hobknob Posted February 3, 2005 Report Share Posted February 3, 2005 What you would pick first will depend on what type of position you want to run and how many "free" techs you whink you might get. With very few points to spend it will likely make very little difference and with a lot of points it makes little difference. It is mostly with a moderate amount of points available to pursue a desired strategy that it would make the most difference. Having said that I would have to say that my first choice would likely be one of about 3 things. Mk II JSS Improved Fuel Improved steel Quote Link to comment Share on other sites More sharing options...
Lord Uriel Posted February 3, 2005 Report Share Posted February 3, 2005 Get to at least Mk III JSS, then go for a Transwarp drive, then engines, then better engines, then BIG GUNS, then ..... It never ends. Lord Uriel Quote Link to comment Share on other sites More sharing options...
hobknob Posted February 3, 2005 Report Share Posted February 3, 2005 Yes, but the Mk III JSS don't do you much good without all of the improved materials to build them. Same with the other items of an advanced nature. Quote Link to comment Share on other sites More sharing options...
athonian Posted February 4, 2005 Report Share Posted February 4, 2005 genetics and planetary engineering! Quote Link to comment Share on other sites More sharing options...
ali-t-akua Posted February 4, 2005 Report Share Posted February 4, 2005 My answer is Mk II JSS Improved Synthetic Materials Improved Refined Crystals Improved Electronics 2G Space Science Mk III JSS Improved Steel Improved Con Mat Quote Link to comment Share on other sites More sharing options...
Sakarissa Posted February 4, 2005 Report Share Posted February 4, 2005 Ali, A better way of doing it is to assign the improved items to regular RCs and not the slot one. They can be researched in as little as 8 turns. Put other things in those slots and wait for the improved items. You could put engines in there instead. Or some choice generational tech. For what it's worth..... Sakarissa Quote Link to comment Share on other sites More sharing options...
ali-t-akua Posted February 4, 2005 Report Share Posted February 4, 2005 Ali, A better way of doing it is to assign the improved items to regular RCs and not the slot one. They can be researched in as little as 8 turns. Put other things in those slots and wait for the improved items. You could put engines in there instead. Or some choice generational tech. For what it's worth..... I think what is important is what your situation requires. Not everyone is a brain blob and if your race takes 12 turns to research an Improved item, it can be a long wait before you can open that D or E WP or set up that colony on that hostile world. Faster Engines are nice though and I should have had those on that list as well. Quote Link to comment Share on other sites More sharing options...
athonian Posted February 4, 2005 Report Share Posted February 4, 2005 so far i've been using my srps to get to a point where i can colonize a hot world. in about 6-7 turns i'll be able to get it. BWAHAHAHAHA. *Sigh* its taking forever. i'll prolly use my srps to work on engines and weapons. maybe horizons. Quote Link to comment Share on other sites More sharing options...
Lord Uriel Posted February 4, 2005 Report Share Posted February 4, 2005 I agree with Sarkissa. Depending on your research bonus, it could be considered a waste of SRP's to slot 1 improved resources. Quote Link to comment Share on other sites More sharing options...
hobknob Posted February 4, 2005 Report Share Posted February 4, 2005 (edited) Your best bet is to use SRP's to push as deep as you can so you can get started researching the slow way. So if you want engines you should go until you can't go and then switch to the next item. Materials should only be researched if you really need them right now. There are some materials that give immediate benefit, like advanced fuel and others that are pretty useless without many supporting techs and materials. The worst thing you can do is just flail around taking a tech here and one there without some idea as to your eventual goal. Of course, that is exactly what we veteran players did and why we have some really weird tech combinations. Edited February 4, 2005 by hobknob Quote Link to comment Share on other sites More sharing options...
Mechanica Posted February 12, 2005 Report Share Posted February 12, 2005 I went for the industrial techs. Solar power plants were a nice unexpected bonus. My first position could use the solar plants, my second one is lucky enough to have both colonized worlds with 200+ hydro values. Quote Link to comment Share on other sites More sharing options...
Morgwen Posted March 13, 2005 Report Share Posted March 13, 2005 Hi All Looking over my turn, I have a few questions... more like clarification on my part. SRP POINTS (Your xtra and other) 1. Researching mk II Jump Survey Sensor. Have a +19%. Cost 12. My turn sheet shows, for example Early Stages and the arrow |---->| If I want to complete it in one turn: a. Order would be in #1: SRP Mk II Jump Survey Sensor b. The actual needed cost would be 12-1.19 = 10.81 c. The # SRP points I would have to expend would be 11. 2. Can I gain a new Tech Level in more than one area (say... Mk II Jump Survey Sensor and Mk II Nuclear Engine) in the same turn? ==> I'm assuming only Slot 1. 3. How do you stipulate that you want to expend the SRPs? ===> I'm assuming per #2 that if it's in Slot 1, you spend them 4. How do you assure yourself how many SRP Points you have/have left? -- couldn't find on turn sheet. Quote Link to comment Share on other sites More sharing options...
ali-t-akua Posted March 13, 2005 Report Share Posted March 13, 2005 SRP POINTS (Your xtra and other)1. Researching mk II Jump Survey Sensor. Have a +19%. Cost 12. My turn sheet shows, for example Early Stages and the arrow |---->| If I want to complete it in one turn: a. Order would be in #1: SRP Mk II Jump Survey Sensor b. The actual needed cost would be 12-1.19 = 10.81 c. The # SRP points I would have to expend would be 11. That appears to be correct based on what we know. 2. Can I gain a new Tech Level in more than one area (say... Mk II Jump Survey Sensor and Mk II Nuclear Engine) in the same turn? ==> I'm assuming only Slot 1. You can only get one tech per turn from SRP expenditure (The item in Slot 1). However, any other techs you get from normal research can also be received in the same turn. 3. How do you stipulate that you want to expend the SRPs?===> I'm assuming per #2 that if it's in Slot 1, you spend them You place them in Slot 1 4. How do you assure yourself how many SRP Points you have/have left? -- couldn't find on turn sheet. You have to keep track of them yourself. Remember that according to what we know you get the RC expenditure before SRPs are spent. Also the cost is based on the entire cost of the item without Research bonuses. The number of SRPs you get is based on the number of unused racial points. I hope this answers your question. Quote Link to comment Share on other sites More sharing options...
Morgwen Posted March 13, 2005 Report Share Posted March 13, 2005 Thanks!! That did answer them. I thought I was right on a few, but it feels good being justified. As to keeping track yourself of the pts. Not a problem, now that I know it. Again Thanks!! Larry SRP POINTS (Your xtra and other)1. Researching mk II Jump Survey Sensor. Have a +19%. Cost 12. My turn sheet shows, for example Early Stages and the arrow |---->| If I want to complete it in one turn: a. Order would be in #1: SRP Mk II Jump Survey Sensor b. The actual needed cost would be 12-1.19 = 10.81 c. The # SRP points I would have to expend would be 11. That appears to be correct based on what we know. 2. Can I gain a new Tech Level in more than one area (say... Mk II Jump Survey Sensor and Mk II Nuclear Engine) in the same turn? ==> I'm assuming only Slot 1. You can only get one tech per turn from SRP expenditure (The item in Slot 1). However, any other techs you get from normal research can also be received in the same turn. 3. How do you stipulate that you want to expend the SRPs?===> I'm assuming per #2 that if it's in Slot 1, you spend them You place them in Slot 1 4. How do you assure yourself how many SRP Points you have/have left? -- couldn't find on turn sheet. You have to keep track of them yourself. Remember that according to what we know you get the RC expenditure before SRPs are spent. Also the cost is based on the entire cost of the item without Research bonuses. The number of SRPs you get is based on the number of unused racial points. I hope this answers your question. <{POST_SNAPBACK}> Quote Link to comment Share on other sites More sharing options...
ali-t-akua Posted March 13, 2005 Report Share Posted March 13, 2005 Thanks!! That did answer them. I thought I was right on a few, but it feels good being justified. biggrin.gif As to keeping track yourself of the pts. Not a problem, now that I know it. Again Thanks!! Larry No problem. Glad to help. Quote Link to comment Share on other sites More sharing options...
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