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Re: 2450 - 59k resources Mon, 14 July 2008 11:47 Go to previous messageGo to previous message
joseph is currently offline joseph

 
Lt. Junior Grade

Messages: 440
Registered: May 2003
Location: Bristol
It gives you an immediate boost which will swiftly be eaten away in the extra cost.
For example if you apply your resources to energy it will take 3 turns to get energy 4
(will have some resources to spare for other things in this)
A cheap En AR would also get energy 4 in 3 turns (with spare resources)

So if you are planning on taking advantage of the early boost you need to do something else with it.
But what (and what kind of race would most benefit?)
I suggest build ships.
Lets take a low growth (all expensive except con) big hab race (say 1 in 2?).
Turn 1 a couple of colony ships and some scouts (existing colony ship colonises blind).
You already have FM for ships so dont need to research that, so
Turn 2 get Con3 any spare resources to colonisers/scouts - 2 colonisers colonise blind unless your single scout has found a good planet).
On average 2 of your colonies should be green (might only be 1, might be 3)
Turn 3 Build MFs and colonisers - research now on energy.

So in turn 4 when the cheap AR is wondering if they want to research prop 2 or con 3 you are already spreading your empire.
Your iron crunch is also likely to be slightly less extreme due to spreading out earlier and not having quite so many resources.

Get con4 when you need it and then con7 for miners (you should save a few resources due to not having to research elec1-3 for miners and bio 1-3 for terraforming and minelayers).
Having weap cheap or expensive is up to you.



Joseph
"Can burn the land and boil the sea. You cant take the Stars from me"

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