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Here is Paguma's build order
(NOTE: I have done no testing on optimizing, it's just what I feel works for me)
soil enhancement
manufacturing center
habitat improvement
entertainment center
fusion power plant
banking
antimatter power plant
economic exchange
embassy
research lab
cultural center
multimedia center
stock market
teleporters
terraforming
harmony generator
virutal reality center |
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I don't see really why manufacturing center is on second position: it costs 100 and give only manufacturing bonus. So your spending increase and you will need to drop the spending rate sooner or later
The banking center cost only 50 and give 20% economic bonus. So your income increase, allowing to you to be longer at wit ha 100% spending before going to red.
I find that the Virtual reality center (400 BC to build, 20% morale for 5 BC maintenance) is too costly for its benefits. And I don't see stadium on your list (100 BC to build, 20% morale, 5% eco for 2 BC maintenance)
I would place stock market (200 BC to build, 25% eco, 10% morale, 5% prestige for 1 BC maintenance) before stock exchange(400BC, 33% eco) in order to have cash sooner. Don't forget that you can always insert in the middle of a queue
Since Multimedia center costs 200 BC to build for 15% morale and 2BC maintenance and teleporters costs 200 BC to build for 25% morale, 15% eco and 2BC mainteance, I would exchange teleporter and multimedia center.
My build order is directed by a simple idea: I want to have a 100% spending rate. So it emphasies on the most efficient way to improve morale/economics for the minimum BC and maintenance BC. I build research improvement when I make too much money when doing 100% research, influence/cultural improvement if there are some cultural flipping threats (which isn't really annoying with gigantic/rare/tigh cluster map).
The beginning of my build order is :
soil/banking/habitat/entertainement.
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Since you are aiming for an alliance victory, |
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I tried on the weekend going for an alliance victory and it hosed me on about 4000 points.
That is quite significant when you are playing tiny/tight/abundant and the all AI are set for Crippling. I usually aim for 11000 - 12500 points with a military victory.
I get about the same when it was set to culture victory.
For both Alliance and Culture victory conditions I can get a game done in about 1 hour. My play style is optomized for either of those victorys.
I find that I rather like being agressive and getting a "true" military victory. I never build culture type projects or add culture to any starbases.
I have also started noticing that my games are typically finished around the year of 2190.
I spend much of my time during the first third of the game micromanaging my trade/tech selling which I consider cheese. The rest is easy, it is the start that is difficult.
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I spend much of my time during the first third of the game micromanaging my trade/tech selling which I consider cheese. |
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Why is it cheese? When ressources are limited (first part of the game), why should you be ashamed to try to have the best use of them?
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A personal observation.
I have found that since I started playing this game my play style has changed quite a bit. Mostly because of my understanding on how the AI works.
I have always played aggressive but what a difference understanding can do for you! I remember that setting the game to Normal used to be such a problem that I would have to sweat through a game to win. Now I can whip through normal and lead the tech tree all the way beating the AI with my Frigates.
Acutally I can do that even if all the AI is set to Crippling.
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I still would like to beat MASO on a tiny map but I have kept getting my butt handed to me in the past when trying this. I think I will have to try again this week. Any new insights as to how to beat MASO on tiny?
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Why is it cheese? When resources are limited (first part of the game), why should you be ashamed to try to have the best use of them? |
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I guess I call it cheese because I read that the MASO players can't really use these tactics to play the game.
But ... I am not ashamed do not get me wrong there. I can beat the game with out using these tactics it just takes longer.
The one part that I really would like to see fixed in this game (which it might be in AP) is that the AI at the higher levels should not spend (trade for tech/anything) into the red. If done right at the correct time I can get a huge tactical advantage over an AI.
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Interesting how different build orders can be for the same style strategy. Mine is usually:
Soil Enhancement
Banking
Habitat Improvement
Fusion Power Plant
Manufacturing Center
Entertainment Network
Research Lab
Economic Exchange
Anti-matter Power Plant
Multimedia Centre
Embassy
News Network
Stock Market
Stadium
Teleporters
Cultural Exchange Center (if influence is an issue)
Don't usually get far enough in the tech tree to be able to add anything else (like Terraforming). Game ends Jan2190.
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something like 90% tax 80+% approval? |
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I have found that at the beginning of the game a tax higher than 45% (give or take a bit) seems to have a negative effect on income. Because of this I have never really experimented with the TAX rate. I usually let it sit at 39% for the entire game.
How do you manage your population? If you tax higher, then your population increases much slower. If you build the higher cost morale lifting projects then you have to offset the cost of these by increasing your tax base which again slows the population explosion down ... except, I guess that the population also increase due to the morale based projects.
My head hurts. I have to try this out.
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The red maple leaf may be a little different color. I think I have two versions of the leaf. |
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Can you embed both of them into a message in this forum and then we can vote on which one we prefer. I think that the one we are currently using is brighter than the previous and I like it.
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lot of people are suggesting buildings I don't have for the order they suggest building them. It depends a lot on how you research or aquire tech. |
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Yes, but as soon you have a new building available, you could insert the building in the middle of the queue. Could be helpful if you get a planet with no improvement or are lucky enough to beat AI colony ships with a +X PQ for uncolonized planets
What did I report that time, something like 90% tax 80+% approval? |
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I suppose that you have also morale starbases and benefit from various morale TG I wonder what will be the result if you destroy the virtual reality center and adjust the taxe rate to have at least 54% morale on your planets.
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How do you manage your population? If you tax higher, then your population increases much slower. |
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The rule simple: at 100% morale, the population growth double. But there is a cap at 200 Millions people per month for a planet. So in the beginning, having 100% morale is a must. But in later game, with highly populated planet, the double bonus isn't no longer need since without it, the population cap growth is reached. You can find here Link
informations about when the 100% morale isn't longer need. Which means raising taxes possible
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Since my approval rate is always 80% or higher, my population is almost always growing fast! |
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Don't forget that the morale is checked on each planet, and not on an empire level.
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I suppose that you have also morale starbases
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Actually no, I have never done that. Is there morale advancements for starbases? I really do underuse starbases. |
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I was speaking about starbase on morale ressource. Very nice to increase your empire wide morale bonus.
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that usually all the resources are taken up |
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Then, all you need is to find morale starbasse, rename them to find them easier on the diplomacy screen, and buy them (with BC, Tech, TG) from the AI.
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