
September 4th, 2003, 10:14 PM
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Lieutenant Colonel
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Join Date: Feb 2003
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by oleg:
Thanks all for advise !
But should I first research other colonization techs and build up my colonies or go strait away to warp opener ?
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Oleg I strongly recommend you play with Neutrals included, start with Rock as a suggestion and you are most likely to start with more planets in your Solitary no warp Home System… Consider OFFER TRADE for the other Colonization TECHS as you would in any game with the AI, if you are in a TR with them; they may trade for as little as 20kt of any resource even a Comm. Link or in regards to Neutrals trade your Colonizer tech; even better if it is no use to them
Research Stellar Manipulation ASAP but also research some weapons, fighters and at least Frigates if not Destroyer to PRE defend that NEW warp hole. Mines may be of some value, since it should be around the Sixth to fourteenth year you open your first warp (Depending how Defensive, Offensive or Infrastructure investments in the style of play you may be... If playing a Cluster style Map chances are you having the entire cluster to your self so you should not have to over do defense too much.
GLV is correct; it is best not to open early WARPS over your HW as it may facilitate the AIs invasion. Consider a scrub planet with a few Military Barracks for the cargo space, then pack on the defenses and Open your Warps there
With a Large and to some degree a Medium Cluster Style Map, you should be able to open most if not ALL Systems in your Cluster from Stellar Manipulation (1) certainly SM 2.
However, you will need SM 3 to get to the next Cluster and this is really when you have to be prepared, after all it may be your best friend the evil HIVE in the next Cluster
NOTE AI will have Inter Cluster Warp on average; in a AI no Bonus game (AFAIR):
Science and Engineering races about 8 to 16 Years.
Merchant Races about 15 to 20 Years.
Other Races depend on their Demeanor, the more violant the race the latter it will warp
Some Race are lethargic by nature and may warp when they feel like it (Abbidon for one)
Xenophobic and Neutrals do not open warps at all.
The AI is set up to Warp its Home Cluster First and then it will warp to other surrounding clusters much Later, except the Eee and some Engineering race that MAY just Bump the Stellar Techs back to back and warp out of there Home Clusters early and that may open your game right up
In addition, those serine Engineering races we like to pick on in the Standard games, you just may notice the MR HIDE in them in a NO-WARP GAME, so be on your guard.
Also please note for Xenos; though more in the way of Infrastructure. However, the Violent races, these races prefer Big Weapons and Hugh Attack Ships over the fancy Science Stellar stuff, so you just may open warps to Pandora’s Box all the way back to your Home System no borg out there but there sure is other races just as mean.
Therefore, when going to a new Cluster you may consider having a pre Warp Hole Defensive Base Built to at least attempt to block the AI from rushing your rear Colonies with there fuel thirsty fleets. 100 mix of level I Sat- missiles and Level two Sats with good beam weapons along with great sensors and a few Pure PD sats, with this and a Carrier Fleet ready and reposition able; before entering each System in that new Cluster.
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So when QBrigid and GLV say the AI gets Frisky if not darn out and out rude; with a low AI bonus game as opposed to NONE, this is why (((TIME))) you will have little to prepair in a low bonus game and priorities will get confused. So it is recommended all play there first few NO-WARP games with the default of NONE for AI Bonus.
[ September 04, 2003, 22:58: Message edited by: JLS ]
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