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Which race is the hardest to win with?

Hissho
United Empire
Sophons
Horatio
Cravers
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13 years ago
May 10, 2012, 3:42:36 PM
Ruairi wrote:
Sophons.



If only because while I love Techie Races, Each time I start up I'm steamrolled by bloody Cravers AND then I Find out they had a better tech score than me. Sophons are just too weak combat wise to hold any ground long enough to get some half useful tech advantages, unless you are lucky or a damned good player.




Just played on Normal as Sophons, the first alien race I encountered was Cravers... managed to take two systems, but they're slowly wearing me down smiley: frown
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13 years ago
May 10, 2012, 4:36:42 AM
United empire starts slow until you reach the colony rights upgrade but they are the slowest race to grow with initially with their lack of industry and dust. research tends to take a while with them. although when outfitted with industry and dust modifications from the applied science and ambassador tech tree upgrades they become a force to be reckoned with.



the hissho are a real wild card especially in war. If they have a good enough economy going with some science to back them up they can overcome that minor 20% science debuff which only hinders them a bit. I have seen them tear through craver fleets by giving them nothing but weapon and ship upgrades while using the sophons. It was highly interesting to watch the NPC hisso capture their capitals. then while they fought i archived a diplomatic victory.



they have synergy with sophons.



so early game United Empire then they just become entrenched in a area with defensive bunker buffs. Although unless im mistaken i did see a unique technology that they have called military industrial complex which adds to materials like anti matter and titanium 70 and a FIDS bonus for having materials in the system effectively having a monopoly on materials and having extremely high numbers of food, dust, industry and science so thats a reason that they have more to look forward to endgame.



Hisso will suffer for the rest of the game unless they invest heavily on research and production. Or have someone to give them technology upgrades then they become deadly.
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13 years ago
May 10, 2012, 5:02:31 AM
The Sophons suffer from many techs that would keep them competing militarily not functioning correctly or being underbalanced.
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13 years ago
May 10, 2012, 5:05:52 AM
From what I've gathered, the Sophons require a LOT of work and luck to succeed with. They also have little room for error when things go wrong for them.
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13 years ago
May 10, 2012, 7:14:31 AM
Judging from the games I've played so far (about 5, stretching some 22hours) the Horatios are the weakest race by far. A crafty player might make good use of their pop bonus combined with high level buildings later on, but AI Horatios where always the laughing stock of the galaxy - getting rushed and conquered by either Hissho or Cravers (who both take the top spots of the food chain - Hissho being a force both hard to stop, and hard to conquer, Cravers being a good-at-everything-early-powerhouse.)



Sophons, again, need a good player to succeed. AI Sophons tend to get crushed early on, or get penned up in a handful of systems with a combined FIDS too low to make good use of their tech-trait. The UE tends to come third place, ironically being the one race that's better in AI hands than in the players'
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13 years ago
May 10, 2012, 8:44:45 AM
Sophons.



If only because while I love Techie Races, Each time I start up I'm steamrolled by bloody Cravers AND then I Find out they had a better tech score than me. Sophons are just too weak combat wise to hold any ground long enough to get some half useful tech advantages, unless you are lucky or a damned good player.
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13 years ago
May 10, 2012, 9:01:26 AM
Ruairi wrote:
Sophons.



If only because while I love Techie Races, Each time I start up I'm steamrolled by bloody Cravers AND then I Find out they had a better tech score than me. Sophons are just too weak combat wise to hold any ground long enough to get some half useful tech advantages, unless you are lucky or a damned good player.




I mostly rush to get production boosters like the geothermal plants and and gold increasing modifiers like xeno travel and adaptive taxation which both give gold for every population filling the system. while keeping military research up every 2-3 turns. Due to some bug or design flaw its suggested to build colony rights first and turning on industry to dust to keep people interested in the system. Any colony with zero dust growth will soon be empty. so when enough money can be made just build everything with dust. I did this with a large planet arid/terran system and the colony in 7- 13 turns started to churn out about 3400 dust with the technology that added to industry and gold with a administrative high leveled hero. Also having those happieness boosters pay for themselves when you can start taxing colonies in the upper 60% areas they don't cost much to maintain lategame. although i did have one gripe about sustainable farming in a very food rich system it makes no sense that colonists have hissy fits if you remove a unnecessary FIDS modifying colony module.



there's a point where leaving industry to dust is key to winning since it comes at extremely large amounts mid game and colony modules can be bought without being made. Rush building ships is also key in keeping a system and also colony upgrades that increase ship hp/def and system defense those will be your bread and butter in extreme conflicts especially when their biggest debuff is lowered colony defense. always remember to upgrade or retrofit fleets every 2-3 military upgrades or immediately during a war.
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13 years ago
May 10, 2012, 2:56:18 PM
Mechanos wrote:
I mostly rush to get production boosters like the geothermal plants and and gold increasing modifiers like xeno travel and adaptive taxation which both give gold for every population filling the system. while keeping military research up every 2-3 turns.




I have to admit I am not that great a player yet. Could you write up a little bit more detailed guide on your system growth strategies?
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13 years ago
May 10, 2012, 4:11:28 AM
There are a number of threads which recommend starting players should choose Cravers for high industry, Horatio for high food, or Sophons for high science. Which race is the *hardest* to start with? Hissho or UE?
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13 years ago
May 10, 2012, 3:51:43 PM
Uhm... the Sophons? really? Just Tech ahead of everybody and steamroll them with almighty Dreadnoughts because noone else can have em that early (and when they finally get any yours are so highly lvled that they will never die (the lvl11 bug is a little annoying)).. not to mention that noone else has such a quick start.

I voted for the Empire because on higher difficulties their start is just to slow
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13 years ago
May 10, 2012, 3:56:18 PM
I've been very lucky I've now passed turn 100 and still not fighting, so my sophon have had 100 peacfull turns to develop, I havn't had the need to build any corvets, so I've only spent time reseaching, so now I have some very powerfull cruisers, while everybody els still have corvets, I'm about to get battleship, yes they are very slow to make as I've only put my bulding on science, so I have very little industri, so it takes along time to build big ships, but they are so powerfull compeard to the others I never loose any ships.
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13 years ago
May 10, 2012, 4:09:19 PM
Of my three games my first was as the UE (didn't realize you could choose!) and that was my hardest - so I voted for them. My latest two have been Sophons, one of which I survived and came in 2nd and the latter I won pretty easily. Cravers were the first I encountered and I think that actually played to my advantage as I could take them on, on my own terms (I knew from the beginning there would be no peace between us) and secure a larger section of the galaxy for myself before meeting the other species.
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13 years ago
May 10, 2012, 5:06:31 PM
From the games I've played the Sophons were the hardest. The tech bonus is nice in the beginning but if you don't press it early and your neighbors start to tech up a little it starts to get complicated.

This is only from my personal experience so maybe I just wasn't lucky with them.
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13 years ago
May 10, 2012, 5:13:32 PM
Avo wrote:
From the games I've played the Sophons were the hardest. The tech bonus is nice in the beginning but if you don't press it early and your neighbors start to tech up a little it starts to get complicated.

This is only from my personal experience so maybe I just wasn't lucky with them.


if you don't press tech then you're not playing Sophons, you're playing hurr durr I want to lose



if you press the tech advantage the Sophons will win every time (played normal hard and serious with sophons and won... every time)
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13 years ago
May 10, 2012, 6:17:48 PM
Id say Hissho. Mostly as I see it all as a cakewalk with Sophons and Horatio. UE was my first ever game and generally dont like normal humans.
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13 years ago
May 10, 2012, 6:38:52 PM
I find the Sophon's are the easiest race to win with and the United Empire the hardest.
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