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Old November 11, 2003, 19:49   #1
Whoha
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Term 130 - 140
Term 130:
Started construction of missile ship: Specs -
Nuclear engine
Tritanium armor
No shields
No Computer
8 Armored nukes
15 eccm mirv nukes
Battlepods
Reinforced hull
Heavy armor.

Turn 131:
Our scientists have made wonderous discoveries!
We now possess:
1)the energy field equivilant to aluminum foil.
2)Missile electronic counter measures that work on percentages(read: never)
3)and the somewhat respectable mass drivers.

Our next spy finished training for the glorious peoples security force.
The next research topic our unethical scientists talk of is called genetic engineering...

And finally our design is being updated to include a shield system, perhaps later when the hull is finished we may decide to install a targeting computer and guns.
1 Armored nuke had to be struck from the design as well as 3 mirv nukes to allow for a shield.

Turn 132:
Commisioner Houri has sent us her resume. She reduces pollution by 15%, and I have raised taxes to hire her quickly.

Turn 133:
We have hired houri, She has increased production on our homeworld substantially.
Taxes have of course been lowered.

Turn 134:
Our colonies finished a spy and a missile base respectively.

Turn 135:
Gravity world finished its biosphere.

Turn 137:
Our first colony finished its planetary supercomputer.

Turn 139:
Taxes have had to be raised, as improvements are outstripping population.

Here is the state of things:
We are 1 turn away from producing a battleship.
our first colony can now be a research colony.
Our second colony is setting up to fill out its population
We have hired houri and replaced galis.

Here is what I see as potential problems:
Do we keep Houri or get rid of her? She has increased production, but costs 2 bc per turn. I of course say keep her.

Do we switch battleship design? There are 3 prospective designs, download the save file and check them out, 1 interceptor carrier, 1 missileship, 1 beam ship.

I say stay with the missile ship or go to a carrier, only +75 to beams isn't good enough, we need the battlescanner from level 250 physics before we can really count on beams.
Also, the beam ship is the most expensive.

Shall we build a colonyship next?(the world above us is relatively safe for the time being, so I say yes here)

After terraforming what shall be our next research goal(I say we should work towards warp field interdictors, with a quick stop off at physics to get battlescanners).

anything else I missed?
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Old November 11, 2003, 19:50   #2
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Discovery of Advanced magnetism
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Old November 11, 2003, 19:51   #3
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Old November 11, 2003, 19:52   #4
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Old November 12, 2003, 08:17   #5
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I think that it goes ok for now ..... If we didn't built those colonies we could have finished off the silicoids by now, but this way it is fine too ;-)
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Old November 12, 2003, 08:24   #6
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Force field tech is useful for another purpose too. It gives the ships great missile defence by using super small autofire mass driver pds, greater shields and lightning field generator later .... We can design some good beam ships with Force Fields III.

Another good suggestion for the moment is to aim for chemistry -> microlite constructions/nano disasemblers so we may reach new heights in production and greater armor for our ships?

We may aim for astro university/imperium too, but these will take much more time ...
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Old November 12, 2003, 10:57   #7
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I'd say go for shields III (with the improved MD's at that stage) before we have beam ships. Battle Scanners can go into the queue circa that time as well.

I'd go nano & microlite afterwards.

Then I usually go heavy through the construction tree (but then I'm only average at this game -- I'd trust the masters more on that advice.)

Another colony? Sure if we think that we can defend it -- otherwise we may want another missle boat.
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Old November 12, 2003, 11:13   #8
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Right now, Vela is acting as a choke point for us, that will change which is why interdictors will be necessary later on.

how is this tech path:
Terraforming > Battlescanners > class 3 shields > interdictors > zortium

Also going to interdictors gives us full miniaturization on mass drivers.

the other path is:
Terraforming > class 3 shields > battlescanners > zortium > interdictors.

And a third unmentioned path is fill in the blank:
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Old November 13, 2003, 18:29   #9
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I like your second path better -- the class III shields give the AF Mass Drivers (the real gain IMHO) as well as reasonable (for this time) shields.

zortium/microlite/nano is one of the best advances for creatives -- I like all three.
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Old November 13, 2003, 20:29   #10
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hmm, We'll go with
Terraforming > class 3 shields > battlescanners,
and then we need a vote on zortium vs Interdictor, or anything else someone can bring to the table.
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Old November 13, 2003, 21:04   #11
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I haven't gotten a chance to look at the game yet but wouldn't an armor upgrade be more desirable than the ability to slow enemies? The armor should upgrade the bases for better planet defence. As much as I like to fully crush the enemies, keeping them from retreating doesn't seem like a must-have.
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Old November 14, 2003, 02:40   #12
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interdictors don't prevent retreat, they increase the time it takes an enemy fleet to get to your systems.

The armor won't do us any good if the enemy runs circles around our actually fighters, but it is still an open question, do we think that the rocks will get good fuel tech soon? Ill check the save game and see what techs that they do have when we reestablish contact with them.
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Old November 14, 2003, 03:09   #13
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The AI is not so smart to use such advanced techniques :-) And there is another benefit from going up in the chemistry path - we can replace our mirv nukes with mirv mercs .... both paths are good, and I don't mind walking any of them.
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Old November 14, 2003, 05:23   #14
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interdictors will also help us against Antarans. So I think we shall better go for interdictors. This will give us more time to build/buy in case we get attacked.
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Old November 14, 2003, 07:07   #15
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I thought that equipping a ship with warp interdicters would keep enemy ships from retreating. If this isn't the tech that does this, which one is it? Am I just totally wrong?
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Old November 14, 2003, 07:24   #16
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Harry,

first: Good to see you back

Second:

you are thinking of MoO

In MoO2, the interdictor slows down enemy units to 1 Parsec(?) per turn, prior to reach the system.
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Old November 14, 2003, 10:27   #17
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Harry is thinking about the Warp Dissipators that are different from the Warp Interdictors ....
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Old November 14, 2003, 12:10   #18
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Interdictors are mounted on planets, disipators are mounted on ships.
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Old November 14, 2003, 12:23   #19
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Well it is doubtful we will get past shields during the next term, so I'll go ahead and do the next one in about 4 or 5 hours, and we can destroy these other bridges when we come to them.

But should I build a colony ship?
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Old November 14, 2003, 12:25   #20
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I must admit, I thought they didn't exist anymore. But now as you mentioned, yes it still does
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Old November 14, 2003, 15:29   #21
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Quote:
Originally posted by Whoha
... But should I build a colony ship?
I say go ahead -- it is early enough that a missle base (rush built if someone shows on the horizon) on the colony might be able to defend it.
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Old November 15, 2003, 03:19   #22
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I find interdictors particularly useful when I first get them because I can easily defend multiple colonies with a single fleet.
Of course, it's the same later, although in that case it usually allows me to attack without having to think about immediate counterattacks.
I'd say we go with this path:
Terraforming > class 3 shields > battlescanners > zortium > interdictors. (your second).
Vs Mrrshan or Alkari I'd opt for battle scanners first, but Silicoid don't have that good beam defense, so our +75 computers should be enough for the short time it'll take to from class 3 shields to battle scanners. Probably nothing will happen during that time anyway.
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Old November 15, 2003, 13:48   #23
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we made the decision to decide zortium vs interdictor later :P
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