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13 years ago
May 8, 2012, 2:27:57 AM
I usually get pretty far behind from the first places(which usually are Cravers with beam weapons) and I don't consider myself a horrible player

It doesn't that I always get on war with the number 1 Craver, who annihilates anything I put on the field (yes I adapt every single time, but when I can field my new ships, they seems to have me outnumbered or outgunned no matter what)



So, anyone really good at this game is able to spare some tips?
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13 years ago
May 8, 2012, 2:59:07 AM
To be frank, I had to start a game on easy before I saw any real equality with the AI...and then they still often had a tech edge on me. Here's how I survive longer, if you will:

1. Focus on systems that have a good balance - start with the planet with the most food, build up your pop then expand to the ones with more production then the ones that produce income.

2. Research the various minerals and other bonuses early...it pays to know where they are and coloize those systems ASAP.

3. Build up at least 2-3 five ship fleets of corvette class (defenders). If you have some military, the AI respects you more and attacks later, if at all. I try to provide a 5-ship fleet to each system, at least to begin with.

4. Research other planet types to colonize - desert, arid and tundra all have benefits. I save the volcanic and asteroid types for later.

5. Only research the basic weapons so that you can make generic ships then upgrade them later if a threat presents itself. In the beginning, very basic ships are enough to fend off enemy thoughts of incursions or pirates, if you field enough of them.

6. Optimize planets. I look at what the planet is best at, and give it the improvement that enhances that specific "talent." Then I add as many system improvements as I can afford.

7. Happy population is important...I very early on decrease taxes so I am barely generating income, so I have a lot of happy campers out there. It seems to enhance growth, though I don't have figures to prove it.

8. Get cozy with the tech tree so you can beeline the techs that suit your style of play. I had to learn to zoom in real close, so I could read the specific improvements that each tech provided. When I first started and only played with the tech tree zoomed out, I was lost and frustrated. Zoom in and see what it is you are actually getting!



Those are just a few of the things I've learned so far. Enjoy the game!
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13 years ago
May 8, 2012, 3:04:53 AM
Having only played as the Sophons my advice is this: United Empire and Cravers are the only dangerous AI factions - currently Hissho and Horatio will get trampled by UE or cravers or even just the pirates





As Sophons concentrate on getting your home system and one other decent four-planet system fully colonised within the opening turns - don't expand too much because your race cannot hone their tech advantage if they waste resources needed to develop FIDS infrastructure on killing pirates



both UE and cravers perform exceptionally well in growing their territory in the early game

in the mid game both empires have such handsome military bonuses that you are advised to avoid conflict at all costs (well it's always war with the Cravers but, and this goes for all AIs, if you keep a low profile and don't expand too much the AI will generally ignore you)



once you've carved out a handful of systems in the early to mid game (expansion is slow with the Sophons, but your tech advantage should make the process painless) look to hunker down and get your economy going - I run my empire on 0% tax by alternating each system from building improvements to converting ind to dust - be careful diplomatically; any conflict's pressures will ruin your production schedule and slow your development



[NB-untilIactivelybegintakingtheirterritorymySophonsarebehindtheUEinscorethroughoutthegame,whiletheCraverscangettodoublepointswithin50turnsandwillremainthereuntilIdecidetokillthem]



if you're savvy the Sophons can hold off UE and craver fleets twice their size simply through access to better weapons and shields - people claim that the card combat is lame, but I find grabbing the cards before anyone else makes an enormous difference and really emphasises the decisions made at the strategic level





focus on techs that will solve any pressing situations (if you want to expand then ↑weapons↑ - colonise then ↓agriculture↓ - enhance economy or diplomace then ←politicals← - consolidate production then →scientifics→) but before your get to grips with the tech system don't be afraid to spam across the entire tree; by the mid game your ecstatic citizens should be able to research most of the yellow techs on your research screen within a turn or two



having honed the economic and scientific edge in the early and mid games your Sophons should be in a prime position to roll up the more bellicose empires with your superior firepower or run away to a scientific victory or whatever you like
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13 years ago
May 8, 2012, 4:50:59 AM
DuddBudda wrote:
people claim that the card combat is lame, but I find grabbing the cards before anyone else makes an enormous difference and really emphasises the decisions made at the strategic level




Are the cards *unique*? That is, if I get a card tech first, no other empires can use it?



Relatedly, do you auto-resolve battles, or do you find that you can make better card choices than the player AI does?
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13 years ago
May 8, 2012, 5:45:37 AM
davea wrote:
Are the cards *unique*? That is, if I get a card tech first, no other empires can use it?



Relatedly, do you auto-resolve battles, or do you find that you can make better card choices than the player AI does?




No, everyone can have the same cards (unlocking them by the tech tree (right part) or by heroes).



Auto-resolve it's not a good choice, you can adapt your cards in manual, in AI, it's pretty randomized...
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13 years ago
May 8, 2012, 5:51:45 AM
To be honest, I find the "tactical depth" of the cards to be minimal and uninteresting. I am surprised that the player AI cannot choose the cards as well as a human player. The element of luck seems to dominate, rather than any kind of skill. Can anybody give an example of intelligent card selection, which would not be obvious to the player AI?
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13 years ago
May 8, 2012, 5:56:32 AM
The card i always choose to the long range phase battle is the healing one. Even if you finish the battle in one turn, the healing card will work and heal your ships, IA doesn't know that^^ Pretty interesting when your fleet took damages and if you finished the battle before the long range phase started.
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