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February 26th, 2002, 10:25 AM
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Captain
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Join Date: May 2001
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The lovable EEE
The EEE. Those lovable aliens who make deals with everyone. Including your enemies.
Basically, what can I do to get them to break a treaty with some one else or, better yet, declare war on them? If they break the Partnership, it may push my enemy into a resource shortage, which would take some of the wind out of his sails. I want to maintain my relationship with the EEE as I am enjoying the reources trade with them brings, as well as enjoying not having to worry about the Northern Front.
For three turns in a row they have said they will break their ties, but they lie. The treaty grid shows a continuing partnership. My race is weak in spy activities, so that option is not really available.
Hints, ideas and rude comments from Tigga are welcomed.
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February 26th, 2002, 11:57 AM
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Lieutenant Colonel
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Re: The lovable EEE
You might try to use WP closers to isolate the EEE from your enemy. No path from eee to your enemy = lost contact = no treaties. However, this is likely to be prohibatively expensive, and depending on the map characteristics, quite difficult. Intel would probably be cheaper, both in terms of resources and research points.
Other than that.... Well, lets just say that you are up a minor tributary without means of propulsion.
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February 27th, 2002, 02:43 AM
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BANNED USER
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Join Date: Nov 2001
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Re: The lovable EEE
Another possible option:
1) Go into defensive posture or make peace wiht other enemys, (Economy of Force).
2) Acertain what kinds of Ships / Weapons would be best to use against the EEE.
3) Build a suitable invasion force with the intent to capture planets. (You will need the resources later)
4) Trade with the EEE for what ever Mineral / Organic / Radioactive you will need a surplus of to build the fleet. Always offer about 5% more of what you do not need.
5) Assemble the fleet and move very quickly. (3 or more fleets with at least two transports each)
6) Note your score and EEE's score before you declare war.
Reason for these precaustions:
The EEE are frequently the 1st or 2nd most poswerful AI, Taking them out could propell you into Mega Evil Empire status befor you are ready.
I personaly would never do this, (twice), but it dose work.
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February 26th, 2002, 06:54 PM
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General
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Join Date: Jul 2001
Location: Canada
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Re: The lovable EEE
I think the Eee ignore the Mega Evil trait. Because they can make more off you in trades. Smart race the Eee.
__________________
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old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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February 26th, 2002, 07:06 PM
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BANNED USER
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Re: The lovable EEE
tesco, I'll have to check a saved game, but I believe The EEE have declared war on me when I hit MEE. They did so diplomacticaly. They even removed the huge fleet they had over a key planet, waited for the next turn and at least canceled the Partnership.
I was pointing out that if you take out the number one or number two player, you could change the rellative positons so much that you would end up with MEE status. If you arn't expecting it, You will have "Bogies on your six and no wingman".
[ 26 February 2002: Message edited by: Gryphin ]
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February 26th, 2002, 07:36 PM
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General
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Re: The lovable EEE
quote: Originally posted by tesco samoa:
I think the Eee ignore the Mega Evil trait. Because they can make more off you in trades. Smart race the Eee.
No AI ignores the Meg Evil trait, but I've noticed some interesting variability in when it seems to be triggered. Larger empires seem to be more slow to react. I think it's now got some relation to relative size factored in as well as the threshold of 'absolute' size that triggers it. Since the Eee are usually one of the larger races, as others have noted, they would tend to be one of the later races to react to MegaEvil.
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