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[challenge] *120* turn challenge plus AI data gathering

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13 years ago
May 20, 2012, 3:33:27 PM
Um ... guys ... we are all on the same side here, and use of bold seems to be amping up the tension level.



I think the point 4x_fan is making is, the alpha game contains bugs which are so serious, any player can fall into them by mistake. I have called these "exploits", and one could jump to the conclusion that somebody "using exploits" is "cheating". However, many players take normal actions, such as moving pop between planets, and moving builds in their queue, which happen to trigger these bugs/exploits without realizing it.



In other news, I think I understand why my play results are 3x worse (based on pop) compared to samboy29. This is because his map has high planet count. So, some of my neighboring systems are crappy one-lava, or asteroid-plus-gas-giant. Some of his neighboring systems are nice 6-planet, ocean plus two tundra plus a resource. That is one possible reason why I had 50 pop by turn 40 and he had 180.



I will look into the save 4x_fan has posted on the attrition combat thread, and the saves samboy29 has posted here, to see what interesting things I can learn.



In still other news, I was thinking a fun challenge might be the following: how much can you improve on what the AI does, from a common start position? In my huge-impossible game with normal planet count, I have saved every 10 turns up to turn 70. One of the other AI's is in first place by a lot, and I haven't even contacted this AI yet. I will figure out which AI this is, and ask you to start as a human player on that map in that position. Then we can compare each 10 turns to see how much you can outperform the AI. This should let us give feedback to the dev team on how they can change the AI to be more competitive. What do you think?
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13 years ago
May 20, 2012, 11:02:53 AM
samboy29 wrote:
Okay, finished round 50. Included save files. Essentially wonthe game already I am so far in front (have almost 10 ten times the next players score). Need a harder difficulty setting...






Actually, it looks like you're exploiting ~



Turn 50



You've stacked the Bushido bonus multiple times (this is a bug)

Somehow, you're getting +2k / turn, 93% approval rate on 40% tax (I suspect Bushido abuse here, strongly)

Industry ~ 210 on main planet becomes 636, largely due to Bushido stacking



Turn 20



You've only got a single hero, but a system with 20 pop without a hero ~ I suspect pop duping there, esp. since one of the planets is a huge tundra with no passive bonuses on it.



In fact, proven. In your turn 10 save, has the planet on 11 pop. On ending turn, it jumps to 15 pop on colonising a planet. Ooops.







/game is exploited *shrug*. You should see some of my saves on impossible, without exploiting, but abusing the retrofit > colony ship ~ much larger pop, score and so on, without stacking Bushido. Doesn't make me a great player though, just someone who knows how to abuse the mechanics in an alpha build.



I've attached a save @ turn 60 UE showing the maximal expansion rate using transports > retrofitted, but no other exploits triggered. You'll notice that your game is beating it in a lot of areas ~ but no-where near the pop / # systems / # resources. Should make it clear how broken your saves are, fyi.
UNITED EMPIRE - Turn 60.zip
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13 years ago
May 20, 2012, 11:32:50 AM
I don't cheat mate, no point in it, particularly when the AI isn't challenging to begin with.



Doesn't make me a great player though, just someone who knows how to abuse the mechanics in an alpha build.




Totally agree with you there, cheating makes you nothing more than a cheat, certainly not a good player.



Judging by the description Bushido is supposed to stack (says it is cumulated)?



Edit 3: Added tooltip screenie







As for the 2k / turn 93% approval and 40% tax,check the system upgrades. I have 4 separate +thumb techs + the +thumbs from the hero.



Industry ~ 210 on main planet becomes 636, largely due to Bushido stacking








Tooltip gives an overview of where everything is coming from. ~50 from Bushido, not sure if that is more than it is meant to be but it is hardly a significant amount.









Edit:



Re: Population jump



On ending turn, it jumps to 15 pop on colonising a planet. Ooops.




I loaded that save and went end turn, and the system with 11 pop didn't change. the system at 9 went up to 10



Edit 2:



Okay, I tried a few more times, reloading the save and going end turn but the system with 11 pop hasn't gone up. Davea, or someone else, I don't suppose you can give it a try and see if the population jumps up?





You've only got a single hero, but a system with 20 pop without a hero




The first planet I colonised in that system was the terran planet, and it has had hyperscale farming the entire time. Putting out almost 100 food per turn by itself. Prioritise build +thumbs techs and you can boost the growth rate immensely.







Edit: Regarding the 15 population thing



I went next turn. Population stayed at 11. Went next turn again, and the colonisation (not involving colony ships) completed, it, for some reason went straight to a population of 2 (which I seriously doubt was supposed to happen), and it seems to have forgotten to reduce the pop from a different planet (perhaps because there was a population growth at the same time). Either way it proves that I didn't cheat.
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13 years ago
May 20, 2012, 11:38:44 AM
samboy29 wrote:
I don't cheat mate, no point in it, particularly when the AI isn't challenging to begin with.






This isn't an opinion, it's a fact. Your game is exploited, however innocently / by accident it happened.



Load the turn 10 save ~ Columba is on population 11.

Select a research, end turn.

Change nothing, end turn.

Columba finishes it's colony, jumps to population 15 on turn 12.



Anyone who knows the mechanics will know that the pop dupe triggers when the build finishes.



samboy29 wrote:


Okay, I tried a few more times, reloading the save and going end turn but the system with 11 pop hasn't gone up. Davea, or someone else, I don't suppose you can give it a try and see if the population jumps up?




De Nile, it's not just a river in Egypt.





Grats, you just accidentally duped your population! No idea if you did it elsewhere, I don't really need to look over the other system.





Your game is /exploited, it's not a matter for discussion.



samboy29 wrote:


Tooltip gives an overview of where everything is coming from. ~50 from Bushido, not sure if that is more than it is meant to be but it is hardly a significant amount.




Wrong, and shows how little you know about the mechanics.



You've got +54.3 from Bushido

+95.1 from system approval ~ as I've already pointed out, @ tax rate 40% you should not have 93% approval ratings.

+40.8 from empire approval



Compare that to my turn 60 UE save's largest system ~ population 6 larger, base industry higher, tax rate 0% approval rate 87% and I only get +40.2 system / +17.3 approval from empire bonus ~ and my Empire is three times the size of yours (in systems and legit population). And unlike your game I have researched & built colonial rights...







Your save is so broken, the sad thing is, you're too clueless to see it :rolleyes:





The mechanics of Bushido bonus seem totally broken, and a % stacking error is compounding with multiplying not the base system resources but the total amount. Which is why you get ~600+ industry from a 20 pop system with a lower base industry than my 25 system with more resources... which only gets 260ish [admittedly,theherodidn'tgo+25industry/+20%becauseIdidn'tnoticesomeonenerfedthe%/labourbonusesdownto2%each,whichmakesthepurelabourresearchroutetotallypointless,butIdigress].





How's about you load up that save I attached, take a look over it, then begin to admit your save is broken, you're not the Master of 4x you imagined smiley: wink
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13 years ago
May 20, 2012, 12:12:42 PM
Relax mate,



Yep, I accidentally exploited the population thing there.



Your save is so broken, the sad thing is, you're too clueless to see it




True, I don't understand the mechanics as well as you obviously do. Not all of us have racked up 120+ hours of gameplay.





And unlike your game I have researched & built colonial rights...









all of my high approval systems have I do have colonial rights and the Information Highway and infinite supermarkets. Check the system upgrades again.





I had a look at yours and

a) don't have Unlimited Information Highway which gives you +30 and -50% pop disapproval.

b) don't have minister of propaganda one or 2



Edit: I had a look and most of your systems only have 1 +Approval upgrade, (most are only getting +25 Approval from upgrades, mine were at +85), moreover, you have a higher planet disapproval.







I also have the game setting on fast. Obviously you don't.
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13 years ago
May 20, 2012, 12:24:54 PM
samboy29 wrote:
Relax mate,



Yep, I accidentally exploited the population thing there.




Not once, but multiple times.



Naos goes from pop 4 (turn 20) to pop 19 in turn 30. 10 turns for 15 population when you've built 3+ colonies?



No.



Hidel goes from pop 8 (turn 20) to pop 20 in turn 30. 10 turns for 12 population when you build 2+ colonies?



No.



At this point, I'm counting all your planets as pop dupes. I've not even checked for industry > dust / science additional multipliers [ifabuildingqueuecancelsaconversionwithitemsafteritinthequeue,thenthe+conversionbonusesarekept].





samboy29 wrote:


I had a look at yours and

a) don't have Unlimited Information Highway which gives you +30 and -50% pop disapproval.

b) don't have minister of propaganda one or 2






You're not really understanding the issue, so I'll make it clear.



That turn 60 save uses a technique which is basically cheating: no colony ships are ever built, blank transports are built + retrofitted, leading to massive colony ship spam.



That turn 60 isn't legitimate by any stretch of the imagination, and is far larger than it should have been in terms of #population, #systems, #dust, #research etc [Imadeittopresentacaseinthebugreportforum].





If your turn 50 save is better than it, then your save is massively broken by default.







This isn't an argument, it's a case where you have to stop & say:



"Ok, yeah, I see that save is a bit borked. I'll try an impossible 5 AI match using UE or Horatio, and get back to you on whether or not the game is too easy."
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13 years ago
May 20, 2012, 12:45:11 PM
That turn 60 save uses a technique which is basically cheating: no colony ships are ever built, blank transports are built + retrofitted, leading to massive colony ship spam.




I never used that exploit, although I have obviously used the other one accidentally. Yes, that means the save aint legit. I didn't notice this happen, as I tend to rush through my turns and not pay attention to details like that, hence why I was finding it too easy.



[ifabuildingqueuecancelsaconversionwithitemsafteritinthequeue,thenthe+conversionbonusesarekept].




Gah how many exploits are there at the moment. I don't suppose there is a thread somewhere listing them so I can try to avoid 'em.



Not once, but multiple times.




I never said once, I have no idea how many times it occurred because I wasn't aware of it





Jeesh you are easy agitated ... I just play the game for a bit of fun, basically blundering about.
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13 years ago
May 20, 2012, 12:54:13 PM
samboy29 wrote:
I never used that exploit, although I have obviously used the other one accidentally. Yes, that means the save aint legit. I didn't notice this happen, as I tend to rush through my turns and not pay attention to details like that, hence why I was finding it too easy.




I was referring to my turn 60 save as using the transport refit cheat/exploit. As I quite openly mentioned in the post when I attached it ~ it's a useful yard stick for UE games as it's so broken.





samboy29 wrote:
Gah how many exploits are there at the moment. I don't suppose there is a thread somewhere listing them so I can try to avoid 'em.




Check Davea's sig ~ quick list of the ones that you can avoid:



#1 Population dupe by building and same time, end turn

#2 Population dupe by building and moving population between planets end turn

#3 Industry / Science <-> Dust exploit, cancellation when in queue keeps bonuses

#4 Building blank transports > retrofitting them as colony ships

#5 Going into -negative dust (although this is likely fixed now)





samboy29 wrote:
Jeesh you are easy agitated ... I just play the game for a bit of fun, basically blundering about.




Actually, you denied twice that your game was broken and made large threads about "AI is too easy". When easily proven that this wasn't the case, you appealed to a third party & have been passive-aggressive "No worries, hey, I'm chill here mate" and suggesting my responses are somehow aggressive / unprofessional, which is very... adolescent behaviour.





Alpha build ~ reports have to be accurate, or the wrong balance will get figured in. If the dev team used your game as a "legitimate" one, and balanced the AI to it, the game would be broken.
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13 years ago
May 20, 2012, 1:04:29 PM
Actually, you denied twice that your game was broken and made large threads about "AI is too easy".




Yep, trouble was that I believed that I hadn't used any exploits at the time. Obviously that isn't the case. Appeal to a third party because I couldn't replicate the 15 pop thing because I was confused (at the time I didn't realise I had to go forward 2 turns.) Either way, it's resolved now which is good.



Thanks for the list of exploits to watch out for.



Alpha build ~ reports have to be accurate, or the wrong balance will get figured in




Very true.





Edit:



#3 Industry / Science <-> Dust exploit, cancellation when in queue keeps bonuses




To avoid this I just have to drag the Prod > Sci / Dust to the bottom of the que instead of cancelling then?



Not sure how to avoid the bushido bug though, short of waiting 15 turns before taking another system. Play a different race until it is fixed I suppose..
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13 years ago
May 20, 2012, 4:12:44 AM
Okay, finished round 50. Included save files. Essentially wonthe game already I am so far in front (have almost 10 ten times the next players score). Need a harder difficulty setting...



Progress:



Score: Me (1st) 21,130 Horatio(2nd): 2751



Military:

- Invading: 324 ships

- Defending: 71 ships



Economy:

Dust: 1850 p/t(40% tax)

Science: 2773 p/t

Population: 236 p/t

Production: 3646 p/t







Edit: Decided to try make it interesting by declaring war on everyone and launching a simultaneous invasion force on every thing I can get to. Results at turn 60, Blue only has 2 systems left.



Score: Me (1st) 54,114 Horatio(2nd): 3,226



Military:

- Invading: 472 ships remaining

- Defending: 159 ships



Economy:

Dust: 4,466 p/t(40% tax)

Science: 5,202 p/t

Population: 379 p/t

Production: 6191 p/t




HISSHO - Turn 50.zip
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13 years ago
May 20, 2012, 4:10:00 PM
It's a good idea, too bad I don't have much time for playing but it will be interesting to see what you guys with 100+ hours will find out smiley: smile
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13 years ago
May 20, 2012, 5:50:41 PM
4x_Fan wrote:
The mechanics of Bushido bonus seem totally broken, and a % stacking error is compounding with multiplying not the base system resources but the total amount. Which is why you get ~600+ industry from a 20 pop system with a lower base industry than my 25 system with more resources... which only gets 260ish [admittedly,theherodidn'tgo+25industry/+20%becauseIdidn'tnoticesomeonenerfedthe%/labourbonusesdownto2%each,whichmakesthepurelabourresearchroutetotallypointless,butIdigress].


Is there a specific thread for this so I can add it to the exploit thread? If not could you make one and let me know? Also if there are any exploits I have missed in that thread please let me know. I have lost track of whether there is one population moving exploit or two.
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13 years ago
May 20, 2012, 8:21:28 PM
@topic:



The Zips include my files form turn 30, 60, 100, 120, 150 and 180.

Note that the game will end turn 183 if you hold the Terran homeworld.



@offtopic:



@samboy29: the problem with the expolit is you play on FAST (!), which means that bug will happen quite often due to the fastened production cycles.

Also: a game on fast is NOT compareable to "normal" gamespeed - or using the "get the coloshipmodul per dust"-exploit if u want compareable results. (I look at you davea)





Sincerly smiley: smile
Challenge 180 (end).zip
Challnge till 100.zip
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13 years ago
May 21, 2012, 2:24:34 AM
Saranea wrote:
@samboy29: the problem with the expolit is you play on FAST (!), which means that bug will happen quite often due to the fastened production cycles.

Also: a game on fast is NOT compareable to "normal" gamespeed - or using the "get the coloshipmodul per dust"-exploit if u want compareable results. (I look at you davea)



Ah! Another difference to note. Thanks!



I will analyze the various games hopefully in the next few hours and update on what I have found.
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13 years ago
May 21, 2012, 9:30:50 PM
Thanks to soleros and saranea for the saves. I have not dug into the saves to pull out any statistics for comparison. If you like, please pull out the statistics on population, and maybe write a few lines of "after action report" so we can discuss.



For my secondary goal, I have built the spreadsheets of each AI's tech order. However, all I can say so far is that the AI chooses different techs in different playthroughs. I need to think some more about how to "visualize" this data, otherwise it is just a long list of funny names. Hopefully I will have something interesting to look at in a couple of days.
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13 years ago
May 23, 2012, 3:15:06 AM
The thing that bothered me was the start.

The position, the planets and the starting anomaly added up to a challenging start which was over past turn 80.

Until then it was a strugle and i felt behind.



Well, maybe it's because my playstil favor the econemy & cruiser over the destroyer - and I dislike destroyer rushing.





Sincerly
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13 years ago
May 19, 2012, 9:32:47 PM
Somehow I am just not getting it. I can grind out to the middle game and I get bored waiting for planetary assaults. Samboy29 has suggested that my challenges are too wimpy. OK, here is a Hissho, huge, impossible, 8 empire map, saved at turn 0,10,20,30,40,50. Here is my result at each stage:



Turn 10, score 49 (8th place), total pop 8

Turn 20, score 172 (3rd place), total pop 21

Turn 30, score 257 (5th), pop 36

Turn 40, score 634 (2nd), pop 49

Turn 50, score 1390 (2nd), pop 61



In turn 34 I did my first ground attack with 7 destroyers. In turn 50 (16 turns later) the fleet was up to 42 destroyers and I will take the first planet. The *first* planet I will be taking. I request anybody who is interested to help me, to either (or both) start from my turn 0 position (in the zipfile) and save every 10 turns so I can compare; or look at my saves and tell me all the huge opportunities I must be overlooking. Due to forum size limits (100K? really?) I had to put the turn 50 save into another attachment.



In case anybody is interested here is my exact tech order, which is conveniently stored in the save game file:



Isotope Fabrication

Soil Xenobiology

N-Way Fusion Plants

Xenology

Core Mining

Xenobotany

Compact Fusion Reactor

Efficient Shielding <- to start spamming destroyers, around turn 28

Isolation Shields

Pev Scale Accelerators <- for speed

Alternative Armors <- for hardened frames (ship XP)

Particle Scanning

Botanical Scanning <- for infinite supermarkets (happiness)

Unstable Isotope Manipulation

High Energy Magnetics <- starting weapons, lasers

Arid Epigenetics

Sustainability <- needed some desert planets for growth

Relativistic Economics

Improved Fleet Management <- fleet size

Planetary Landscaping <- on my way to colonial rights, had to stop for weapons

Integrated Structures

Specialized Isotopes

Fusion Batteries <- more weapons

Applied Casimir Effect

Baryonic Shielding

HE Batteries <- now starting cruiser builds
huge-imposs-8-davea.zip
hi8-t50.zip
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13 years ago
May 19, 2012, 5:00:28 PM
Without patches that fix:



#1 Infinite pop

#2 Infinite resources [industry>dustbug]

#3 Full offence Destroyer spam





This isn't really worth it.



Even if people play it straight, the easiest military victory on a medium / hard map is destroyer spam, and the map is small enough to do it by turn 75 or so.
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13 years ago
May 19, 2012, 5:07:39 PM
Well, I am on turn 100 with no victory in sight. I have ground away at Horatio and I am mostly done. I have destroyer spam with backup S2G cruisers. Each ground combat takes 6-10 turns. I agree that #1 and #2 are a problem, and there is no way to prove a player did not use them; but if you "play fair" they do not appear on their own.



I also found the AI information interesting. Please find attached a spreadsheet (Excel 2010) which shows the techs researched by each AI during each 10-turn period. I should have kept a save at turns 10, 20. For the human column, the order is exactly the order I researched; the game seems to save the exact tech order. So this may be interesting anyway.
davea-chall5-techorder.zip
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13 years ago
May 19, 2012, 6:27:01 PM
Very true re: destroyers, especially for Hissho (even more firepower thanks to bonuses) + even cheaper production. My 22 ship Hissho destroyer fleet (without weight upgrade) has 62,500 MP, with no admiral / 'revenge' perk. That's just whack, considering 20,000 for a dread fleet is considered good.



I'll pass, sorry, normal is a little too easy for me now. Surprised you aren't finding normal easy given that you are obviously a 'theory-crafter'. What race do you usually play? Colonising crappy systems / planets early game can set you back quite a bit. Never use the stupid automatic system upgrade feature until late game (takes too long micromanaging so many systems, so I usually get lazy with new systems).





If you are interested in my strategy, I am currently playing as Hissho on impossible with a huge galaxy and 4 enemies (5 with me).







Basic strategy: Expand like mad, I don't bother much with colony ships since the patch (population increases slower since Alpha 2), opt to build up, and on round 40 attack whoever I feel like (with around 15-20 fleets), I try to attack at least four different systems simultaneously. I don't even bother with military heroes, seems a little pointless when you are fielding so many fleets (in the screenshot I have about 90 fleets total.



Not sure what race you play, but for offensive races such as Hissho and Cravers I prefer to



- build up my economy, colonise about 5 or so systems, only the best ones, however.

- build warships whenever I have no upgrades available (but I don't create a fleet until needed to reduce upkeep)

- Try to get a peace treaty with either a sophon or haratio. Continue to trade my techs for their techs.

- By around 30 I swap to all out military production

- Attack, swap some systems to prod > dust (upkeep for that many ships is pretty steep).

- Then you pretty much have to take it by ear and adjust to what is happening around you.



+ food to prod is amazing (allowed me to get 5 systems with more than 3000 prod), hence you should try to get it by roughly round 100.

Wormhole hyperspace is essential when your empire becomes large.. takes too long to get from a to b otherwise.

All +Thumb tech is very useful. I usually keep my tax rate around 30-40% and am still able to maintain an ecstatic rating in all of my systems. (making 40,000 dust per turn now).

Buyout is your friend. Use it to get newly colonised planets up and running quickly. If you find you are starting to go broke it is probably a good idea to get more + dust techs.



Leave a few fleets to defend your flank if your are in 'cold war' with your neighbour.



My fleet comp is early game is

- 70% destroyers with nothing but guns

- 30% BS's with nothing by defensive modules.



I try to go half - half between two different weapon types so I don't get countered (or at least am less likely to be completely countered)



Late game I build fleets of "Invaders" (cruisers with planetary assault mods), because it can take a hell of a long time to take a planet (Took me 6 turns to take their capital with 26 fleets of 22 ships [didn'thave'invaders'then]



Also being able to rapidly sieze a planet is IMMENSELY useful, especially in impossible. The amount of fleets they throw at you each turn can be pretty crazy. youll get beaten down by attricion otherwise.





#1 Infinite pop

#2 Infinite resources [industry>dustbug]




I must live under a rock, I haven't encountered any of these bugs???
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13 years ago
May 19, 2012, 6:50:00 PM
Thanks for the info. Next time you play, could you save one game at turn 0, then one every ten turns, for the first 50 turns? Then zip and attach all six games to a post. I would love to look into them to get some details. This map is "hard" difficulty, and I have certainly not won by turn 100. I have tried each of the races. I guess Hissho and Cravers are the most offense, cravers due to early game bonus and hisso due to their damage bonus.



You can take a look at the posts in the exploit thread:

http://forums.amplitude-studios.com/showthread.php?2779-exploit-summary-of-known-exploits
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13 years ago
May 19, 2012, 7:04:20 PM
samboy, I'd like to see those saved games too. I'm nearly brand new to this game, so the thing I think I'm MOST interested in is your research tree and the timing of it. I'm having a hard time getting used to looking for what techs I need next.
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13 years ago
May 19, 2012, 7:11:00 PM
I might give it a go tomorrow, depends how much tim e I have. And sure, of i dont forget.



P.s. the flock speed thing isnt a bug / exploit. It is designed so that the engines provide a bonus to the rest of your fleet.
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13 years ago
May 19, 2012, 7:59:49 PM
AdmiralRob wrote:
samboy, I'd like to see those saved games too. I'm nearly brand new to this game, so the thing I think I'm MOST interested in is your research tree and the timing of it. I'm having a hard time getting used to looking for what techs I need next.


You may want to take a look at the previous challenges in the thirty turn challenge group (see link in OP), there is good information there. I learned a ton.

samboy29 wrote:
P.s. the flock speed thing isnt a bug / exploit. It is designed so that the engines provide a bonus to the rest of your fleet.


Just to make sure I understand, do you feel that 15 ships in a fleet, each with this engine, should have +15 to speed?
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13 years ago
May 19, 2012, 9:11:07 PM
well considering how much tonnage and so military capacity engine take, it is not that incredible. Moreover, with heros and a little teching, your fleet can travel at 15-20 parsec per turn quite easily which is often more than enough considering that fleets spend 80% of their time in siege or guard mode.



About the game, i just finished a 6 players game on serious with the sophons and i knew it was over by turn 30 as i had twice the score of the second. I was never really threatened by the AI and after i conquered their worlds, i noticed that their worlds where either all with finance improvements or with farms improvements in the same system. Not a single production plant planetary improvement. This is a huge flaw of the AI.
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13 years ago
May 19, 2012, 12:35:42 AM
On forums for other games I have been involved in, sometimes players share a game in order to learn. I consider myself an "OK" player but I usually play on normal difficulty and win 50/50 of the time. So obviously I can learn more. I would like to compare results. If you got better than me, I'd like to understand your strategy. If I got better than you, I'll explain what I was trying to do.



The attached zip file has a save game at turn 0 of a medium spiral-2 map, 6 empires, playing United Empire, hard difficulty, no pirates. I have also attached my result after 30 turns. The goal of this game is to win a military victory, no time limit. Please save every 30 turns and include them when you attach your save. This will help the other players to follow what you did.



My results at the end of turn 30: total population=16, food=121, industry=127, science=86. I think I sent my scout and initial transport in exactly the wrong directions.



This is a learning experience, not a competition. Please avoid the various known exploits, and submit your first playthrough.



The attached zip contains a save game "chall5-t0" which is at turn 0, and a save game "chall5-davea-t30" which is at turn 30. Unzip into your save game directory "My Documents\Endless Space\Saves" and then in the game, load chall5-t0.



If you like the challenges, join the group: Thirty turn challenge group and tell me what you would like to see next.



In addition to learning from this challenge, I intend to monitor the AI tech progress. I can extract from the save game, the list of techs for each AI. So, by studying a few different save games at each 30-turn interval, I can graph approximately what the tech order is for each AI. I will be interested to see if they vary by race, and if each player's AI takes the same choices (that is, whether there are random factors in tech selection). I will publish the results that I get.
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13 years ago
May 19, 2012, 9:35:47 PM
fixou wrote:
after i conquered their worlds, i noticed that their worlds where either all with finance improvements or with farms improvements in the same system. Not a single production plant planetary improvement. This is a huge flaw of the AI.


It is certainly true that the AI does not build industry improvements. One player who sounds knowledgeable, has said that the AI simply sets its tax rate to 400% and does buyouts for everything. I am sure this will be improved; I would love to be able to mod this.
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13 years ago
May 19, 2012, 10:25:15 PM
Hi all,



Not here to join in but thought this might be of use: /#/endless-space/forum/27-general/thread/7840-research-planet-distribution-by-star-type



AngleWyrm has started some research into how different types of stars have different planet types around them. I thought this might be useful for your early game optimization when scouting and colonising, as suggested by Draknar in the above thread, by picking stars for exploration that are more likely to hold specific planet types.
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13 years ago
May 19, 2012, 10:51:21 PM
Thanks for pointing. Personally, I send the transport to whichever system is closest, and the scout to a system which is likely to connect to that system. Then the scout will know if the second planet is a good backup. I think "connectedness" is probably a stronger guide than star type.
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13 years ago
May 20, 2012, 12:35:43 AM
For some reason it won't let me download your save, so I'll just start from turn 0 on another huge impossible map.



To be clear, I am not sure that lack of aggressiveness is your problem, as I haven't seen you play and don't know your general strategy, especially towards expansion, planetary upgrade priorities and tech priorities.







samboy, I'd like to see those saved games too. I'm nearly brand new to this game, so the thing I think I'm MOST interested in is your research tree and the timing of it. I'm having a hard time getting used to looking for what techs I need next.




The tech tree can be a bit much at first. As a general rule, I suggest only researching things that take 1 or 2 turns, and that you try to balance fairly evenly between the four trees. The only time I break the 1-2 turn rule is for massive techs such as +40% sci (system upgrade), food > Prod and any other significant tech. I never research anything that is going to take me more than five turns.





Just to make sure I understand, do you feel that 15 ships in a fleet, each with this engine, should have +15 to speed?




I think that is fine given that you have to sacrifice quite a lot of weight.



after i conquered their worlds, i noticed that their worlds where either all with finance improvements or with farms improvements in the same system. Not a single production plant planetary improvement. This is a huge flaw of the AI.




Yea, I am under the impression that the only reason the AI is tough is because of handicaps rather than their economy. Their choice of planetary upgrades and even system upgrades is pretty weird.
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13 years ago
May 20, 2012, 2:33:24 AM
Okay, up to round forty now. Playing 5 players, huge galaxy on impossible again. Have a pretty massive lead now (almost 3 times ahead of the AI).



I am first in tech even though I am Hissho which is laughable (have -20% to Sci), making ~600 dust per turn, producing about 30 ships per turn. At 1912 +sci per turn at round 40. Don't have any treaties with any of the AI.



Impossible is currently way too easy for me now smiley: frown Just takes hours to eventually beat them down.





I was doing up a spreadsheet listing my progress and choice of tech and upgrades but the alt tabbing kept crashing my game so I gave up there.



<<< I have not used any of the exploits >>>





Score @20 No contact: 450 Me (3rd) 307

Score @30 No contact: 803 Me (3rd) 648

Score @40 Me (1st)5845 No Contact: 1709

Score @50 Me (1st) 21,130 Horatio(2nd): 2751



By round 40 I have 93 ships preparing to attack and 24 ships defending (total 117 ships) Each warship has a MP rating of 485 (all guns), have some scout ships as well.



Edit: Round 50



Okay, finished round 50. Included save files. Essentially wonthe game already I am so far in front (have almost 10 ten times the next players score). Need a harder difficulty setting...



Progress:







Military:

- Invading: 324 ships

- Defending: 71 ships



Economy:

Dust: 1850 p/t(40% tax)

Science: 2773 p/t

Population: 236 p/t

Production: 3646 p/t





Thanks for pointing. Personally, I send the transport to whichever system is closest, and the scout to a system which is likely to connect to that system. Then the scout will know if the second planet is a good backup. I think "connectedness" is probably a stronger guide than star type.




Disagree with you personally. I will only colonise if there is a good planet. Colonising dodgy planets sets you back a long way. For me, a great planet is one that has decent +food and +prod (eg, jungle), when starting a new system I will only colonise if there is one with high +food so I can get it up and running quickly.





In turn 34 I did my first ground attack with 7 destroyers. In turn 50 (16 turns later) the fleet was up to 42 destroyers and I will take the first planet.




Your better of building up more than sending of little fleets like that. Shock and awe tends to work better in this game.





Turn 10, score 49 (8th place), total pop 8

Turn 20, score 172 (3rd place), total pop 21

Turn 30, score 257 (5th), pop 36

Turn 40, score 634 (2nd), pop 49

Turn 50, score 1390 (2nd), pop 61




Hmm, at round 10 I had a pop of 21 and by turn 40 I was at 5845 with a pop of 182. Hopefully my saves will help you, when I figure out where the saves are located anyway.
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13 years ago
May 20, 2012, 2:57:43 AM
samboy29 wrote:
Okay, up to round forty now. Playing 5 players, huge galaxy on impossible again. Have a pretty massive lead now (almost 3 times ahead of the AI). ... Where are the saves located now? Not in the same directory as Alpha 1.




Please, can you zip and upload these. You are doing massively better than me by turn 40. So I must be doing something very wrong (well, suboptimal)



Saves are in My Documents\Endless Space\Save. Please zip whichever saves you have (hopefully several from the same game, turn 0,10,20 etc) and attach to a post.



I have played my game up through 70. I have conquered one AI and started on the second, but so far it's a draw. He hasn't taken any systems back but I have only taken a couple of his minor ones. My score is 2475 which puts me second. I will so appreciate it if you can help me by putting up your saves.



If you can also indicate any special map settings you used, that would be great.
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13 years ago
May 20, 2012, 3:24:45 AM
I have planets per system set to many and age set to young. Resources left at normal.



My saves.



Saves.zip



Edit: Going to do another 10 rounds, will probably edit my earlier post with the results.



Interested in what you can ascertain from my saves. Hopefully it helps. Re: Tech order I tend to swap around a lot, prioritising things that I feel that I need at the time. I try to get 3 or 4 systems devoted to production, the rest just contribute FIDS. When I start building a military, I gear all my major production systems to shipbuilding (those 127 ships I had by T40 took 4 turns to build.)
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