Hi!
I dont understand how to win in masochistic... |
Masochistic level is currently far to big jump in difficulty from crippling to be fun. It's hard work and it's turtling around and is not choosing your own course of the game for most of the play time, and is vulturing the spoils of wars of others, until you manage to grab enough planets and resources to become competitive. And "enough" means about double the amount the leading AI has.
A few suggestions, that worked in my games:
- Diplomacy and trade routes are keys to survival. Both give a "+" or "++" in relations. I need those + badly.
- I can't compete in all fields with 200% AI bonuses they have not only in econ, but also in research and production, and ~+5 in sensors, and ~+20% in range, and unknown in influence. So pick your path of development carefully. I usually go for best planetary infrastructure, supported by lots of econ starbases.
- "slow(est) tech" and "no tech trading" make things even worse. In games where I could trade I was at mid-game the (or close to) tech leader. In a game without tech trading I was a tech underdog.
- "Vulture" mode: I usually wait at the edge of wars with fast troop transporters and constructors and pick planets of weakend AIs (abusing AI's habit to kill all defenders prior to send there troops), and galactic resources, whose starbases were destroyed. This way AIs do the hard part, but I get the bonus. In my current game I have starbases on ~15 resources (80% of all in the uni).
- I avoid wars with strong AIs at all cost, and wars with close neighbours if I can. Even a weakend AI player with half my planets usually gets significantly more money and has higher production than I have.
- At least some military is needed, to avoid getting "--" for weak military in relations. Currently I use cargo hull with 3 cheapest and different weapons, each attack-1. In orbit (where it stays for most of the game) it shows attack 6.
- (recently learned, probably valid only until game version 1.2) If AIs don't use much of defenses, go after them with "horde": lots of small attack-only huls. This way I need to research only weapons and logistics (with some propulsion and miniaturization).
- Advanced espionage helps with obtaining some tech peacefully, but in "no-trade" game it's very random. In my current game I got "tri-stronium armor", and some turns after that the "beam wepons theory".
- Patience and perseverance are another two keys to victory, as those maso games progress for me very slowly. But after I got relations with most AIs to normal or friendly, after wars among AIs start and can play my "vulture" game in them, I'm in a good way to victory, either a military, or diplomatical.
- A cheesy way to get planets is culture bomb: 10 constructors to build in one turn a fully upgraded influence starbase close to their biggest planets. Somehow I NEVER got a "-" in relations for that in a game I won diplomatically, and I've "eaten" half of the universe that way.
My 2 cents ( * 10).
BR, Iztok