Yor are blessed with an efficiency tech that only they get up to 45% boost in economy, and you can trade for stock markets/farms. So they get the best economy in the game. Plus they get charging stocks, so 4 of those for 80% taxes with 100% loyalty means no worrying about riots (as far as I can tell.) this works on every planet. stick on 4 stocks x 3 food each for a max pop of 20M with 80% approval boost and ship in colonists to tiny planets and you're set. Just keep those base 4 buildings then the rest of the planets can be managed the way you want.
With TA's additional mining modules allowing you to reach up to ~70% or more per mining SB (DA is 39% fully mined), your stats are that much higher-even accounting for the financial loss of the MCC-and the extra that you gain from Yor's unique techs that much less, percentage-wise.
Thanks for the info on ~ 12 months. Is there any penalty for playing for 5-10 years?
Short version:
Absolutely.
Long version: I guess I wasn't clear.
You'll notice a drastic difference if you're able to do the same amount in 12 months less. But, holding all other things equal (which they never are, of course), every single turn makes a difference. If you want maximum score, you'd better be prepared to be ready to submit in under 5 game years-that's end of year 4, to be precise. The longer you spend playing the game (turns, not time), the worse your score divisor becomes, and there is a point where you can no longer justify continuing the game, as it has reached its score peak.
Earlier isn't always better-it'd be nigh impossible to score, say, a million-pointer in the minimum 12 or 13 week timeframe necessary to make it MV-legal. But as a general rule, the sooner, the better-provided you've managed to get everything done, of course.
Also, If I only give away techs and never get any except those I can't research will my tech score increase?
What? Your tech score has absolutely
nothing to do with your techs. It is based
entirely on your research
generation. Getting or giving techs doesn't affect it in any way, shape, or form. What getting techs DOES affect is your tech inflation-or, in TA, your tech inflation threshold. Giving away techs doesn't have an effect, but it ought to also increase the AI's tech inflation threshold as well, for them receiving.
Also I did notice the drop in planets. Even playing in large the # of planets seems lower than DL/DA.
Yup, it's lower across the board. And tech costs are higher, even before accounting for weapons getting an artificial increase after TA 2.x. That is, a tech with an XML cost of 1000 will not cost the same in a very fast/gigantic/DA game as it will in a very fast/gigantic TA game; from memory, TA's cost will be as much as ~20% more ingame, before other factors (inflation thresholds and increased weapons costs)-but I don't remember precisely.