OK, this is a new expansion stage strategy I've been thinking with.
Military to 100%. Spending up till you're just making a profit, remembering to take advantage of the early game high morale to put your taxes up.
Go for the most time extensive techs. Get a scout quickly, and put your survey ship on auto survey as quickly as possible.
The idea is to get as many of the 25% bonus's to database as possible, and use those to do your research instead of wasting any money.
This is obviously for trading techs after you come out of the expansion stage, and then researching what you actually want the normal way.
Is this a good idea?
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Aye it is, i do this a lot, i trade things to the AI to fund my research, normall when the year end comes up im doing 60%+ of all research
I save the Research anomalies for the important techs, such as Advanced trade (A Gold mine for selling it on) and the Battleship, Dreadnaught etc.
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#3
by Citizen Tomgi - 4/14/2003 10:36:45 AM
What do you mean save research anomolies? How do you do that? Once you've been there it's gone and as far as I know there's no way to tell beforehand what it will give you.
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#4
by Citizen Comet94 - 11/28/2003 5:16:30 PM
I've tried everything, and I just cant get my planets to do ANY research....HELP!!!
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Comet94 ....do you mean ANY research (as in 0) or just not as much as you want ?
Are you using the sliders on your Domestic screen to divide spending between military, improvements and research ?
Have you build research labs (zero gravity research tech required) ?
Some of the ressources are research boosters.
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I have occasionally parked a survey ship next to a potential research anomaly while finishing a cheap tech in order to try for +25% on an expensive tech. Then I may select the expensive tech instead of the cheaper tech I had expected to go for, pop the anomaly, and if I get the bonus I'll continue the tech. I'm also watching like a (star?)hawk for alien survey ships.
Speaking of starhawks, by the time I have the tech, there are no anomalies left (much less for rangers!) I think it would be nice if some random anomalies popped up from time to time just so there would be a use for the abilities (and some reason to keep patrolling).
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I do the same thing, Hermann. I also tend to run my survey ship(s) manually for quite a while. At least until I've explored the areas around my systems and picked up a few weapons/defense/HP bonuses.
Anomalies do re-spawn in the late game, but they are much less common.
End transmission.
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Anomalies do re-spawn in the late game, but they are much less common. |
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Thanks, CB. I thought I had it happen in one game, but never saw it again, so I thought I had missed something during my early searching.
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That's what you get for winning too quickly...
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As far as I can tell the research works similar to the social projects in that you can research one tech for a while then change to another and the go back to the previous tech and continue from where you left off.
So what I do when I come across a research anomaly while researching some cheap tech is to just switch to the most expensive one I have available and then switch back afterwards. Of course you need to remember which one you're "anomaly researching" for the best effect.
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Peter,
I think, the 25% research bonus is calculated as a 25% addition to the research you have already done on a tech. If you haven't done any research on a tech and find a research anomaly, i don't think it helps you at all.
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Um...can someone confirm or deny this? My impression is that you get a 25% credit toward the current tech even if you have not yet made progress. It wouldn't be that useful a bonus if it works as Aaberg thinks.
As for Peter's question about the most time-intensive tech, that's theoretically true, but if it's the equivalent of evolution control, you may have much higher priorites.
Also, can someone confirm that if you switch techs in mid-stream, you retain your previous progress when you switch back? I think that's true, and I hope that's true. -- HtL
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#17
by Citizen Sirian - 12/5/2003 2:17:17 AM
Oh, and that's one more reason why I'm upset about the tech victory nerf. I had one ubertech game with a massive trading economy on a gigantic map... I saved about seven or eight Unexplained anomalies for the end game, shaved a couple years off the last three techs, plus had 100% break even science spending (my economy was like 10k per turn in trade alone) and I got a tech win in 2206, about fifteen YEARS ahead of my next best tech win. It took major strategy to pull that off, with efficient use of anomalies contributing to my success, and the score I was handed was an insult. Like 15k or something ridiculous. I got mad, reloaded, spammed terror stars, which frankly takes much less skill than what I had accomplished with the tech, and scored 60k, and resubmitted. What a joke. You can see the game in question, it's the only 60k game in my profile. Tell me that ain't broken!
That was a while ago, and I won't touch the tech victory again until they repair it.
- Sirian
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Hmm...I suppose it would be possible to englobe an anomaly to save it for later while protecting it from non-enemy aliens, just like protecting a minor. [Of course when war breaks out my cheap guards usually get shot up, but that's not likely to be done by an alien survey ship...and I usually have *something* with teeth as one of the guards (a single battle cruiser, for example). [Oops. "Englobe?" I was arguing *against* 3-D, for playability reasons. ] -- HtL
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Seems i was wrong with the research anomoly, sorry for that.
I(as vincible said most people probably do) with you - Sirian - in regards to the nerfed score from Beyond Human victory.
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