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Re: IT gates Wed, 31 March 2004 06:28 Go to previous messageGo to previous message
Staz is currently offline Staz

 
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Messages: 514
Registered: November 2003
Location: UK
Steve1 wrote on Wed, 31 March 2004 11:17


1) As already mentioned by Leit, there's the difficulty with the 512 fleet limit (although admittedly at the start that shouldn't be a problem).


Granted, but you wouldn't actually split your warfleets into 10 parts; maybe three or four. And only for fleets that absolutely have to be at a certain place at a certain time.

Quote:

2) Duplicating, your colonisation is actually quite expensive. It's easy to think that hey you're only sending one extra coloniser/privateer to take a planet, but if you do that for every world that you want to occupy, there's a cost to build into your efforts. Sometimes it might happen to work out that there's two or more suitable colonies in the same direction and in this circumstance it would work very well. Generally for a tri-immune or wide hab race it would be quite a good strategy, but otherwise for most races I don't think the overall game expense of doing such a thing would be worthwhile.


It's only the coloniser I'd double up on; not the privateers. And when the planet is colonised you still have one of the colonisers available; you can re-use this for a later colonisation effort.

Lets say your HW is producing 50K new pop every year. You fire off 2 fleets, each with a coloniser and a privateer. You make sure you split the colonisers out from the privateers 1 turn before arrival. If both colonisers arrive, one will find the planet already colonised, so you just unload it's contents.

Again, I should point out that I've never tried this.

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