Scanner vs Tachyon Communications vs Tachyon Scanner: A real tough one for me. Early on for beam combat you need that battle scanner. But command points are always needed and you'll miss it later. Even the scanner would be nice for more information / recon.
900: Neutron Blaster vs Neutron Scanner: Since I probably passed on the tachyon scanner, I really want the neutron one. But killing marines is great for capture ships.
1500: Jump Gate vs Sub-Space Communications: Very hard choice. Jump gates are so great for easy defense, but sub-space are the ever valuable command points and the ability to change destinations. You have to plan ahead what you are going to pick at the 15,000 level.
2000: Multi Phased Shields vs Phasors: Defense or offense? I usually get phasors. SP is great, and phasors are the best PD weapon, which gives them a little defensive value also.
6000: Hyper Space Communications vs Mauler Device vs Sensors: A real tough one. The usual command point problem, a killer weapon, or great recon / warning.
15000: Star Gate vs Stellar Converter vs Time Warp: Instant movement is huge, especially when you conquer something deep in enemy spacve. Converters and time warp are both powerful.
Fields
-------
900: Class III Shield vs Radiation Shield: The first worth while shield is important for all your ships. However, if you have a lot of radiated planets or even just one rich radiated planet the radiation shield is important. You have to choose between ship and planet shields 3 times.
2750: Class V Shield vs Gauss Cannon: Decent shields or upgrade your mass drivers? A hard choice if you like the mass driver line.
Thats all of the hard ones, as I see it. I think a lot could be learned from finding out what people consider hard or easy choices, and what is must have.
Sorry this got so long, I guess I'm a typer.
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