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Re: Start colonization help Fri, 14 May 2004 02:28 Go to previous messageGo to previous message
iztok is currently offline iztok

 
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Messages: 1207
Registered: April 2003
Location: Slovenia, Europe
Hi!
Dogthinkers wrote on Fri, 14 May 2004 01:32

Energy is a no brainer, up to around level 10, then construction starts to get to be more effective at increasing resources...
Large freighter tech helps *a lot*.

I'd disagree with energy up to 10. You'd face BIG mineral crunch if not researching large freighters and decent remote miners ASAP. So my path is:
- en-5 (resources),
- con-3 and prop-2 (medium freighter with FM as first pop mover, but don't build much of them),
- en-6 and/or con 8 for LF and SFX,
- elec-4 (maxi-miner-robot (aim at 2-4 robots per average planet, 6-8 for rich),
- then some en (6,7,8 ) and
- straight up to con 12 (UltraStation) around turn 30. Somewhere in between those stages weap-1 and 5 and bio-1 and 2 for terra-3/7.
- Prop-9 for far-going W9 LFs (you'll need those with double the pop growth from Ultras).
- After that en-10 and bio-3 for resources, trade and terra-11 and
- Bio-4 (minelayers) and weap-12 for defense and terra,
- con-13 for BBs and 300/500 gates,
- elec-6 for super-robo-miner (to make them gateable use a single robot in a mini-miner hull, FM of QJ-5 engine).

After I'm through this list (usually turn 40-45) and there's peace in my neighbourhood I'd go for en-15 (resources, terra and trade) and con-17 (DeathStar), while trading for other tech. This way I can usually avoid big iron crunch, and have decent supply of minerals to run colony drive, and even defend myself against a non-determined ("let's just try") attacker.
Well, a bit more than just my 2 cents. Wink
BR, Iztok


[Updated on: Fri, 14 May 2004 02:49]

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