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April 1st, 2003, 08:03 PM
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Private
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Join Date: Nov 2001
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Tips for initial research points.
I have again returned to this question and I have been playing around with dumping all of my intital points into a new colonizing tech.
I am using the Proportions mod with a 3 planet start for players.
On turn 5 the number of planets I am able to colozines usually doubles (I select the tech based on how many planets) and I usually pick up at least 2 large or huge green planets.
Developing this planets seems to pay off in the long run of 5 turns behind in other tech areas.
Srooy that this is a bit incoherent. I am at work and wanted to get this up on the board for some feedback.
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April 1st, 2003, 08:14 PM
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Lieutenant General
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Join Date: Jan 2001
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Re: Tips for initial research points.
Your strategy can work if there are no aggressive neighbours around - however hard you try to make solony world productive, it will take time and if he/she invest in military stuff instead, you may be a history before your first megapolis is build
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It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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April 1st, 2003, 11:01 PM
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Corporal
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Re: Tips for initial research points.
If it only takes you 5 turns to research a colonization tech in the proportions mod, then GO FOR IT.
In the standard game, using 3 starting planets, it would take you 3.3 YEARS (33 TURNS!!) to research another colonization tech. This would slowly decrease as you build more research centers, but it would still stifle you incredibly at the start of the game.
Normally, I'll just explore and trade (or conquer) for them when I find a civilization that has the techs I need.
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-MegaTrain-
Athlon 1.3 GHz running at 1.6 GHz on an iWill KK266
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April 1st, 2003, 11:09 PM
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Lieutenant General
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Re: Tips for initial research points.
Quote:
Originally posted by MegaTrain:
If it only takes you 5 turns to research a colonization tech in the proportions mod, then GO FOR IT.
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There is a good catch here. In Proportions, the presence of a nice "green" planet near to homeworld may not mean much. To make it a thriving productive colony, you must invest a lot of materials (in the way of starliners maintenance), ship a lot of otherwise productive population, build a strong infrastructure and only hundred turns later rip the benefits of your hard labour ! In other words, you may be better off if you only have one good planet nearby then two Sometimes proportions is a very complicated game !
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It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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April 2nd, 2003, 12:11 AM
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Shrapnel Fanatic
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Re: Tips for initial research points.
yes, but in standard game if you have a 255 system map, even if you have a lot of comps, it's still better to research the planet tech, it doubles the number of planets you can have. although i only have regular; the ai may be better in gold.
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April 2nd, 2003, 12:45 AM
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Corporal
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Join Date: Oct 2001
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Re: Tips for initial research points.
Well, AI's (even hostile ones) will gladly trade you colonization techs, although sometimes you have to "sweeten the deal" by throwing in 50000 resources or something piddly like that.
You can even offer a SHIP trade for one of his colonization ships, and trade him an empty cargo vessel or something. Then you analyze the ship for the tech, spread his population around on the appropriate atmosphere worlds, and you're set to go.
I don't think I've EVER actually gained colonization techs through research. (Although unchecking "allow tech trades" hampers this greatly--you have to steal or trade ships, then)
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-MegaTrain-
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April 2nd, 2003, 01:15 AM
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Major General
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Join Date: May 2002
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Re: Tips for initial research points.
You can trade "systems" that you don't have any presence in against colony tech and they might agree to it!
The AI isn't very bright!
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April 2nd, 2003, 01:25 AM
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Sergeant
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Re: Tips for initial research points.
excuse me for jumping the thread, I wonder how people deal with the population in Proportions? The slow growth rate, and high weight takes alot of transports/starliners to move them around. And what is so special with the Starliners, I used regular transport.
Thank you in advance
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April 2nd, 2003, 01:49 AM
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Shrapnel Fanatic
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Re: Tips for initial research points.
Starliners tend to be able to carry more population for fewer tech levels.
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April 2nd, 2003, 11:28 AM
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Shrapnel Fanatic
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Re: Tips for initial research points.
i generally don't take advantage of the ai, so it affects my playing style; i know that if i don't have a challenge i'll get bored-one reason why i have trouble finishing games once i know i can win. and if it's to hard i'll get bored. the squirells will definitly bury my head.
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If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
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