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.