All, we have a new member. Please welcome CraigHB to our merry band! Craig has been a long time player and a long time poster on the forums. It's great to see him on board! Good hunting!
Purge
You can get 24 to affect a square. Put them in the middle of a sector, down the edge, not dead center. This lets you use starbases from six sectors.
For the bigger maps, leave the AI with one planet as well. This lets you avoid the negative you would get for genocide.
Good Diplomacy, as it enables player to fight 400% suicidal bonus with 400% suicidal bonus by enabling him to incite wars among AIs. I exterminated many races with no warships on my site, just with transports to take planets another AI cleared of defenders. Solution: give all suicidal AIs about 30% starting diplo bonus, and let us check how it will work out, or just make paying for the war significantly more expensive, making SuperManipulator really special.
Doesn't every single tech get slightly more expensive after you research a new tech? I'm pretty sure this is not true and they have a fixed research cost. Although some adjustments are made for galaxy size and tech speed. If you pop open the techtree.xml file you can see the associated costs for each tech. The galactopedia did this automatically and presented it in a nice format, but I'm not sure if it's ever been updated for
My three year Altarian large DA game was done with the same basic setup and approach, although I did turn up the population growth bonus for them. I'm just glad that people are finding use in this.
Oh yes! My first set of suicidal games were on very slow tech (DL at the time) and I transitioned over a number of games to very fast.
Purge, I've taken a look through almost all of your savegames. Very interesting, and educational to see that much activity going down in three game years. I would just like to ask you two questions. What factors go into your decision to build additional factories on a planet? And what do you do, if anything, if you steal advanced farming technologies? Yeah with these settings, I tend to view three game months as
Ah. That would be yes, MCC. I fixed the OP. In my case, I thought you meant Manufacturing Centers (the surrounding text didn't make much sense in that context, though). So, I kept pushing research toward reaching those. I was a bit worried since everything I'd read said upgrading factory-type buildings "too early" is a sure road to bankruptcy. I did start takin
Mumble is pretty much dead on. I do a couple of things different, but the basic idea is absolutely sound and absolutely critical. I skip all research tech. I go to Xeno Factory Construction pretty early. This is mostly because I am doing the all factory strategy. In addition, with this particular race setup, it just doesn't take much longer to build the advanced factory over the earlier factories. Even on a new planet. I do a narrow focus as well (although maybe not as
I will do some trading with minors for whatever is available. But in general, I find it's more important to get the invasion rolling asap before the balance of power shifts. Well i am still playing DL and it is quite impossible to get planitary invasion and population for transports before the AI has superior fleets. Although i will sometimes attack an AI early on if it has planets inside my territory - in
Thanks for the complements all! You know this is a beautiful writeup that can possibly help a lot of people. However like any strategy that I've had descibed to me or that I've attempted to describe to others, the devil is in the details and the details are just too numerous to fully explain and elaborate on. Not only that but each game is different and there are unspoken and potentially even unconsciously used contigency plans that the at
Ah. That would be yes, MCC. I fixed the OP.
I run at 100% social at the start (well sometimes 1/99). Feb 1st and Feb 15th respectively, mark my first research and military spending.
he is now pondering other ways to make it harder to win on Suicidal without penalizing players on lower levels That's one of the best things I've seen on this thread yet. I am definitely in favor of anything that helps to create a sliding difficulty scale where players have to work harder in multiple areas as they increase their difficulty level, yet doesn't punish new players for the successes of grizzled
I do sometimes see advice for winning on Suicidal offered up on the forums by players with no track record of Suicidal wins that I find doubtful, misleading, or less than complete...So, I think it is important to reality check what people are really doing. It's really easy to say people are winning because they are doing X, but its been my experience that the reality is closer to they are doing A,B,C and D, not doing M,N,O, or P, letting them now do X,Y, or Z. Which, makes easy solutions not e
Not a screenshot, but I did get +700, +300, and +100 on a single planet once. It was on a very low PQ world on top of that. I think it was a six or seven. One farm, manu cap and a starport and that sucker was done. DL, not my home planet...
The problem with returning ships to home planets, is that on gigantic maps, it may take game months to get them back to the border. Well, if you knew that they were going to get moved, you wouldn't move them in the first place. Cari, the problem here is that influence borders shift all the time and I can’t be sure that I have all my ships on my side of th
This AAR is different from the typical AAR. There is no story line. It’s 100% about game play and decision making. It’s all about how to regularly and consistently win on a Suicidal large size or larger map. I used no uber-cheese. It had been a couple of months since I played a full game, so my timing was a touch off here and there, making it all the more useful as this strategy does have some play in it. I had the game well in hand by end of year zero, before the first war was ever fought.
I do have to admit this is one of the things I really hated about Civ4. This is probably where part of my reaction is coming from. I always disliked military units that magically move. The problem with returning ships to home planets, is that on gigantic maps, it may take game months to get them back to the border. I guess, what I am saying, is that actual borders and influence spheres need to remain separate. It has been blurred a bit in DA, and I wouldn't want to see it ge
Mumble, they will get move to the nearest ZOC that isn't yours. They have to do this in those cases where the AI doesn't have any ZOC. Meaning sometimes you can punt a runt AIs ships halfway across the galaxy on large maps.
The first thing that pops into my mind is that sometimes my planets are significantly inside enemy space. So, I have the same problem that I have with the UP treaty, my fleet leaving my planets undefended because of this. I can solve it partially by orbiting my ships. It also becomes very exploitable in reverse. Not only can I force the non-orbited AI fleets to abandon everything, but I can predict where his ships will be located and ambush them , by figuring out where they will be pla
Other than two specific nights, I haven't seen this again myself. Might be the same thing.
I haven't seen any good answer for why this happens sometimes...But I do know that trying a different browser or computer works sometimes. Once it is successfully created, it seems to work everywhere.
Well, I agree with you GW. It's the expected response of a nation that has someone declare war on one of it's allies and it shouldn't be a diplo black mark.