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Maso Rushing Tips
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by Citizen Gengsta - 6/28/2003 12:31:49 PM
Anyone have some of that!??
I think I'm screwing something up.
Playing on the smaller maps - have been getting best results on tiny
Government: Federalists or Populists
Picks: speed+1, pop growth +30, soldiering +10
75% military 25% tech until all systems are colonized
- not colonizing additional planets in system unless 18 or better
then 100% tech to diplomacy
after that I tech to deflectors that I can often trade can for impulse drive
here's where I get the problem, I either don't have enough population for a full out attack or I haven't gotten enough attack power (corvettes and survey ship occasionally the battleaxe, but very limited range)
I wait a couple turns building transports, build Soil Enhance/Habitat Impr, teching to Interstellar Tactics
30%/30%/40%
trade for a couple corvettes, take out the biggest or second biggest, which ever is closer
then to take out the second or third, I'm too slow!
and even though they are already at war, they have 2 frigates defending and when I get enough power, they have already built battle ships
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That's my experience as well Maike, with similar starting picks. It works a lot more with Tiny because they are all near but the bigger the map, the more time the AI could tech up and thwart your rush.
One key strat for me in beating Maso (after whatever rushing I could do) is to get them to war. Some AI are still atrocious at defending their planets even at Maso.
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