Author
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Topic: Best Tech in the Tree
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Velociryx |
posted 09-22-99 08:51 PM ET
I'd have to cast my vote for Ethical Calculus.....pound for pound, I can think of no better tech advance in the game. The combination of the ability to build Creches and the ability to switch to Dem, effectively means that this single tech grants +4 Growth and +4 Efficiency.....pretty darned impressive for a level two tech....Other ideas or nominations? -=Vel=-
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Y
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posted 09-22-99 09:00 PM ET
Orbital Spaceflight or Centauri Ecology. With OS you can change the tide of the game by launching a couple of planetbusters....hahahahahaha.Centauri Ecology-Need I say more? |
Hydro
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posted 09-22-99 09:51 PM ET
I agree with Y. For the early techs, Centauri Ecology has to be the best. Terraformers are so powerful - if you are a faction without them for the first 20 to 30 turns of the game you can be crippled. A farm or two and expecially forests can change the face of Chiron for a faction.After I am established then Ethical Calculas is very useful indeed, but only after I have my cricial mass of 10 bases. I am loath to give up my 10 free minerals due to support restrictions of Democracy. In the early mid game demo/planned/creche to pop boom is a way for builders to shine. Hydro
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Velociryx
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posted 09-23-99 12:54 AM ET
Yes, it was a tough decision for me between Cent. Ecology and Eth. Calc....they're both so crucial.....I guess in the end I went with Ethical Calc. because it grants both an important SE choice AND a build....but yes, Cent. Ecol. is right up there.....vital!  -=Vel=- |
Schoop
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posted 09-23-99 10:29 AM ET
Doctrine:Air Power wil always be kind of special for me. The first faction with working jets has a great (if temporary) tactical advantage. Environmental Economics is also often my critical point--when those energy restrictions are lifted, I'm in for a ride on the tech-train. |
Bubbe
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posted 09-23-99 01:52 PM ET
Env Eco I agree with Schoop. I usualy get 8-10 times more energy since I mostly play with 50% res stagnation. Lot of time for terraforming little in return  |
jimmytrick
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posted 09-23-99 08:43 PM ET
Top three:Doctrine: Flexibility. Gets you out where the goodies are. Contact and trade tech. Industrial Automation. Crawlers are the great secret weapon and habs to pop boom by. Doctrine Airpower. With noodlejets, rovers and probes you can sweep an large opponent in just a few turns. Game over. |
Krushala
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posted 09-23-99 09:31 PM ET
threshold of transcendence. |
Koshko
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posted 09-23-99 11:37 PM ET
Krushala said what I was going to say. Cen Eco, Eth Cal, and Env Eco are all good. Don't forget Biomachinery for the Cloning Vats. |
NoviceCEO
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posted 09-26-99 08:22 PM ET
I'm now playing a time warp game, my first transcend level game!  Something about the game I noticed is that the the reactor 2 tech (fusion power?) was the one best saved by all the factions, and they wouldn't trade it with me anyway. Possibly in most of the games, this tech is the one that will give a huge military advantage. |
Krushala
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posted 09-26-99 09:46 PM ET
Now for the best early tech. Centauri Ecology. Try winning the game without discovering that one in the first 100 years. It can be done against the weak ai, but not easily. In fact that's a good challenge. |
Compugasm
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posted 10-05-99 10:57 AM ET
Vel "...ability to build Creches and switch to Dem..."I vote Centauri Ecology. You can qwell disturbances with a scout and switching to Democracy to early is actually counter productive unless you have Centauri Ecology.
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