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Re: Timings Sat, 08 August 2009 05:04 Go to previous messageGo to previous message
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Messages: 2765
Registered: October 2004
Location: Third star to the left
Dogthinkers wrote on Sat, 08 August 2009 05:50

I'd be using the spare resources on that final turn to build chaff, not armed starbases.

Or, as long as you're trying to build something useful both in defense and in offense, build minelayers. Twisted Evil

When to start laying mines, and how fast, would be another timing issue in itself. Teleport

Also somewhat related to timing is Diplomacy, that bloodiest of weapons. When do you start making contact or forging partnerships? Ahead of scouting? When your border is well defended and your fleets are ready to pounce? After conflict has already started? Deal



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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