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Mephistoex
06-29-2003, 03:32 PM
I've got this little silicoid race thing going on and at the moment these strategies have worked.

http://www.kolumbus.fi/odium/moo3/silicoid.html

Well it's only numbers and stuff right now(maybe doing some little guide later when I've learned to completely play with it). Anyways it's a silicoid thing with emphasize on mining and industry (doh) with a bit of research in there.

With this I've in two games now got quite big in 100 turns and conquered some other races with full fleets.

This strategy has flaws.. no doubt about it but they can be overrun by some good playing =), plus very, very dependable on good starting planets.

The main thing still is building huge fleet early on and prospering from it's fruits. You certainly wouldn't be top1 race early on but semi after early you start rock =)

Anyways maybe some guide later on.

Mephistoex
06-29-2003, 04:55 PM
Changed Regional Zoning to natural.. might be better like this since now my AI is building bioharvest DEA's even without them being in DP. This should help to it.

Mephistoex
06-30-2003, 06:46 AM
Changed Empire taxing to 10% since I didn't get much out of 11 plus had to fight with unrest. 10% seems just fine. Currently I've been on power rank 2 from start too turn 40 on hard.

Trifler
07-23-2003, 01:15 AM
Does the Environmental setting when customizing your race have any effect on Silicoids? Does it affect the habitability rings at all or just the pollution tolerance and terraforming costs? What effect does pollution have on Silicoids?

Da_Blade
07-23-2003, 05:35 AM
The same as on any race. Pollution is just a way to make production much more expensive. If you're maxing out industry, i suggest maxing out environmetalism too, gets things produced a lot cheaper. Check out the economics 101 thread stickied, page 10/11 for the details on production and pollution.

Paul5343
07-23-2003, 05:40 AM
I have been playing silicoid recently, and now turn mining down to average because of gigantic mid-late game over production pf minerals.

James1701
07-23-2003, 11:55 AM
As someone who plays Silicoids almost exclusively I can say you can really cut back on mid to late game mineral surpluses by removing mining from all dev plans by turn 150-200 depending on tech advancements and population.

Also, having a nice surplus is usually a good thing since there are some industrial techs that radically change your mineral consumption in a short period of time.

Trifler
07-23-2003, 05:19 PM
Just don't forget that Silicoids make all their money from surplus minerals, so if you only have small surpluses, you won't have enough money.

James1701
07-23-2003, 07:01 PM
One thing I never seem to have a problem with is running short of money. Especially by the 150-200 turn time frame I was talking about. Edit: <:D >

Trifler
07-23-2003, 09:12 PM
K :)