Hi!
How to beat a crippling AI |
The next thing to do is make a quicksave. Now, destroy your colony ship, and use your Flagship to explore around nearby star systems and scout for useful anomalies.
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Just don't forget to load the map again in normal mode. |
Why just don't start the game with the "cheat" option, press ctrl-u, generate a colonizer at every habitable planet, a battleship at every AI's planet, start colonizing and killing those AI's ships, and voala, you've won?
This is a bad advice you're giving to newbs. The rest... I agree with some, and with some I don't.
And so it begins!
...The key here is to be fast. |
First task is to design faster colonizer, speed 3 at least. With enhanced hyperdrive tech you can put 3 engines on it for a speed of 4. Don't bother much with the range, if you can't get there faster than the AIs, they will take them anyway.
Don't bother with millitary production to make the ships. Just buy them, but don't loan! |
You can afford to buy 2 or 3, then you'll run out of money for maintaining your colonies and building upgrades. You assume you'll get someone to sell him tech. What if there are just mayor AIs, that already have all your tech, and won't trade with you their best ones?
The key of cost-efficient expansion is to start normal building of colonizers on your HW. With 3 factories you can pump out a colonizer each second turn, for 16% costs of buying one. So you buy first two (and 3 factories), the third is already produced in the turn #4. With first three you grab best planets, with others you fill the rest.
...you have progressed a few turns, and are starting to run out of money, you should by now have researched a few techs. Go to the minor races, and talk to them. Persuade them to buy your tech, |
Trade that tech to EVERY civ you know. With the amount of tech trade they're performing, you can be dead sure each tech you've sold to one, will be literarily "passed around" in just a few turns. There are come exceptions, but in general this helds. So don't sell techs you're the only in possesion of, or you see as a key to your success.
The AI starts to look beyond its borders. |
Be prepared, check military graph each turn. If it happens your close neighbours are building warships, you need them too, but just to increase your mil score to about 2/3 of theirs. I usually put 3 lasers on a small hull, maybe impulse engine (those are warships anyway), and just keep them orbiting my planets. When I go to war I use medium hull with weapons and some protection.
if you have this planet with that hammer 700% production bonus, hesitate not to designate that world as your production capital and throw it full with factories. |
Such a planet finishes all building really fast, and thereafter you're
losing all your money you put in social production. The bugger the output, the more you lose. Also, if it happens your ship needs only 10mp to finish, and you're pumping out 150 military production points, is the cash for 140 also
lost. Can you afford that? And do you have there a free tile to "grab that galactic achievement within a mere couple of weeks." for every achievement? There are many, and with limited building space I find about a half of them just about
useless.
Take out the weakest first. Minor civs are the best for that: excellent planets, no more cash from them, and if
you dont do that, AI will. The key to warfighting is being an attacker, having fleets with bigest possible firepower, and only as much defense to match their average design. Early fighting is easy: AIs still use their early-build heavy fighters you shouldn't have problem wiping out with your new heavy fighters with some defenses, or medium hulls with more weapons (my very successfull early design was a FF with 5 mark5 lasers, 2 shields, and a warp drive). Don't hesitate to take any advantage you've get. Avoid destroying heavily armed starbases, go for their planets. When the last one is gone, ALL their ships an bases are gone too. So be prepared to launch an invasion to a planet without defenses. For that I usually employ transports with 2 invasion modules, a range extender, rest engines - usual speeds are 5-8. They hang behind warships, but just in range of the planet I want to take. When invading, don't hesitate to use mass drivers with the first invason on a planet with lots of pop, or big soldiering bonus. The destruction of installations is employed only if the invasion is successfull. If not, you just saved next 1-2 transports.
HTH.
BR, Iztok