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Do you still think GalCiv 1 is fun even with GalCiv II out?
758 votes
1- Yes
2- No


Any Tiny / MASO strategies out there?
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by Citizen NewfyScotian - 5/23/2004 12:14:38 PM

I play Tiny / Crippling and can win fairly easily although the game takes about 2 hours. I still can't figure out how to play Tiny / MASO. I know that there are some people playing this type of game. Anybody have suggested strategies ?



                          
#1  by Veteran Publius of NV - 5/23/2004 1:39:22 PM

There are a number of old threads in this discussion group that suggest maso strategies. One points to this interesting site:

http://sirian.warpcore.org/galciv/opcc.html Link



                         Posted via Stardock Central
#2  by Citizen NewfyScotian - 5/27/2004 8:37:33 AM

jmgarth posted suggestions on the Tiny MASO walkthru thread in this forum. Thanks jmgarth


[Message Edited]

                          
#3  by Veteran Publius of NV - 5/28/2004 12:07:01 AM

You're very welcome, NewfyScotion. As I said in the other thread, the suggestions there are not original with me, and I'd like to give credit to those who came up with the zero military/high diplomacy stragegies, but I can't remember where I saw them. They work nicely, though, so I'd like to thank those whose names I can't remember (I suffer from CRS syndrome - "Can't Remember Sh*t").



                         Posted via Stardock Central
#4  by Veteran Black_Shade - 5/28/2004 3:10:00 PM

as requested, here is my post from the jedi comm. thread:

NewfyScotion-

What i do is i make sure that planet setting is on rare (the less planets there are, the easier the game is). Then, i just CTRL+N until i get 2-3 planets. Set your spending to 100%, taxes to 50%, then research 50-60%, military 20-30%, social 20%. Here is my usual research path for the start:
Comm THeory--> Universal Trans---> Med Theory---> Basic Enviro Ctrl---> Nano Electronics---> Nano Frequency Electronics---> Indus theory----> Intersteller Refining. These are all techs the AI tend to avoid, so you can do some nice trading early on to get yourself a tech lead.

If your on tiny, make sure your planets are all in the same sector, then pump out contructors. Build 2 fully upgraded starbases where your planets are, to help boost production (i usually build up to phase III factory, then start next starbase and get that one fully decked out before going back to finish upgrading the first one). Just keep zooming through the tech tree and trading with AIs to keep in good standing with them (the AI usually avoids the green/yellow tech path, along with a good portion of the industrial line, so focus on these and just swap the AI for their military and defensive techs).

Now you can decide how you want to win the game. If your feeling like a alliance victory or something of that nature, just wait tell the year 2190 and then get all the AIs to ally with you (what i do is get them all to friendly a couple of turns before this happens). To do this simply gift them tech (LOTS of tech), or send a decent amount of trade ships their way. If your feeling like going for military victory, once you trade for battleship tech off the AIs, start building combat transports. Build far more than the current pop of the planet can support- just keep them in orbit until they are ready to use. Once you reach dreadnaught tech, then start pumping out offensive ships. You dont necessarily have to build dreads- i usually use simple battle cruisers and then alpha strike all the AIs at the same time. If any planet has a big gun on it- like a battleship- i simply trade the AI for it and use it against their own planet.

Oh, for social improvements i build the following on all my planets (and in this order too):
Soil Enchancement
Habitat Improvement
Entertainment Center
Fusion Plant
Manufactoring Center
Multimedia Center
Anti Matter PP
Transporters (swap in harmony generators here if you dont have teleporters researched yet, but i always try to make sure that i do)
Banking Center
Research Lab
Economic Exchange
Stock Market
Stadium
***** On Tiny or on your main military worlds (other map sizes) build the following as well:
Shipyard
Adv Quality Ctrl
Starship Foundry

For my party pick (yeah, im going backwards, im unorganized like that), i always pick the populists because of the diplomacy bonus, or the party that i had Dream Warrior make me (+50% luck, +20 Diplo, and some other bonus that i forgot). For my point distribution i do: +*50-60% diplomacy, +1 speed, *+25% luck. THe * is for dropping from 60 diplo to 50 to grab the luck bonus, you can drop the luck bonus without any negative side effect and take the full 60% diplo bonus. Anyways.... that should be a basic walk through of a maso game. Just remember to ALWAYs trade with the AI- i check at least once every 2-3 turns to see if they have any new techs, usually every turn in the early goings. Keeping a tech lead or grabbing a tech before the AI has a chance to trade it around is crucial to winning maso games (which is also why you have the diplo picks, to make this easier). On my spending bars, i personally do 20/20/60 (m/s/r), and never change it at all during my games. It seems to be the balance that i find most useful, but its all about your own play style. As to the spending limit and tax rate, i try to keep my taxes so that my aproval rating never drops below 85%, early game it is not terribly important. Once i have a few trade routes set up, i drop the taxes down until i have 100% rating, and eventually it ends up at 0. Initially, losing money doesnt matter. However, you should never drop your funds below 0 credits. Once you get to democracy it is crucial that you keep a positive cash flow, even if it means setting your spending bar down.


PS: its not edited so its still unorganized

edit: i totally forgot its on tiny (oops) so you can still go for the good old culture flip easily. Just turn off cultural conquest/alliance Victory/tech victory and you will get more points, as well as be able to flip planets without a culture victory. Just build pump up the influence mods on your home starbases, then build a starbase in each vacant sector (if you have the funds) and upgrade the influence. If the AI you are trying to flip is across the map, you might want to do 2 starbases in sectors adjacent to their planet. Again, make sure the sectors are unoccupied, as building influence mods will cause the AI to demand the starbase and declare war.
[Message Edited]

                        
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