Suicidal primer for the crippling level player

I’ve seen a few posts looking for help on the harder levels….So here are some things I have learned. I’m sure some will disagree with my approach and I’m sure there are multiple ways to win on suicidal, but this does work.

Once you have beaten suicidal once, it gets easier to do it again and this will allow you to drop the cheese you don’t like and try other alternatives. This is designed to be a primer that gets the player who can win on crippling a suicidal victory. The following works well for large and huge maps with nine players and stars/planets abundant.

Warning! This does contain cheese!

Second Warning! It’s looonnngggg.

Race Cheese.

Don’t build a custom race. Some of the pre-built races have "free" bonuses. The best example is the Drath. If you clear their stats, they have lots of bonuses even with 10 available points. Just clear the points and then add in areas where they don’t have any free bonuses.

Pick up some population growth bonuses. This will help out considerably with the money crunch and the colonization rush. I personally favor pop and economy with the points. The social and military production for the political party bonuses.

Set your relationships with other races to friendly. This will allow you to trade with them prior to meeting them.

I personally think tight cluster games are much harder (though more fun IMO) and should be avoided for your first suicidal.

First turns are critical…

The goal is to get enough industry set up that you can punch out a colony ship every one or two turns (depending on what factory level you can build and bonus tiles) while having military spending at ~50% within the first four or five turns of the game.

Industry and social 100%.

Stack four factories (I sometimes do more if I only have basic factories and no bonuses) in your build queue. Put a social and an econ at the end.

Until you have all your factories built:
Do NOT buy the first one in the list, buy the second factory. All of your production will go towards building the first factory in the list. If you buy the first one, you are spending less money on buying factories than is possible. By always buying the second factory you can actually get your four factories in less than four turns as a factory or two will be built by the natural build process.

I do NOT set morale to 100%. I need the cash too badly. This is where the race bonus pays off.

Flagship set to Auto-Survey.

Design a faster colony ship.

Around half your initial stockpile of money is gone. You will be living on the rest during colonization rush. Don’t try to get every last colony. Do try to not share planetary systems, it makes other races touchy, but don’t give up any good planets just to avoid this... Get every resource you can. I always switch to the second stage of the game slightly ahead of the computer. It makes the next stage easier, since the computer hasn’t moved on to ships and tech yet.

Get Xeno Labs, then Diplomacy. As soon as you can, trade, trade anything but Diplomacy techs. All research spending should be dedicated to Diplomacy for the early part of the game. The only exception to this is, if you are already too far behind, you may need to research something for the purpose of giving you an initial trade good. Sensors I & II are good for this since the computer will not research them and you can trade both to nine races…

Be the tech broker…Always trade to those who have the least and are the furthest from you first. Target diplomacy techs first. Sell bottom ends techs as necessary to get you over the financial hump. Wait until the last minute to do so. Since you are improving your diplomacy, the longer you wait, the more you will get. Look for morale and economy boosts so that you don’t have to get into selling useful techs for cash. Sometimes you will have to spend some research on morale/econ. Do NOT research weapons for the start and mid game. Trade for them. Wait until you need them (I mean you are going to do a ship design, not somebody has declared war on you!) to trade for them after you get past the first few techs. Since all preceding techs are free, you want to minimize the number of weapon trades.

Game flaw trading cheese!
You can trade Planetary Defense + Planetary Invasion for less than Planetary Invasion alone.

Some Cheese!
Look for an early victim. Inevitably one of your neighbors will not do a good job of building up a starting military. Jump him. Feel free to make peace willy nilly and then to declare war again. After the first war they will be touchy, and a second war will be inevitable. Get there first, and jump him again! There are diminishing returns on making peace. In this first war, you will need to run through a couple of games to get a feel for what you can get away with. This is the hardest victory of the game. Rinse and repeat until they are down to a planet or two and let the computer players fight over the last of the carcass (they will often make themselves vulnerable in doing so). There is no "tendency to conquer" diplomacy penalty if you do not militarily conquer the last planet. If your diplomacy is high enough and you have the bizarre, sometimes the computer player will give you his last planet in return for peace! This fixes the problem of having less planets than the computer and puts you on even footing.

More cheese! -
Now push for the bizarre (combined with good diplomacy, you can make ridiculous trades) and spin control. The bizarre gets you more when you make peace with the computer! Computer says you are too strong and will not trade with you for weapons? Empty out your spin control planet, end turn, trade weapons, dump your ships back onto your planet.

Second war -
The Drengin and Yor are your best friends, even if they hate you. With you having spin control, they will look elsewhere for victims. They will start wars with other computer players, both computer players will send all their ships out of their territories making their home worlds vulnerable. Set up your ships just outside of the area that will cause the computer to be alarmed. Jump the player the Drengin/Yor are at war with and make peace almost immediately. Rinse and repeat as above. Then let the Drengin/Yor do it all over again with another race. If they are getting too overwhelmed or you can’t get to the other party to the war, you may have to jump the Drengin/Yor and be down to one decoy race. I have had games on suicidal where I wasn’t producing enough people with the 70% pop bonus because of this, even conquering a planet with a single transport…

If you are unlucky enough to not be able to do this with the Drengin/Yor, simply repeat the first war by picking on your weakest neighbor. With enough weapons trading, there is usually an obvious victim or two.

On the home front…
Morale is money. Move your research over to here as soon as your diplomatic advantage is working well. Seek out all the morale bonuses. At first use them to get up your tax rate so that you can reach a break even state and stop trading tech for cash. Once you are doing this, use any extra cash to toggle up to 100% morale for a few turns, to get the pop bonus and then toggle back down as needed to keep from going broke. You will eventually be able to simply toggle up and leave it there. Aphrodisiac and econ bonuses should start to be a priority as well.

At some point in the mid/late game you will have to start doing your own weapons research, or target computer players for invasion that have better weapons tech, but have yet to build up their fleets with it….But this is usually about the stage where the game turns into a mop up operation.

On war…
Faster is better. The computer simply doesn’t know how to address fast ships.

Redesign your ships anytime you get better tech.

The first war is usually small or medium ships. After that, I am almost exclusively large ships. They seem to be the ideal firepower/build time balance.

Bring all your ship to a rally point(s). Get your fleets put together. Do not combine troop ships with war ships. Put two fleets on the same square to defend your transports. When getting ready to attack, move all your fleets to the point where they are outside the computers alarm zone, but they will all take the same amount of turns to reach their attack destination. Move all the ships in at the same time (after the first war, this should only be one turn) until they reach their attack point. End turn. Attack with all ships, taking a crippling amount of the computers empire and make peace in the same turn or a very small number or turns (first war is multiple turns).

That’s it. You win!



Edit: I forgot! Always put those constructors next to other peoples resources. You will get to snag some for free. In particular, other peoples wars are an alert to stage them.

And one more, watch the charts. When the computer starts building military. You start.


5,645 views 13 replies
Reply #1 Top
Interesting post. It seems for the people who win at the very highest levels, whether they tech trade or not, the spin control center is a vital part of the strategy. I wonder, have you ever tried on very slow tech trading? Can you get to it in time?
Reply #2 Top
I have done it without spin control. I didn’t even try spin control my first half dozen or so suicidal games. But spin control does make it easier. I think it is actually easier to get it with a slower speed of technology. The computer spends all it's time on weapons research and simply doesn't ever try for spin control, so it's just sitting out there waiting for you whenever you want to make the tech push to get it.

In fact, I think slower tech games on suicidal are easier. I should have put slow or very slow tech in my original post.
Reply #3 Top

Nice guide!

Glad to hear that most of what I'm finding on Tough is going to work well on Suicidal.

Interesting to me that you advocate getting Galactic Bazaar before you get Spin Control Center... I've always rushed through the diplomacy techs, figuring that a higher level of diplomatic ability would be almost as important as the Bazaar, and that Spin Control is THE most important Super Project in the game.

I figured that once I've got Spin Control, I've got TIME to finish out the Trade techs. Heh. And all the other techs...

You didn't mention frigates. It surprised me also that you would be racing up the Trade research branch without making tons and tons of frigates to establish trade routes.

On Tough difficulty, I've done it both ways. The econ boost from maxing out your trade routes is VERY nice, but a lot of times once I get my Spin Control Center I don't have to be as careful about trading my weapons techs to other races for insane amounts of cash...

Hmmm... I trade them Laser V Weapons while I've got 20-30 uninterrupted turns to research Xeno Ethics, Neutral Learning Centers and then the tech race is over... I'll quickly make any benefit they get from my having sold them Laser V Weapons insignificant.

Anyway, it's a good guide, and I look forward to following in your footsteps at the higher difficulty levels!

Reply #4 Top
I don't ever build a Spin Control Center. It is one of those features that I consider cheesey to use. However, most everything else said here is spot on. I would maybe emphasize that you need to start building banks soon so that you can pay for all those planets that you managed to colonize.

The other way I like to play is on a medium size galaxy with abundant planets but no tech trading. I start pretty much the same way except that I need to concentrate on research a little sooner so that I don't fall behind.

And the last thing I would mention is that you really need to specialize your planets. Your highest pop planet (and theoritically it is a happy planet) should be your econ capitol. Then I choose my manufacturing and research capitols based on tile bonusses, assuming the planets quality is good enough to support the enough buildings to make the capitol worthwhile.
Reply #5 Top
Cool, thanks
Reply #6 Top
On trading...I used to do more of this. I have found in my last few games that I have completely skipped building trade ships altogether. I know this sounds counter intuitive, but I haven’t needed the cash and I have used the extra military production to get that first war off the ground a bit earlier and make it easier (trade ships or troop ships!). A racial population bonus, a racial economy bonus and a few basic techs puts you at cash neutral, so by the time the first war is over, I don’t really need them. A single galactic economic resource means you never need worry again.

Planet specialization does help especially for the capitals. I do usually wait until I find a good planet for this and specialize the capitals. Killzone did a good article on this specific subject that is worth reading.

https://forums.galciv2.com/?ForumID=346&AID=122426#953561
Reply #7 Top
I forgot that there was spin control the first time I beat 4 cpu's on crippling. x.x the result was it took me forever to win against the Drengin when they kept attacking my outermost planets and I had to keep retaking them--a huge waste of resources.
It's great that you made this post cause now I know that we have spin control ^_^ and no more Drengin Harassment for me!!
Or maybe I didn't get the proper research done... What gives you Spin Control?

Edit:

Aww, it can only be placed on one planet??? Does that mean that only one planet will look more powerful than it really is, or does it affect all of your planets?
Reply #8 Top
Aww, it can only be placed on one planet??? Does that mean that only one planet will look more powerful than it really is, or does it affect all of your planets?


Just the one planet.
Reply #9 Top
I also often choose the Drath Legion.
You can also buy the manufacturing capital with them right from the start. This makes it a lot easier to produce colony ships with your homeworld. Producing a colony ship every turn in the beginning is of utmost importance.

This is especially helpful when you play on maps where you do not have much space to develop. On larger maps and/or few opponents, giving the manufacturing capital to your homeworld may be seen as some kind of waste, though.
Reply #10 Top
Spin Control is under total majesty. It makes whatever is stationed on that planet look five times stronger than it really is. If you put nine ships in orbit (so you can still build stuff) this will make you look significantly stronger to the computer AI and it will leave you alone...If you want, pick an otherwise useless planet in the same star system as good planets and simply buy spin control outright. Then it's no big deal to put ten ships in orbit (now looking like fifty ships), since you aren’t losing any real military production. Use the good planets to replace the ships in orbit around the spin control center planet as new designs become available.

This is probably the worst outright game cheese. I have mixed feelings about it, since it does actually work as designed.
Reply #11 Top
I personally think tight cluster games are much harder (though more fun IMO) and should be avoided for your first suicidal.

Brad/Frogboy said that the AI performs poorly on tight clusters. Tight clusters makes it easier to get multiple good planets within the range of a econ. star base. Since a good human player is better at building of networks of maxed out econ. star bases, I think tight clusters makes the game easier.

I play each game at very fast research which increases the pace of the game. My first Metaverse game at level painful(to easy) on a gigantic map, everything abundant, nine oppontents, was completed on Dec. 15, 2229. Since the game duration is rounded down, this counted as a 4 year game; it is best to complete your games in Dec. if you want to maximize your score. Does very fast research make the game harder or easier?

[Spin control] is probably the worst outright game cheese. I have mixed feelings about it, since it does actually work as designed.

Now with the first strike advantage mostly removed (attacker wins in the case of a tie) in v1.2, I think the war/peace/war loop is the worse cheese. There should be a period (say 26 turns) after signing a treaty during which you may not break it. I have never made peace with a race after declaring war. I have never built the spin control in my games but I have not yet tried the hardest levels. Currently playing my first Masochistic game.
Reply #12 Top
Keep in mind the developers mostly tested on tiny/small maps at lower difficulty settings (fully enabled AI, no bonuses) and some things change based on difficulty and map size. The tight cluster comment is based on my personal experience, experiences may vary

The reason I think the AI plays a tougher game on tight clusters has to do with the amount of space the AI has to defend. The larger the amount of space the AI needs to defend, the poorer the job it does of defending it. With tight clusters, the AI is defending less space. It generally does take less time to play a tight cluster game. This is because you don't have to spend as much time spreading out to reach all the planets (or at least to get a good majority), and there seems to generally be fewer habitable planets.

On suicidal, even a slow research rate will still make for a potentially fast game since the computer zips through good chunks of the tech tree. Changing the research rate is a good way of slowing down the computer so it doesn’t gap too far ahead of you in the early game. My typical game ends between Jan 2228 and August 2228 with 80-160 planets. The tic between very slow research and slow research seems to be about three months game time. I tend not to play normal speed research games. If you do at this level, it feels like you are starting play about three fourths the way through the tech tree (an obvious exaggeration, but it feels like it!). You may have to start avoiding manufacturing techs so that your planets get enough of a manufacturing base to build the next set of manufacturing buildings. I haven't played a suicidal at anything above normal. If someone has, I would be curious as to what they thought about it…

I am all in favor of the developers closing up whatever cheese loops they would like to address, I would love to see the game become more difficult... Preferably through the computer playing a better game. In the end though, no computer playing on a fair field with a complicated game is capable of beating a good human player for the foreseeable future.

I could do another whole mini dissertation on metaverse point scoring, but wanted to keep this to just game play. Besides, there are others who are clearly able to rack up more points in less time than I can, even if I do have a reasonably good rank!

BTW Thanks to everybody above who has commented and asked questions. I think this thread has become more valuable for it.
Reply #13 Top
I'm pretty sure exploiting NLC the right way combined with Spin control center works on suicidal level too, but I never was a glutton for punishment. It definitely works on maschohistic even on the smaller map sizes and is a cake on larger maps.