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-   -   how to start a good game (http://forum.shrapnelgames.com/showthread.php?t=2782)

blazefire April 18th, 2001 09:41 PM

how to start a good game
 
k i've started a game but i lost because 4 empires made a treaty and made war with me. what is the best way to start a game. what should i research. what should i build. etc etc...

dmm April 18th, 2001 10:52 PM

Re: how to start a good game
 
There's a strategy guide that several people have been working on. Take a look.

My 2 cents:
1) Learn the game on turn-based, with low tech and low research cost and no AI bonus, and use tactical combat. It's easier.
1a)Also, make your race friendly and peaceful. The AI will be more accomodating, and it turns out that peaceful races don't mind battles much, as long as you win.
2) Don't make treaties with anyone stronger than you. They'll abuse you -- colonize planets in your home system, etc.
3) Unless they're a LOT stronger than you, in which case you should grovel to play for time.
4) When learning the game, use emergency build to your advantage. Once you get good, you can eschew this sleazy tactic.
5) As in all wars (game, real, economic, political, social, or otherwise): Concentrate your fire power. Try to fight battles with the odds highly in your favor. Let the enemy destroy himself against your fixed defenses before engaging him in open battle.
6) Colonize larger worlds and breathable worlds preferentially, but don't spread yourself too thin in doing so. Don't go more than one system away at first. In the early game, junky worlds in your home system are more useful than paradises 5 turns away. (The 5 turns you spent moving a colony ship to Eden would have been enough time to build a shipyard on nearby Inferno Moon.)

Suicide Junkie April 18th, 2001 11:27 PM

Re: how to start a good game
 
Grab a second tech levels in missiles, then get point defence (under military science).

Now you can go for beam weapons. I suggest DepletedUraniumCannons (cheap & effective), and later, Phased Polaron Beams (under physics 2)(expensive, but very powerful, & penetrates normal shields)


Point defence is very important, since missiles are so popular early on. PPBs are probably the #2 most efficient weapon in the game.

For race design, I suggest taking +20 or +25 defensiveness. If the enemy can't hit you, you don't get hurt http://www.shrapnelgames.com/ubb/images/icons/icon7.gif With Point defence, they can't hit you with missiles OR beams http://www.shrapnelgames.com/ubb/images/icons/icon7.gif.
If you do take god-like defenciveness, use Shield regenerators when you get to S.R. 3 or 4. Beware the SR5, since it is NOT as good as the SR4 in the standard datafiles http://www.shrapnelgames.com/ubb/images/icons/icon9.gif.

With shield regenerators, & the elite racial dodging ability, any shield hits you do take will heal up before they enemy can hurt you again http://www.shrapnelgames.com/ubb/images/icons/icon7.gif.

Trachmyr April 18th, 2001 11:33 PM

Re: how to start a good game
 
As far as Tech goes, I would suggest spend your initial "bounus" (which you should set to high) points on chemistry and military science (as well as level 1 in planetary weapons), immediatly research armor and point-defense weapons. Try to get lvl. 3 in point-defese, planetary weapons, armor and level 2 in missiles... also level 2 or 3 in ship construction. The first empire you meet, I would suggest going to war with as soon as you have signifigant forces in their system(s) (especially if they live on a diff. type of planet or breathe a diffrent atmosphere)... BLast all of their small planets to ashes with missiles/planetary napalm (use point-defense guns to shoot incoming missiles and satelittes). Attack their homeworld in tactical but DON'T engage unless your sure you'll win! (just hit next turn over and over). You're now blockading them, demand their surrender (if they don't surrender you might have to hunt down some of their ships or take out sats in orbit of their homeworld).... Once they surrender you;ll have a huge pop. to play with (hopfully one that breathes a diff. atmosphere), and a bunch of tech. (maybe colonization tech!).

Try to do this in the first 50-100 turns.

raynor April 19th, 2001 12:08 AM

Re: how to start a good game
 
Start a game on a large map so you'll have some expansion room before you encounter the first AI. Then try these:

1. Expand as quickly as possible. Because colony ships are so cheap, I use them instead of warships as scouts. You want to colonize everything in sight. You should always have at least one colony ship under construction and another one in space headed someplace.
2. If you encounter a system with an AI colony in it, don't put a colony there, and don't send your ships through this system. Pretend the warp point leading into that system is a brick wall.
3. Make treaties with everyone you meet but don't let them have a Military Alliance unless you don't mind them colonizing planets inside your system.
4. Research Construction, Mines, Warhead I-III.
5. Put a mine field at every warp point leading into your system.

At any level of difficulty, mines are absolutely deadly to the AI. After encountering a mine field for the first time, the human player hopefully would be smart enough to sweep it before sending any ships through. But the AI isn't coded to do that.

For the ultimate in protection, you can research Astro Physics and then Stellar Manipulation until you can build the component on your ships that closes wormholes. Unless the game Lasts really, really long, the AI isn't going to open a wormhole into system where you've closed off the wormhole.

Str8_Gain April 19th, 2001 12:54 AM

Re: how to start a good game
 
With regards to colonization techs, one thing neutrals are good for is trading colonization techs with. If I start with gas, and the neutral I find has rock or ice, I'll offer a trade of colonization techs plus a treaty like Trade Alliance to sweeten the deal. You get a new trade partner, new colonization tech, and you don't have to worry about neutrals becoming expansionist using the tech you just gave them.


Taqwus April 19th, 2001 05:04 PM

Re: how to start a good game
 
Especially in a large galaxy, it can be a good idea to build a couple of long-range scouts (unarmed, tiny hull with extra supply storage). Cheap, and ISTR that you can achieve roughly twice the range of a colony ship -- which is good, because the colony ship doesn't need to make a return trip. If you have neighbors, you want to know pretty quickly... and if you don't, that's useful information as well.

Oh, and unlike what the manual sez, I'd suggest building some intelligence centers *before* you meet somebody so you can get counter-intel up and running ASAP.

------------------
-- The thing that goes bump in the night

Nitram Draw April 19th, 2001 05:43 PM

Re: how to start a good game
 
If you are having trouble surviving a standard start game try setting the starting planets to good and number to 3. This will give you a higher base to start from.

mac5732 April 19th, 2001 07:59 PM

Re: how to start a good game
 
In very beginning, research Mines. even 10 mines over your worlds will destroy AI, also put some on your worm-holes. Missles to level 2, level 3 is preferable & Point defense. Then your beam weapon Tech. When you get to level 2 or 3 in missles, put 1-2 small WP's on your planets. Upgrade them as you go. I also like to build extra storage facilities on poor or mediocore planets as in beginning you will produce more resources then you need, This saves them for rainy day, however some players don't. matter of preference. Expand as rapidly as possible but don't over extend. Also your research will depend on what traits you have. I.E. organic race - organic tech, etc. With AI go for trade then trade and Research treaties. This gives you extra income & research points. Send general message and a gift to AI to sweeten them up for treaties. I usually give them 1000 resources. Up to you.
In beginning of game I set Number of units over 5000. Your mines, ftrs, & other units count towards this and 1-2000 just isn't enough. I also use lots of ftrs, cheaper and can be effective on defense. Glaze enemy planets when found or show up in your system if at war. Don't colonize system that has AI colonies, at least not in beginning.

Just some ideas mac


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