|
|
|
|
|
tech whoring
|
|
|
|
|
|
Howdy.
Trading techs is a strategy at difficulty less than masochistic. They key is to 1) trade the same tech to several other civilizations on one turn; 2) be a broker, and retrade the techs you traded from other civilizations to each other; and 3) maintain a monopoly on techs that lead to wonders until you build the wonder, and/or provide important bonuses.
The most important bonuses to have as an exclusive advantage are population growth, morale, and diplomacy. As long as the playing field is level, you can deal with the AI militarily.
Expanding is crucial in the very early game. It is possible to overdo it and have extra colony ships floating around while you are not generating tech or improvements. Generally, I find that if I have 4 worlds, and 2-3 colony ships out there, I should be building tech, not ships. There are others better than me -- take their advice.
Good Luck.
| |
|
Hey there MoseyingAlong! Drop in to our empire thread sometime. Don't feel like you need to read all those posts, unless you want too. Just jump straight to the end. Also, we have a private forum that the Diplomats host for us. It's at Link
| |
|
Do a search in the strategy forum for MASO strategies. These strategies work well for all game difficulties.
Your political party and start up modifiers are crucial. You should pick these to complement your playing style.
For levels below MASO I like lots of social and military production as well as diplo.
For MASO I like lots of diplo, influence and morale.
There are many picks to choose from, these are my favorites.
| |
|
#4
by Citizen nullspace - 8/14/2004 11:32:05 AM
With 80% diplo, it's easy enough to avoid war entirely. Just give them a gift whenever their attitude towards you drops below neutral. Trading with them and having enough antimatter missiles to boost your military rating helps, too.
Everyone has suggested good starting picks, but if you do want to fight, then there's nothing wrong with taking picks that boost your ships. I won a game on a large map on crippling with all my points in weapons, defense, hp, repair and soldiering, and I used the war party. That's a bit extreme, I ended up wishing I had put some points in econ and population growth.
Starbases mining military resources are another way to boost your attack and defense by a lot. Buy them from the aliens, or watch for them to be destroyed in inter-AI wars,then claim themwith your own constructors. Or make them your first objectives when you declare war. Destroying their base and rebuilding it for yourself can really turn the tables.
| |
|
|
Ah, the best part of this game is comparing it to how it would really be meeting races like some of these. I play each game differently depending on how I start and how powerful I am. If I am not that powerful I go for trading techs to get ahead. If I am the power house in the quadrant, then I kick alien butt!
Link sci-fi themed website under construction
| |
|
If I am the power house in the quadrant, then I kick alien butt! |
|
The problem is that when playing MASO your strategies are more limited. In the early game you can't get strong enough to take on a MASO head to head. You have to wear them down by having them fight eachother first.
Then you can strike and take them out.
| |
|
|
|
|
|
|
|
|
|
Copyright 1995-2024 Stardock Corporation. All rights reservered.
Site created by Pixtudio and Stardock, designed by Pixtudio.
|
|