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For the EE which is better: planet or ship tech?

 
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Smiley

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Since: Mar 02, 2005
Posts: 37



(Msg. 1) Posted: Wed Mar 01, 2006 3:45 am
Post subject: For the EE which is better: planet or ship tech?
Archived from groups: alt>games>vgaplanets4 (more info?)

Boring day at work so I thought I'd put a question to the group, see
what people thought. It's a question about strategy and style of play
so I don't expect absolute right or wrong answers, I'm after opinions.

When playing the EE, in the first turn's tech spend do you go for
Planet Tech first or Ship Tech?

Ship tech gets you the rather nice Star Destroyer with its probe
launchers and bio-scanners, great for finding those
slaves/foreigners/whatever-you-want-to-call-thems. As well as being
quite a good fighting ship.

Planet tech gets you pod launchers. Vitally important to get your
troops/battle droids to the enemy so you can enslave them. (dust off
over your HW at this stage is not a good idea) Plus helps speed up
colonizing should you want to.

And please remember that you don't start with a government centre so
the next turn you can send signifcant funds to your Galactic Account is
the end of turn 2, they are available for spending on turn 3 and the
thing in question (pod launcher or ship) is available to be built from
turn 4.

feel free to make your answers as in depth as you want. I've got time
to read today.

Cheers.

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Sparrow

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Since: Mar 01, 2005
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(Msg. 2) Posted: Wed Mar 01, 2006 5:05 am
Post subject: Re: For the EE which is better: planet or ship tech? [Login to view extended thread Info.]
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So wer are talking about the first turn only? Then I would go for hull
tech. Nevertheless, you should get to planet tech 2 quickly, too.

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Smiley

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Since: Mar 02, 2005
Posts: 37



(Msg. 3) Posted: Wed Mar 01, 2006 7:00 am
Post subject: Re: For the EE which is better: planet or ship tech? [Login to view extended thread Info.]
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Sparrow wrote:
> So wer are talking about the first turn only? Then I would go for hull
> tech. Nevertheless, you should get to planet tech 2 quickly, too.


I'd go for the ship tech too, but I was wondering if there were other
opinions out there. And there usually is in VGAP. Smile
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soxee

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Since: Feb 28, 2005
Posts: 150



(Msg. 4) Posted: Wed Mar 01, 2006 1:38 pm
Post subject: Re: For the EE which is better: planet or ship tech? [Login to view extended thread Info.]
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I would go for hull tech. Those probe lauchers will be vital if you
want to launch early attacks. No point in having a pod launcher filled
with troops if you dont know where to send them.

So turn one = hull tech
turn two = planet tech + make as many Star destroyers as you can.
turn three = launch star destroyers keep some at home and equip with
nasty troops and mechs.
Turn four = Assualt the enemy.

this of course is if you dont have the money to do both hull and planet
tech at turn one.
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Smiley

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Since: Mar 02, 2005
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(Msg. 5) Posted: Thu Mar 02, 2006 1:33 am
Post subject: Re: For the EE which is better: planet or ship tech? [Login to view extended thread Info.]
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Hey Soxee. As Kaos points out : you don't have the cash to go for both
at turn 1. And because you don't start with a gov't centre you can't
send cash on the next turn either. If you check my post you'll see that
you can only get ONE of the techs up and operational until turn 5. (all
this assumes normal, unscripted games).

But thanks for the response. I guess you're a fan of lots of Star
Destroyers like me. I like the idea of having hoards of the tough
buggers as quick as possible. Puts the wind up people.
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david_bandy

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Since: Mar 01, 2005
Posts: 126



(Msg. 6) Posted: Thu Mar 02, 2006 9:20 am
Post subject: Re: For the EE which is better: planet or ship tech? [Login to view extended thread Info.]
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david_bandy

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(Msg. 7) Posted: Thu Mar 02, 2006 9:41 am
Post subject: Re: For the EE which is better: planet or ship tech? [Login to view extended thread Info.]
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In another post you complained about how the EE are weak. Now I know
why.

If you play the EE like a 'normal' race they are weak... and you will
lose consistantly.

Build the SD's and 'think aggressive' and you will be rewarded (or you
will die quickly).


Why do you need pod launuchers before turn 10? Sure they would be
nice... but necessary? No.
You have dustoff to form pods of ground attack forces which include
mechs. All other things can be carried in cargo bays of the MIG. Sure
the fuel cost is high, but you can make due if you jump smart and use
the surface fuel on planets.

You can basically ignore growth with the EE and still win a game... but
you have to be really, really aggressive. I'm talking game end by turn
25-30 kind of aggressive. The SD's are key to knowing where to go to
accomplish this goal... and you need to know this by turn 5, when your
SD's are still a high power ship.


By turn 10 you should have enough prisoners on your HW to end all your
cash worries until turn 20ish... and by then victory will only be yours
to lose unless other races attack you in unison (the problem with
looking like you are doing well).
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soxee

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Since: Feb 28, 2005
Posts: 150



(Msg. 8) Posted: Thu Mar 02, 2006 12:32 pm
Post subject: Re: For the EE which is better: planet or ship tech? [Login to view extended thread Info.]
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I forgot about the dustoff device. With this in mind I would certainly
go the hull tech. As to fuel probs well its like the Borg probes during
the start of the game. Equipped with the starting HD's they can only
make one jump, so one has to pray that you keep them jumping from
planet to planet collecting surface fuel. But yes I tend to be an
aggresive player. As my father once said to me during a game of chess,
'attack is the best defence'.

Cheers
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soxee

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Since: Feb 28, 2005
Posts: 150



(Msg. 9) Posted: Thu Mar 02, 2006 12:33 pm
Post subject: Re: For the EE which is better: planet or ship tech? [Login to view extended thread Info.]
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I forgot about the dustoff device. With this in mind I would certainly
go the hull tech. As to fuel probs well its like the Borg probes during
the start of the game. Equipped with the starting HD's they can only
make one jump, so one has to pray that you keep them jumping from
planet to planet collecting surface fuel. But yes I tend to be an
aggresive player. As my father once said to me during a game of chess,
'attack is the best defence'.

Cheers
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soxee

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Since: Feb 28, 2005
Posts: 150



(Msg. 10) Posted: Thu Mar 02, 2006 12:33 pm
Post subject: Re: For the EE which is better: planet or ship tech? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

I forgot about the dustoff device. With this in mind I would certainly
go the hull tech. As to fuel probs well its like the Borg probes during
the start of the game. Equipped with the starting HD's they can only
make one jump, so one has to pray that you keep them jumping from
planet to planet collecting surface fuel. But yes I tend to be an
aggresive player. As my father once said to me during a game of chess,
'attack is the best defence'.

Cheers
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Smiley

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Since: Mar 02, 2005
Posts: 37



(Msg. 11) Posted: Fri Mar 03, 2006 12:31 am
Post subject: Re: For the EE which is better: planet or ship tech? [Login to view extended thread Info.]
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One problem with the Dust Off device is it dusts off ALL your mechs,
troops, etc. Even the ones you don't want to send. A real pain in the
a$$. So you need to have the assault force on a seperate planet before
you dust it off. Unless there's a way other than pods to move mechs?
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david_bandy

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Since: Mar 01, 2005
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(Msg. 12) Posted: Tue Mar 07, 2006 7:19 am
Post subject: Re: For the EE which is better: planet or ship tech? [Login to view extended thread Info.]
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Not taking prisoners by turn 4... maybe 6 or 7 unless I get real lucky.
Turn 4 is a dream... only get them that early if other player is
REALLY bad.

Don't attack the races with big ships... ally with them. Especially
the Priv and CoM. If they mess with you, give them what they want to
get em to leave you alone for a bit... them blast 'em later. That's
one thing I find lacking in VGAP diplomacy... the willingness of
players to submit to a stronger player and work for them. That's what
I'm liking about my current Invite game... lot's of diplomatic stuff.
Anyway, I digress...

Usually you start within 2 jumps of a weak race, 3 at most (this is why
the probe launcher is so important, to see far away fro prime targets).
Sometimes you do not attack your immediate neighbor (in fact, I
usually try to get non-aggression with BOTH neighbors... for a time...
*evil laugh*)

Take out the Fed, UA, PEEPS, Rats, etc... there are plenty of races you
can beat up. In fact, only the LIZ beat you in a ground fight. Or,
you can attack a stronger race played by a weaker player. I

I usually end up sac-ing my SD's and wings to clear their fighting
ships so I can GA at whim over the next few turns. By then I will have
pod launchers (Turn 5-6 at the latest... no games are so poor that
cannot happen).

Prisoners home by turn 10... cash flow begins.

If it fails... well, you're gonna lose. Then again... better to go out
with a bang than wither slowly as traditional economy based races out
grow you.
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