RefSteel
Pacifistic Technologist
- Joined
- Nov 29, 2007
- Messages
- 257
jmas: Sure; a scanner and laser fit just fine on a destroyer, as long as it doesn't have reserve tanks. In fact, we can make one of these if we feel like it:
I think I'd prefer to wait until some further tech comes in though, and build one with a Scanner, Reserve Tanks, and a single laser (not quite possible right now). In any case, we won't get details of the currently-inbound ship: Even the 12 PewPewPew reinforcements won't arrive in time to help stop the Nexus. Which raises a question: We have 68 fighters sitting over that world, and there's no colship with the Nexus. If the ship attacks instead of retreating, is scouting prevention worth the relations hit (and the lost fighters; we will lose some, at least!) that would ensue if we blow up the ship?
Maniac & everyone: If we do have Rad in our tree, I could make a massive investment and we could potentially research it pretty quickly. If we don't, I'll probably reduce the Toxic defenses to token forces (we can always invade later in the game, assuming eventual war with the Silicoids, if we can steal or trade-for Tox or Rad from somebody) but if we do, is it worth at least trying? Note the one known Toxic that still lacks a colony is Ajax, a Rich 15 beyond the UPs.
Finally: I'm inclined to start Espionage on the Silis, at least once RC3 comes in for computer tech parity. They've got Duralloy, II7, Range 6, Hand Lasers, and IT+10 and +20 (we have no terraforming yet). Oh, and AMR, which we've barely started, and would let us skip to the third rung in our Weapons tree. If others think it's not worth the possibility of a war, please chime in!
I'll probably play sometime tomorrow - possibly late since I work until 8PM PST - as right now I need some sleep, and in any case, I'm hoping for some discussion. As a rough draft though:
Goals for my turn set, 2380-2390:
1) Complete research in Controlled Inferno Environment and seed the new research project.
2) Colonize Beta Ceti, Dolz, Jinga, AND Antares. (Wish me luck on Jinga and Beta Ceti!)
3) Complete research in Improved Industrial Tech 8 and Robotic Controls III, preferably in that order or on the same turn, and make a sizable investment in Inertial Stabilizer.
4) Build a bunch more factories on Vega and (especially) Endoria
5) Don't lose any worlds, and try not to lose a Galactic Election (which is likely to come during my turns)
6) Have fun doing it and (especially) writing the report!
First steps: Kill espionage spending on the Silis for now; landing a spy with one race increases the cost of the first spy for each race below it on the same turn because of a bug in the game, so I'll plant spies one at a time. Design a huge placeholder as an Inferno colship pre-build and stick it in the queue at mature worlds near our target planets. Adjust sliders so each planet is mainly doing just one thing at at time and nobody's overspending (to the extent I can prevent it) on planetology. Reduce Planetology spending in favor of ship prebuilding since the tech is already well into the percentages (this means fiddling with planetary sliders and tech sliders of course) and increase Propulsion spending to receive maximum tripling benefits. Don't end turn yet, awaiting discussion. (Besides, I may think about moving our ships around a little.)
All right. Did I miss anything?
I think I'd prefer to wait until some further tech comes in though, and build one with a Scanner, Reserve Tanks, and a single laser (not quite possible right now). In any case, we won't get details of the currently-inbound ship: Even the 12 PewPewPew reinforcements won't arrive in time to help stop the Nexus. Which raises a question: We have 68 fighters sitting over that world, and there's no colship with the Nexus. If the ship attacks instead of retreating, is scouting prevention worth the relations hit (and the lost fighters; we will lose some, at least!) that would ensue if we blow up the ship?
Maniac & everyone: If we do have Rad in our tree, I could make a massive investment and we could potentially research it pretty quickly. If we don't, I'll probably reduce the Toxic defenses to token forces (we can always invade later in the game, assuming eventual war with the Silicoids, if we can steal or trade-for Tox or Rad from somebody) but if we do, is it worth at least trying? Note the one known Toxic that still lacks a colony is Ajax, a Rich 15 beyond the UPs.
Finally: I'm inclined to start Espionage on the Silis, at least once RC3 comes in for computer tech parity. They've got Duralloy, II7, Range 6, Hand Lasers, and IT+10 and +20 (we have no terraforming yet). Oh, and AMR, which we've barely started, and would let us skip to the third rung in our Weapons tree. If others think it's not worth the possibility of a war, please chime in!
I'll probably play sometime tomorrow - possibly late since I work until 8PM PST - as right now I need some sleep, and in any case, I'm hoping for some discussion. As a rough draft though:
Goals for my turn set, 2380-2390:
1) Complete research in Controlled Inferno Environment and seed the new research project.
2) Colonize Beta Ceti, Dolz, Jinga, AND Antares. (Wish me luck on Jinga and Beta Ceti!)
3) Complete research in Improved Industrial Tech 8 and Robotic Controls III, preferably in that order or on the same turn, and make a sizable investment in Inertial Stabilizer.
4) Build a bunch more factories on Vega and (especially) Endoria
5) Don't lose any worlds, and try not to lose a Galactic Election (which is likely to come during my turns)
6) Have fun doing it and (especially) writing the report!
First steps: Kill espionage spending on the Silis for now; landing a spy with one race increases the cost of the first spy for each race below it on the same turn because of a bug in the game, so I'll plant spies one at a time. Design a huge placeholder as an Inferno colship pre-build and stick it in the queue at mature worlds near our target planets. Adjust sliders so each planet is mainly doing just one thing at at time and nobody's overspending (to the extent I can prevent it) on planetology. Reduce Planetology spending in favor of ship prebuilding since the tech is already well into the percentages (this means fiddling with planetary sliders and tech sliders of course) and increase Propulsion spending to receive maximum tripling benefits. Don't end turn yet, awaiting discussion. (Besides, I may think about moving our ships around a little.)
All right. Did I miss anything?