![]() ![]() In order to survive, they resorted to their own experimental genetic alterations. When the Star Union collapsed, a group of bio-engineers were trapped on an untamed planet. This ability to manipulate life extends through all aspects of Amazon culture, they see each world as a canvas, ready to be painted into a paradise. What befell the men of the expedition is a tightly kept secret, but the Amazon now rely on biotechnological methods to procreate. After the fall of the Unions, a Terratech expedition was trapped on a remote world. There is many strong strat by rushing specific things, but rushing is always a gamble.ORIGIN: The Amazons originate from the Terratech BioTech & Terraforming Company that prepared newly conquered planet for habitation by the Star Union. If you are far from your enemy, it can work well, but what will you do if he is close ? Does it really work out that way when played or is this just a miracle Christmas-land scenario that will realistically never take off?ĭepending of the size of the planet and the position of you main enemy, fights can begin before turn 10, becoming a full war between turn 20-30, and turn 30-40 can be the late game. On top of that, almost every assembly unit is a cyborg rather than mechanical, including the vehicles, so most of the ridiculous mods of both trees work on every unit. Now you have the potential to spawn free tier 3 plague lords just by fighting with plague pods before you're even at turn 30-40. With the assembly research advantage, I'm thinking you could just ignore production and go hard into research for the first 20 turns or so and rush the plague unit tree. Originally posted by DJtron:Because I've played both halves separately now and it seems like it would be busted.
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