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Oh crap. Just played a game with the Annihiliators having their bonus fully. The constant pop boom hive held on for a little while, but when they fell the techsteal kicked in and the Annihliators just.. blew every other faction out of the water. The CC and Angels were last to go and the nukes were flying (Roze hit the Annihilator's main project base, but got hit by two nukes in return). By the end (2260), the Annihilators had control of everything and were pumping satellites. But seeing their air power against Roze scared me, lol. Maybe they don't need to start with the Manifold Harmonics and both Psi projects as well as being boosted a lot.
Give em all a nuke or two to start
The Comrades do me proud.Also, are you in need of another faction for your AAR? I have an idea of who could go in, and a very story friendly one: I just need a bit of time to complete it.
Quote from: JarlWolf on August 20, 2013, 06:54:09 AMThe Comrades do me proud.Also, are you in need of another faction for your AAR? I have an idea of who could go in, and a very story friendly one: I just need a bit of time to complete it. I'm kinda doubting my ability to win with a faction which is terrible at building like the AntiMind (-3 Industry and no min bonus, ewww) and the me slot is the only maybe available one. But on the other hand, if I don't have the earlygame power of the AntiMind I am just going to be killed right away by these monsters.Interestingly, the Technos generally lead the powergraph for some time. That's what you get for starting with like 8 colony pods and a load of formers on a fully mag tubed large monsoon jungle with a builder faction.Damn.And yea, the Comrades have an excellent chokepoint with a good productive area behind it, plus I gave them all insta-elite.