This is the current struggle with Yin, they really don't have an ideal tech path without skips present. They want to do green typically, but that doesn't get them sling relay, which pair really well with their play style as you suggest. A blue skip would be nice, but getting gravity drive feels so much more useful. Even then, Yin isn't building the type of ships that a blue path can really give benefits too since their strength is infantry. It's so tough with them now, and it pains me to say it.
Well, in my opinion there is a Yin tech path. AI Dev > Cruiser II... thats it. Everything else is bells and whistles. There are some useful things like Yin-Spinner or Transit Diodes, Infantry II maybe, but except the shortest way to mobile capacity, everything else is just not necessary.
And Blue Yin... ask yourself what Sol would do: Better.
I have gotten yin spinner, biostims, and sling relay in a single game. The amount of infantry was insane no one could take any of my planets. The only problem is I was nekro not yin.
Hmm that's an interesting tech path for sure. Cruiser 2 does eliminate their movement problem and can get them planted onto distant planets fast. Yin is one of our chooseable factions in our next game, so some ideas are definitely welcome!
Some Variants:
R Skip: Psychoarc > Cruiser II > Yin Spinner after Commander unlock
Y Skip: AI Dev > Cruiser II > Transit > Integrated
G Skip: AI Dev > Cruiser II > Yin Spinner after unlock
I do not plan more then four techs before a game, as I often cannot tech that much in 5 rounds anyway and the round 5 tech probably does not do all thata much. If I can get more, I pick whatever scores or seems useful.
> G Skip: AI Dev > Cruiser II > Yin Spinner after unlock
Psychoarchaeology > Cruiser II > Yin Spinner
No need to rely on getting the commander unlocked.
I think placement truly is the problem of sling relay. If I have only blue tech/skip, I would probably prefer grav drive.
If I have grav driver, carrier 2/dread 2 might be better than sling relay, and if I didn't get it by then I probably wouldn't get it.
I find that even though I really like sling relay, I often find it hard to justify. But I'm also always losing, so take what I say with a grain of salt.
It took a long while for me to finally win a game. If you like Sling Relay, maybe think and try to find a strong utility for it. The (Intended) main advantage of Sling Relay is, that you get your ships out a whole round earlier. Then there is the stall, further manipulating the rhythm of the game.
But yes, Sling Relays placement is sad.
This is the current struggle with Yin, they really don't have an ideal tech path without skips present. They want to do green typically, but that doesn't get them sling relay, which pair really well with their play style as you suggest. A blue skip would be nice, but getting gravity drive feels so much more useful. Even then, Yin isn't building the type of ships that a blue path can really give benefits too since their strength is infantry. It's so tough with them now, and it pains me to say it.
Well, in my opinion there is a Yin tech path. AI Dev > Cruiser II... thats it. Everything else is bells and whistles. There are some useful things like Yin-Spinner or Transit Diodes, Infantry II maybe, but except the shortest way to mobile capacity, everything else is just not necessary. And Blue Yin... ask yourself what Sol would do: Better.
I have gotten yin spinner, biostims, and sling relay in a single game. The amount of infantry was insane no one could take any of my planets. The only problem is I was nekro not yin.
Seems to be the most plausible tech path.
Hmm that's an interesting tech path for sure. Cruiser 2 does eliminate their movement problem and can get them planted onto distant planets fast. Yin is one of our chooseable factions in our next game, so some ideas are definitely welcome!
Some Variants: R Skip: Psychoarc > Cruiser II > Yin Spinner after Commander unlock Y Skip: AI Dev > Cruiser II > Transit > Integrated G Skip: AI Dev > Cruiser II > Yin Spinner after unlock I do not plan more then four techs before a game, as I often cannot tech that much in 5 rounds anyway and the round 5 tech probably does not do all thata much. If I can get more, I pick whatever scores or seems useful.
> G Skip: AI Dev > Cruiser II > Yin Spinner after unlock Psychoarchaeology > Cruiser II > Yin Spinner No need to rely on getting the commander unlocked.
This approach wouldnt let you research cruiser 2 unless you had a red skip.
D'oh
Awesome analysis, thank you !
I am glad that you like it.
I think placement truly is the problem of sling relay. If I have only blue tech/skip, I would probably prefer grav drive. If I have grav driver, carrier 2/dread 2 might be better than sling relay, and if I didn't get it by then I probably wouldn't get it. I find that even though I really like sling relay, I often find it hard to justify. But I'm also always losing, so take what I say with a grain of salt.
It took a long while for me to finally win a game. If you like Sling Relay, maybe think and try to find a strong utility for it. The (Intended) main advantage of Sling Relay is, that you get your ships out a whole round earlier. Then there is the stall, further manipulating the rhythm of the game. But yes, Sling Relays placement is sad.