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#1
by Veteran Za H - 4/18/2003 9:30:36 AM
I would suggest moving Diplomacy up the list, as it can significantly increase your income and spending cap. You'll end up reaching Basic Environment Control earlier that way unless your empire had difficulty expanding. Deflectors are pretty easy to trade for as the AI doesn't seem to value it much, so that is an alternative to spending two turns on it.
The benefits of improved planet class easily outweigh those of a Banking Center on new planets. Not only do you improve the base income by a larger margin, you also increase morale, and probably production. Constructing Habitat Improvements before a Banking Center is the better choice to go. Embassies are a little expensive to build en masse early on, especially when influence doesn't play an important role yet.
I still think +15% PQ is the most powerful bonus in game as everything else can be acquired with wonders and trade goods. The Eye of the Universe is the first wonder I would rush for as well. Sensor drones that can see 18 squares into deep space are just too good to ignore
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#2
by Veteran Za H - 4/18/2003 9:48:48 AM
I should add that as far as required technology for research go, you only need to possess the immediate prerequisites in order to proceed. In other words, if you traded for Deflectors, you can start researching Shields even if you don't have Defense Theory. You can, for example, rush for Warp Drives and Aritificial Gravity and just let the AI worry about Interstellar Tactics. Once you pick that up fromt hem you can get a head start on Battleships while they're still mulling around.
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#6
by Citizen melteye - 7/10/2003 3:54:14 AM
I don't see a +15% PQ anywhere... Only 7%
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what do you consider a 'good' planet?
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