Recipe for 100k+ ZYW Games
(Messige To The TOE Revenge Is Best Served Cold)
This was Invented by MottiKhan
I'm putting this here in our private area in the hopes that we can use it to improve our individual and empire scores while keeping it out of the public for the time being. It's a step by step recipe for 100k ZYW games.
Most games following these steps precisely will net around 97k, but lucky anomalies and resources can push it over 100k. Lesser maps with only one 700% and 0ne 300% can net 90k+.
I'll update the op as I fine tune the method.
Here are the details...
ARC...
Altarian Super Annihilator
Homestar = Iconis
Alignment = 0
2 Points Diplomacy
4 Points Economics
4 Points Research
Federalist
vs.
Iconian Super Spy
Homestar = Thalis
Alignment = 40
6 Points Trade Routes
1 Point Espionage
War Party
Setup - Gigantic Map, rare everything except abundant anomalies, Scattered stars, Tech Rate Very Fast, 8 minors. Uncheck all Tech Victories. Uncheck all Game Options except Super Abilities. Set relations to cool
NOTE: The Iconians must be in the first slot or March 1 negotiations won't work.
Ctrl-n until you get a map where both civs are close by and there is at least a +700 and +300 Tech bonus. +700 and +700 is ideal.
NOTE: When buying planetary improvements, set to build first, then go back and buy during the same turn.
All buys and upgrades are done using the longest term lease.
Your Tech score will be the primary contributor to your overall score. Buy extra Xeno Labs if your economy can handle it. Only buy econ structures if you can't afford to support Labs, but have a little extra money.
Ignore the secondary planet's morale completely.
Don't save and reload the game in the middle or your score will drop. If you need to reload a game, reload it from the beginning and replay the whole thing in one sitting.
Turn 1 - Research Xeno Research.
Decommission/demolish the starport on the primary planet.
Buy a lab on bonus tile (Use the +300 first).
Queue up Labs on the other bonus tiles and Econ structures on 4 or more tiles.
Set the Flagship to Autosurvey.
Land the Miner and Colonizer on the home planet.
Set launch direction toward enemy and launch the Miner. Move the Miner towards the enemy star system.
Set launch direction toward your secondary planet. Launch the Colonizer with 1 mil colonists and move it toward the secondary planet. Don't land yet.
Set taxes so your Approval is 100%. Set 100% Spending, 0% Mil, 0% Social, 100% Research and 0% Espionage.
Do a quicksave here in case you need to replay the game.
End the turn. (One item researched)
Turn 2 - Research Advanced Computing.
Buy a Xeno Lab on the second bonus tile.
Colonize your secondary planet and buy one Xeno Lab on it. Ignore your secondary planet from then on.
Set taxes to 69%. The Apporoval should be about 42%.
End the turn. (Two items researched)
Turn 3 - Research Planetary Improvements.
Buy a Technological Capital on your primary planet.
End the turn. (Two items researched)
Turn 4 - Research New Propulsion Techniques.
Upgrade the Lab on your primary planet to a Xeno Lab.
End the turn. (Three items researched)
Turn 5 - Continue researching Impulse Drive Mark II.
Buy an Econ structure or Xeno Lab on your primary planet.
End the turn. (Three items researched)
Turn 6 - Research Universal Translator.
Buy an Econ structure on your primary planet.
Set Taxes so your Approval is 20%.
End the turn. (Three items researched)
Turn 7 - Research Xeno Entertainment.
End the turn. (Three items researched)
Turn 8 - Research Diplomacy.
Set Taxes to 80%.
End the turn. (Three items researched)
Turn 9 - 1 Mar 2226 - Research Galactic Warfare.
Manually move the Miner as far as it will go toward the enemy star. Upgrade it to the following specs...Cargo Hull, 1 Constructor Module, 1 Basic Support, No engines. The upgrade should take 2 turns.
Open negotiations with the enemy.
Trade your Research Treaty for his Miner and possibly a scout or two, plus money.
Trade your Econ Treaty for money.
Continue with your techs, one at a time, starting with the highest value tech and working down. Trade Diplomacy techs last. Don't trade any Extreme Colonization techs or weapons techs above Space Militarization.
Your goal is to gain as much money as possible and to have the enemy miner and one or two scouts.
Upgrade one newly bought scout to a constructor with a small hull and a constructor module. The upgrade should take 3 turns.
End the turn. (One item researched)
Turn 10 - Research Spore Weapons.
Begin moving the newly bought miner and the remaining scout if it exists to the enemy planet on the side closest to your star system.
End the turn. (Three items researched)
Turn 11 - Research Historical Assimilation.
Manually move the newly upgraded constructor (your former Miner) toward the enemy planet. Use it to construct an Influence Starbase.
Finish moving the newly bought ships as close to the near side of the enemy planet as you can.
End the turn. (One item researched)
Turn 12 - Continue researching Xeno Cultural Trends.
Move the newly upgraded small hull constructor toward the enemy planet.
End the turn. (One item researched)
Turn 13 - Continue researching Cultural Insurrection.
Move the new small constructor closer to the enemy planet if needed. Construct an influence starbase.
After building the starbase, upgrade the miner to a Spore ship with the following specs...Cargo Hull, 1 Spore Module, 1 Particle Beam, 1 basic support and any engine that will fit.
Also after building the starbase, upgrade the scout to an attack ship with the following specs...Small Hull, 1 Particle Beam, 1 basic support and any engine that will fit.
These upgrades should take one turn.
End the turn. (One item researched)
Turn 14 - 8 Apr 2226 - Continue researching Cultural Conquest or Sensors if Cultural Conquest is done.
Attack the enemy planet with the attack ship and/or spore ship. Invade the planet with the spore ship.
Decommission/demolish all factories on the new planet. Land the attack ship.
End the Turn.