Re: Re: Re: vxma garth vader help
In most cases, I will be hunkered down. Maybe grab a close by system or two if no threats. If playing a tele or maybe a Tol, then I will do things differently. This presumes normal game settings, not some special maps. In a prewarp as well.
Spies, I tend to make them often in the early game. Once I finsih the builds for a given planet it will usually make a spy. I tend to have a planet making spies constantly. especially if creative (no free techs is my goal).
Here is a run for a UniLith:
T38 colonize Scaliger III set to housing, scout can move again
T40 space hydra kills scout at Wain
T41 0/13/3
T42 CS out to Goi (need to extend scouts), srt CS on HW,
0/16/0 0/1/2 0/1/2 0/1/0
T4x colonize Goi, scout can move
Txx R- hulls (may consider Bio as HW full), switch to lab on all, buy on all,
but HW as it is 2 turns for CS
Txx Hali 0/1/0 housing (poor Huge), Naos 0/1/1 spy Pre for AF, Nazin I 0/1/2
spy Pre for Bio as Size 4, Nazin II 0/4/0 Lab
Txx HW finished CS, sent it out and do Lab 0/3/13 one turn.
Now follow this tech run, turns are dependant upon the planets you are dealt, but will be close.
Freighters
Std Cells
Colony Ship
Electronic Comp
Research Labs
R Hull
Auto Fact
Bios
Soil
T84 Laser
T93 Super
T95 B Pods
T98 Spaceport
T102 Robos
T103 Space Academy
T106 Duets
T109 Merc
T110 Augie
T116 Irridium
T121 Fusion Rifle
T123 Tach Comm
T132 Zort
T141 Antimatter Drive
Originally posted by xoham
Can I assume you are hunkered down in one system this whole time then? Otherwise how would you avoid the agression of the other races long enough to obtain the 3500 stuff? If you are not creative, please fill me in on some of your bigger tech decisions. For example. Planetary Supercomputer, Positronic (if I recall correctly).
How many spies do you need to defend against having all your techs looted?
Thanks to everyone else that posted.
Can I assume you are hunkered down in one system this whole time then? Otherwise how would you avoid the agression of the other races long enough to obtain the 3500 stuff? If you are not creative, please fill me in on some of your bigger tech decisions. For example. Planetary Supercomputer, Positronic (if I recall correctly).
How many spies do you need to defend against having all your techs looted?
Thanks to everyone else that posted.
Spies, I tend to make them often in the early game. Once I finsih the builds for a given planet it will usually make a spy. I tend to have a planet making spies constantly. especially if creative (no free techs is my goal).
Here is a run for a UniLith:
T38 colonize Scaliger III set to housing, scout can move again
T40 space hydra kills scout at Wain
T41 0/13/3
T42 CS out to Goi (need to extend scouts), srt CS on HW,
0/16/0 0/1/2 0/1/2 0/1/0
T4x colonize Goi, scout can move
Txx R- hulls (may consider Bio as HW full), switch to lab on all, buy on all,
but HW as it is 2 turns for CS
Txx Hali 0/1/0 housing (poor Huge), Naos 0/1/1 spy Pre for AF, Nazin I 0/1/2
spy Pre for Bio as Size 4, Nazin II 0/4/0 Lab
Txx HW finished CS, sent it out and do Lab 0/3/13 one turn.
Now follow this tech run, turns are dependant upon the planets you are dealt, but will be close.
Freighters
Std Cells
Colony Ship
Electronic Comp
Research Labs
R Hull
Auto Fact
Bios
Soil
T84 Laser
T93 Super
T95 B Pods
T98 Spaceport
T102 Robos
T103 Space Academy
T106 Duets
T109 Merc
T110 Augie
T116 Irridium
T121 Fusion Rifle
T123 Tach Comm
T132 Zort
T141 Antimatter Drive
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