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  #11  
Old January 2nd, 2001, 11:28 PM

Tomgs Tomgs is offline
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Default Re: Racial Tech Advantages

One thing I favor advanced storage techniques over the natural merchant advantage. For the same cost you get an extra space for every 5 slots. So all those tiny breathable or huge nonbreathable worlds get an extra space. Of course you have to take the time to build those spaceports but you will end up with many more extra spaces this way especially in those systems with a few huge worlds. You also get a bigger population so when you take a shipload of people off your home world you don't always get below the population cutoff for production bonuses.

The propulsion advantage is really big expecially in the early parts of the game if you do tactical combat. Most races cannot catch your ship and if you have longer range weapons they will be toast. Even if they outgun you you can outrun them sometimes to save your ship.

[This message has been edited by Tomgs (edited 02 January 2001).]
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  #12  
Old January 3rd, 2001, 03:06 AM

Socialist Socialist is offline
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Default Re: Racial Tech Advantages

i tend to play with + 1 movement..keeps dang missle lovers off me. and Temporal though sometimes Crystal.

i add in maintainence reduction/ and population +

my popoulation grows not just once a year..and i have enough to drain off from homeworld...the temporal weapons are average.but good when you get all your speed techs and run up to any missle lovers.

the earliest tech i go for is PD 5 and deploy enough on each ship..reduces firepower on each.but they all keep fightere and missles at bay..makes organic lovers suck wind when they cant hit diddley then knock shields down and pour in the firepower.

temporal happiness helps too.since i stay bloodthirsty since im going to have to fight usually anyway...hehe
happy bloodthirsty Communal workers..hehe

The Commune Collective..nasty little buggers eheh

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  #13  
Old January 3rd, 2001, 03:14 AM

Socialist Socialist is offline
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Default Re: Racial Tech Advantages

on subject of fighters..i make usually two classes.....Soviets and Red Guard..

add in all to hit bonus's but allways.i mean always keep full complement of fast engines.

(engines and PD 5 lifeblood of non missle players)

always equal to faster to missle guys so y ou can take a few minor hits and run them down like dogs.


the reason for all speed is to get to their carriers and fighters first..you can also hit htem and run if need be..the spread out after attack business if they hav to much defense.

two Groups are workable..standard temperal shield busters (2) on the Soviets..

the one of the rocket one shot per battle
Red Guards..so you can take on super heavies with. 20 at a shot..on standard carrier..so your launched in 5 turns..100 fighers.


speed is much better than not..since you want to reachand hit the enemy first and do more manuevering than the other fellow can.


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  #14  
Old January 3rd, 2001, 03:37 AM

Todd248 Todd248 is offline
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Default Re: Racial Tech Advantages

I'm an organic's nut myself. I'll trim everything and anything to have organics. Organic sats, organic fighters and the population bonus from facilities makes organics the best for my play style. If I have enough points I also go for advanced storage techniques. That allows you to have less systems/planets to defend but still have a booming economy. I tend to trim down strength, trade, rad production and pump mineral production.
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