Nephtys wrote:You could also use a solar panel. With a decently efficient engine, that'll give you half movement after you run out of gas.
Hey cool! The 100 supply solar panel is basic tech. I run three engines x 20 supplies per movement x 4 movements per turn and that's 240 supplies a turn, minus 100, = 140, enough to travel a little over four systems worth! At four move points rather than five to make room for the solar collector, but that's more than worth it

. Pretty good for a second turn scout.
Trogdor wrote:
Well I didn't take the movement point bonuses, so I guess I'll just have to wait until I get better engines and stick with mines and stuff for defense until then.
Me taking it was a big gamble. I don't have 120% research, don't have 110% attack and defense, don't even have 120% mining, had to sack it all to pay for 3k for the two extra move points. It'll depend on whether my territory is good and whether I can grab enough of it before my neighbours and consolidate it to make up for my worse base stats.
I've found that most big undertakings in Adamant require a much greater investment of resources and time than in stock and the other mods I've played. From building a sphereworld to conquering your foes, hell, even sweeping a minefield, in Adamant, it's simply much harder.
This is good. A war of extermination should be hard as hell. The homeworlds have tens of thousands of phased shielding points

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Nephtys wrote:Hrm. I'll consider propulsion experts, but efficient supply usage isn't such a bad trait now.
Wow that only costs 750 and lowers your supply by 25%... what a winner. I might abandon deeply religious for that. I have a feeling this game will be brutal and short.
Brian