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March 7th, 2001, 08:29 PM
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Corporal
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Join Date: Feb 2001
Location: Maryland
Posts: 52
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Thanked 26 Times in 15 Posts
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Research Strategies
Got the Modpack. My first mod pack. It's terrific. Even managed to LOSE a game where I was too greedy building industry and ran into the Fishheads (Sergetti) before I'd built any war ships.
This is a strategy forum. Yes, I've gone through all the old Posts. I'd like to see more discussion on what people think are the optimal starting strategies for research. After 10 games, I've come to prefer:
Cargo (yes, cargo!), Physics, Physics2, THEN get stuff for decent light cruisers, THEN start ranging across the tech tree to build up industry and special skills.
Does anybody else take Cargo as the first pick? I hate to lose 100s of thousands of minerals, and 100s of thousands of research points by the need to build Storage Center 1s instead of labs early on.
Of course, in a huge galaxy, a case could be made for the EA to take Gas Planet Construction first! That should be cheating.
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March 7th, 2001, 09:06 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
Posts: 779
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Re: Research Strategies
I usually start with a low tech / 100,000 resources (gives extra 100,000 research on first turn) set up. Everything else default. This give you some choice as to the starting techs you want to have.
I'm a PPB believer. I go for Physics I and II right away and Military Science. This gives me PD units and PPB's after that I feel I can defend myself for at least 50-100 turns.
Then I build Research Facilities everywhere.
Don't always win this way though
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March 7th, 2001, 10:09 PM
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Captain
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Join Date: Jan 2001
Location: Texas
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Re: Research Strategies
I like the PPB also. But the very first thing I research is Construction and then Fighters. Rather than build storage facilities, I use the spare resources to build fighters at all my planets that have finished building facilities.
I think fighters are great, cheap defense. Then, you load 90 of them onto a light carrier and go attack the other players.
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March 7th, 2001, 10:40 PM
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Corporal
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Join Date: Nov 2000
Location: New Jersey
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Re: Research Strategies
I start by researching Planetary Weapons, Tractor Beams and Stellar Harnessing... ok, I'm full of it.
I tend to always research: Missiles, Depleted Uranium Cannons, Armor, Shields, Propulsion, Point Defense - with the 100,000 start this means I have a basic warship at my immediate command while I prepare. I then research ships up to Light Cruiser and then focus on DUC and PD, and then Armor and Shields. Then I do whatever is current for the ongoing game
Jason2
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Jason2
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March 7th, 2001, 11:19 PM
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Captain
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Join Date: Jan 2001
Location: Texas
Posts: 830
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Re: Research Strategies
You are the third of fourth person who has talked about researched the Depleted Uranium Cannon. I've never researched them. Are they pretty potent for their research cost?
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March 8th, 2001, 12:42 AM
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Second Lieutenant
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Join Date: Dec 2000
Location: Houston, TX, USA
Posts: 571
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Re: Research Strategies
Depleted uranium cannons are pretty good early in the game and make a nice secondary weapon later on. Or if you want something to shoot at the enemy in between reloads on your heavier weapons it is decent.
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"What do -you- want?" "I'd like to live -just- long enough to be there when they cut off your head and stick it on a pike as a warning to the next ten generations that some favors come with too high a price. I would look up into your lifeless eyes and wave like this..." *waggle* "...can you and your associates arrange that for me, Mr. Morden?"
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...can you and your associates arrange that for me, Mr. Morden?
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March 8th, 2001, 12:47 AM
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Lieutenant General
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Join Date: Dec 2000
Posts: 2,555
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Re: Research Strategies
Depleted Uranium Cannon packs most punch for the buck. It is the cheapest tech in the game and level 5 has damage 40 40 40 40 40. It's something all right.
You have to go much further in APB and other weapons research to beat that DUC, so it is a must for beginning of the game.
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