"because they get a bigger IO boost per resource consumed than other races"
"because they can overharvest more resources than other races".
Secondly, when and by how much should a Zuul player overharvest his planets.
Finally, whenever I have slaves I always crank them up to 200% work rate because the death rate at 200% is less than twice the death rate at 100%. Since the slaves are going to die eventually, it seems like I get more of a boost-per-slave wiping them until my hands bleed. Is that right or am I missing something?
How do you balance weapon techs, command techs and "economy" techs?
Also, everyone talks about how Mining/Strip Mining and Zuul go together like Liir and energy weapons but I find it hard to judge when I should gun for that tech instead of getting something else like, say, fusion or some third-tier weapon tech. Any thoughts?
This is generally my preferred method as long as my economy is still in the pre-trade-glut phase (which lasts forever with Zuul since they don't get trade and have horrible cash-RP conversion ratios.) I find that, especially with Zuul, tech tends to be less important than having several active fleets stirring up trouble and overwhelming firepower at the point of conflict, and these tend to require a fair number of ships.However, I have heard of people rushing to the 50% point on some research and then throttling back on their science, waiting for the tech to be finished "early". This way they can churn out ships or save money while waiting for some interrogator to rip the answer from someone's mind.
Can you capture more slaves with it?
Do the slaves survive longer?
Is the increased chance of salvaging tech worth the opportunity cost of not instead researching something else?
Mecron wrote:... "Hey aliens!! Candygram from the planet of crazy talking monkeys!!" ...
Profound_Darkness wrote:Something of note for 1.8.0 - Jammers work well. I find a Jammer escorting the bore and fuel supply (no more without a command ship) is great for finding the enemy world I want to kill. I still like having some escorts for dealing with earlier scout fleets. Jammers are more for when things are a bit more established (notably for me the CR/Fusion era with CR bores). btw: I tend to stick to tankers for the minimal bore/scout group - bore, tanker, jammer.
If you show up at an enemy colony you can wait out the clock and run away with Jammers without taking any hits. Not so much if you meet at an uninhabited world but then a small escort group will probably be enough.
Mecron wrote:Like in real life, against a well defended enemy, slave raiding is problematical...on the other hand, deep slave strikes against lightly defended backfield worlds is a very viable way to pumpup your own border worlds with "invitation workers"
HCL is a pretty specialized choice for Zuul as a weapon to actually field, but it's good to pick up at some point regardless because you might have lancers and if not you want to be able to salvage them. When it comes to building my early cruiser fleets I tend to pick hammerhead, strafe, or assault more frequently than battlebridge with Zuul.Shatner wrote:Is the HCL encouraged for it's Alpha-Strike potential?
Zuul do seem to have a bit better odds of getting an early breakthrough but this is purely anecdotal and if so it's not by a great amount; it may just because Zuul find themselves coasting on minimal research more than most other races due to lack of trade. I generally like to coast at ~25% research budget or so as I don't want to be waiting forever in case I never get fortunate enough for a breakthrough; however I may go lower or higher depending on how much I need that tech/funds.Also, when coasting by on research (rush to 50% progress then reduce research and wait for the tech to finish "early"), is there any sort of strategy about how much/little research to put into it to get the best chance of an economically priced discovery? Do the different races have better/worse chances of early discovery and, if so, how do the Zuul rate among them?
<snip stuff about slave-based economy>
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