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Did you know that Spartans threw their children off a cliff for making references to '300'?
Posts: 654
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Posts: 2,521
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Posts: 654
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Joined: Aug 2010
Yo!
So how about that:
Agenda: Tour de Chiron with gigs involving pillaging, burning and sinking.
On land: bulbed Genites (and later on InVitros) boosted with APC.
On sea: subs.
Optional quest: piss off the planet and farm worms for experience points.
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Iskender Wrote:Agenda: Tour de Chiron with gigs involving pillaging, burning and sinking. Aye. Sounds good enough.
Iskender Wrote:On land: bulbed Genites (and later on InVitros) boosted with APC. Won't work. You start in Expansion Era, everyone will start with Impact Troops (s3) known and a tech and bulb away from Genites. Expect muchos stalemating with plenty of siege tank stand-offs. The earliest you can put sustainable hurt on people is probably Rotors ( Doctrine : Air Power ) and Drop Troops ( Atmospherics )
Iskender Wrote:On sea: subs. Meh, sea is hardly worth the native life trouble. But yes, subs and Wild promoted IoDs that can spread fungus on kelp.
Iskender Wrote:Optional quest: piss off the planet and farm worms for experience points. You've actually got six options how to run stuff.
1) Biodomed
2) Biodomed with Doctor bulbs
3) Terraformed
4) Terraformed with Psych Chaplain bulbs
5) Green
6) Green with Transcend bulbs.
Surprisingly, you can run all of those with satisfying degree of proficiency, but each of them has different early priorities and retooling later on can be rather painful. In general, worms are poor sources of farming xp, due to how psi combat works. Especially if you go for heavy planet aggro.
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Mist Wrote:Aye. Sounds good enough.
Won't work. You start in Expansion Era, everyone will start with Impact Troops (s3) known and a tech and bulb away from Genites. Expect muchos stalemating with plenty of siege tank stand-offs. The earliest you can put sustainable hurt on people is probably Rotors ( Doctrine : Air Power ) and Drop Troops ( Atmospherics )
Rotos seem like a solid core of an effective assault force. Looks like D: Air Power is off any bulbing path so we'd have to research it the slow way while bulbing something else. I'm a sucker for the Doctor path - there's so many goodies around every corner. There will be AIs in the game, if we land close to any we could get some mileage even out of Genites.
The Psych Chaplain path seems to suck if Drop Troopers work as I think, i.e. have to eat a turnful of bunker and tank collateral before attacking. They suck substantially less if paradropping doesn't count as movement for healing purposes. Gotta check that.
Not sure yet about the Transcend path. Isles and Sealurks might be an alternative to Subs for fighting Mardoc on the sea, but I guess you can't really spam them.
Bobchillingworth
Unregistered
Quote:Isles and Sealurks might be an alternative to Subs for fighting Mardoc on the sea, but I guess you can't really spam them.
Isles are only like 26 production, plus you build them with both food & minerals, plus you can run around capturing them in large numbers if you have the right techs, so they're pretty easy to spam. Probably the best naval units, considering how expensive everything from the Destroyer line-onwards is.
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Iskender Wrote:I'm a sucker for the Doctor path - there's so many goodies around every corner. There will be AIs in the game, if we land close to any we could get some mileage even out of Genites. There's one reason I think you should avoid Doctor bulbs, even if you do go for Biodomed. They obsolete cheap infantry, and you absolutely need cheap infantry for military police, otherwise you might as well have no traits at all.
Iskender Wrote:Not sure yet about the Transcend path. Isles and Sealurks might be an alternative to Subs for fighting Mardoc on the sea, but I guess you can't really spam them. Bob's right, native life is one of the most hammer efficient army you can put out, it's just never really cutting edge and falls off the cliff hard if someone starts fielding Psionics. Green is overall a very interesting economy model, especially if you don't aim for Awakening and ignore empath bulbs. Despite all superficial appearances it's not about lots of small poorly developed cities and Santiago can probably run it just slightly worse than Deidre. The key word is "greenwashing", wanna hear some more?
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And for reference from my thread
Quote:[SIZE="4"]Bulbing lists[/SIZE]
Datajack
Doctor
Mogul/Engineer ( surprisingly, they bulb the same stuff )
Psych Chaplain
Scientist
Transcend
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Mist Wrote:There's one reason I think you should avoid Doctor bulbs, even if you do go for Biodomed. They obsolete cheap infantry, and you absolutely need cheap infantry for military police, otherwise you might as well have no traits at all.
How about flamethrowers? They should be around for some time.
Quote:Bob's right, native life is one of the most hammer efficient army you can put out, it's just never really cutting edge and falls off the cliff hard if someone starts fielding Psionics. Green is overall a very interesting economy model, especially if you don't aim for Awakening and ignore empath bulbs. Despite all superficial appearances it's not about lots of small poorly developed cities and Santiago can probably run it just slightly worse than Deidre.
So I take it that this strange native life cap applies only to captured natives and you can spam more in your bases to your heart's contents?
Quote:The key word is "greenwashing", wanna hear some more? :devil
I do like the sound of the 'washing' part  What is it?
Thanks for the bulb lists!
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