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View Poll Results: Am I just an idiot, or is this game hard?
No, this game is rediculously hard. 3 13.04%
Yes. you are just an idiot. 20 86.96%
Voters: 23. You may not vote on this poll

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  #1  
Old November 29th, 2004, 12:47 AM
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Default Re: Ok...

Personally I always set Victory Conditions like Player has X% of 2nd place empire and has researched X% of the tech tree. I usually set both fairly high (1st on 150-200% and second 80-100%) which means the game still is challenging, but you have goals to work towards other than the annihilation of all other life in the galaxy.
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  #2  
Old November 29th, 2004, 01:07 AM

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Default Re: Ok...

Are you playing against the standard AI's? Or do you have something like TDM AI's installed? I've got to the point where AI's are completely simple unless they are TDM AI's.
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  #3  
Old November 29th, 2004, 02:46 AM
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Default Re: Ok...

I say mod your own AI. There was one AI that was very hard to beat. An AI Challenge was issued and as far as I can recall, it was never beaten. Do any of you recall who made that AI?
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  #4  
Old November 29th, 2004, 04:05 AM
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Default Re: Ok...

Quote:
Atrocities said:
I say mod your own AI. There was one AI that was very hard to beat. An AI Challenge was issued and as far as I can recall, it was never beaten. Do any of you recall who made that AI?
Wasn't it not an AI, but the AI Campaign mod on some certain settings? High bonus with lots of AIs or something. Any single SE4 AI can always be beaten (assuming it is not a heavily cheating AI with lots of super powerful AI-only devices (which AIC is not...)), given enough time...
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  #5  
Old November 29th, 2004, 04:27 AM
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Default Re: Ok...

Here's some dumb things I did when I first started playing:

- I thought you needed a spaceport on every planet. You only need one in each system (unless you take the "Natural Merchant" trait which means you never need any spaceports)

- I also thought that 1 spaceyard per system was enough. That isn't enough. Read the FAQ in section 17 on "economic harmony".

- I had a rude awakening when the first Psychic AI used an Allegiance Subverter on my ships. Beware of these. Some AI's use them pretty well. They steal your ships.

- I lost a really big fleet to a minefield before I realized that the AI likes to mine warp points. Make minesweeping ships.

- I learned the hard way that Point Defense Cannons are essential against an enemy that uses missiles or fighters. They are good against drones and sats too but these generally aren't that much of a headache.


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  #6  
Old November 29th, 2004, 11:36 AM
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Default Re: Ok...

I would expect your problem to be expansion; an aggressive expansion is mandatory in the game, though the AI does not usually shine at it.

The rough guideline on expansion is to go as fast as possible, and then a bit quicker than that. Having twice as many planets as the current turn number would be a good start (so 100 planets on turn 50), though certainly not the easiest thing in the world to achieve.

You should use your first colony ships to expand forward, two or three systems away from your home, if not farther away. Ideally, you will have one or two spaceyards on these places a bit after turn 10, and will be able to produce other colony ships to further expand your area of control. You should only develop your economy as needs arise in this stage of expansion; a few facilities should be all that you will need to fuel this first wave.

The main purpose of an outward expansion is to control as many systems as possible, and/or to establish an easily defended border. For example, if there are only two systems through which an Empire can attack you, defence should be much easier than if you had ten systems to defend at once. Once you have established this perimeter, developping your colonies will be much easier. Mines make the perfect defence against early raids; these require you to research Construction, and then Mines (at least up to level I).

The above was very generic advice, as a typical gamefile would help to see the problems of your Empire, and I am reluctant to tell you too much at once (both to leave you discover part of the game, and because a lecture on economics would not exactly be easy to assimilate in a few minutes).
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  #7  
Old November 29th, 2004, 01:29 PM
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Default Re: Ok...

Well... Usually I turn mines off, and mainly focus on colonizing all the planets in my starting systems. I don't usually go far. Maybe 1 or 2 systems. then I research other colony techs, and colonize all the planets there. No good?
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  #8  
Old November 29th, 2004, 04:54 PM
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Default Re: Ok...

You mean racial traits? Fyron wrote a pretty good article about min/maxing your empire design available here. The one thing I don't agree with in it is that lowering farming and refining aptitudes below 80% isn't usually worth the cost IMO. For racial tech traits, it largely depends on the player what you should take, but religious and crystalline are very powerful. In fact, religious is often Banned in multiplayer because it's TOO powerful.

For what techs to research in the game:
Weapons: early game, projectile weapons only; mid game, phased-energy weapons (requires physics 2) are excellent; late game, energy stream weapons (requires physics 1) are flat out the best straight damage dealing weapon in the game once everyone has phased shields. Also research point defense weapons (requires military science 1) to deal with anyone who might be using missiles or fighters. Special damage type weapons, like the shield depleter or ionic disperser, can also be useful.

Other combat tech: ship construction is very important - get at least level 4 fairly quickly for the large mount. Shields are good, but if you're going up against phased-polaron beams they'll be useless until level 6. As discussed earlier, sensors and combat support are crucial. High-level armor (requires chemistry 1) is also good, and allows level 1 cloaking (stealth armor) as an extra benefit. Advanced military science (requires military science 2) is important for training facilities, and also gives the cheapest to research cloak detection sensors.

Other military-oriented techs with no direct combat effect: better space yards tech can greatly decrease build times, but it's expensive to research. Repair is important if you plan to do a lot of retrofitting, and it's also a good idea to have at least one repair ship accompanying your fleets.

Economic techs: minerals extraction 2 is valuable, but hold off on 3 for a while and don't bother with 4 and above unless you REALLY have nothing better to do. Computers (requires industry 1) are quite valuable, and as a side benefit can provide immunity to alliegance subverters. Applied research 2 can give a nice boost, but don't get it too early. Troops (requires construction 1) can easily negate the penalty of taking 50% happiness (5 small troops with nothing but a cockpit on each planet will do it - more is better), allowing you to gain an extra 800 race points for other stuff without a significant penalty if you don't wait too long to research them.

Racial techs: If you took Deeply Religious, forget about sensors research; you have something much better - the Talisman. Get religious tech level 4 as soon as you can without handicapping yourself in other areas too severely. This will get you the religious talisman, which gives your ships a 100% hit rate regardless of other factors. If you think you'll have time to get it before getting into any serious wars, you can drop aggressiveness to 75% in race setup for lots of free race points with no penalty once you get the talisman.

If you took Crystalline, research crystalline technology to get crystalline armor. Lots of crystalline armor with just one or two good shield generators can render ships nearly invincible. Ignore crystalline weapons unless fighting another crystalline race, as the armor-skipping property of crystalline weapons will avoid triggering the special ability of crystalline armor.

If you took Organic Race, organic weapons are somewhat inferior to other choices for damage efficiency, but they are uniformly cheap in minerals and radioactives, which allows faster build times. Organic technology is also good for organic armor for a while, but it's real benefit is the population growth facilities. Get organic tech 6 and watch your population soar with Replicant Center III's adding 40M population to every planet every turn. Expensive, but well worth it eventually.

Psychic Race - good for alliegance subverters and system-wide training facilities, but not worth the cost IMO. Alliegance subverters can be countered by master computers, and regular training facilities are good enough for my purposes.

Temporal Race - Temporal weapons excel at taking down shields, but they cost a LOT of radioactives. It takes a lot of research, but temporal technology eventually gives temporal space yards, a 50% improvement over regular space yards at max tech. They take longer to build, though, and you can't upgrade from a regular space yard to a temporal one - you have to scrap and rebuild.

Edit: About retrofitting. Retrofitting has two uses: upgrading obsolete ships, and reducing build times. The first is obvious, the second is explained below:

Say you have a ship that takes two turns to build.
Standard approach: build ship in two turns, send to training center, wait, send to front lines.

Retrofitting approach: design another Version of the ship with only what you can build in one turn, and another with what you can add by retrofitting the one-turn-build design (calculate 50% cost difference). Build ship in one turn, send to training center, retrofit twice, wait a turn less and have the space yard build another in the mean time, send to front lines. With bigger ships that take 3, 4, or more turns to build, this approach can have the ship ready several turns earlier than it would be normally, and free up the space yard to build a lot more of them. It costs a little bit extra resources, though, but not a huge amount.
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  #9  
Old November 29th, 2004, 05:02 PM
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Default Re: Ok...

Ok, so take religous and christalline, then just add the rest of the points to what? intelligence for a research bonus, or spaceyard bonus? or maybe another advanced trait?
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  #10  
Old November 29th, 2004, 05:20 PM
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Default Re: Ok...

Quote:
Col. Mustard said:
Ok, so take religous and christalline, then just add the rest of the points to what? intelligence for a research bonus, or spaceyard bonus? or maybe another advanced trait?
Be aware that Crystalline tech is not very useful until you get large ships, on the order of dreadnaughts. Then, you can use 11 or more crystalline armor IIIs to make ships that are practically immune to low damage per shot weapons, and can withstand a huge amount of firepower from higher damage per shot weapons... The crystalline weapons are generally only good against armor-heavy races, such as organic and crystalline races. Normal races, not so useful against... The crystalline facilities are of dubious use.

Religious facilities, other than Nature Shrines, are mostly defensive in nature. If you are fighting your wars in your territories, you are doing something wrong to begin with... Nature Shrines can, in the long run, really pay off from increasing the planetary values of all of your planets from a single facility in each system. Fate shrines are practically useless... Talismans take a lot of research to develop. Especially in multiplayer games, you have to be very careful in the early game.

Read the min-maxing article that Douglas linked to. It will tell you. Just be aware that, especially with organics, lowering your organic and radioactive aptitude characteristics below 80 is generally worth it. Races without the Organic Manipulation trait use practically no organics, so your points are better spent being moved into minerals aptitude. Radioactives are used more, but still nowhere near the usage levels of minerals... Generally, you don't want to reduce it quite as much as organics aptitude.
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