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How do i play as the Cravers?

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12 years ago
Apr 8, 2013, 11:13:21 AM
I figured i want try a game as the Cravers but before i rush into a game with them blindly so i would like some tips/stategy on how to play them effectively So any info would be greatly appreciated.
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12 years ago
Apr 8, 2013, 11:51:16 AM
You have a FIDS boost for 30 turns (Normal speed), going from 30 to 60 turns you will have normal FIDS production and then from there a FIDS reduction.



In the left hand tree you will have a improvement that doubles the time you will have remaining for that systems FIDS bonus/normal FIDS.





With that in mind and the fact the Cravers get a science trait for killing ships, you need to be aggressive but tempered.



Don't expand faster then your approval or new colony's will strangle your empire, but when you can afford to expand, locust every system possible.

Use the eternal war and science per ship killed to reap weaker factions for technology, simultaneously blockading them so they can't bite back.



And remember, safety in numbers, numbers that can be replaced.
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12 years ago
Apr 8, 2013, 12:23:22 PM
Mhh iam not sure about this improvment on the left hand tree i think its just doubles the remaining time of a Normal FIDS planet at least the description there is a default it brackets.



So i would build this building not before your System is older then 30 turns.





For the war i can say u dont have to be rushing like a hissho u can build up a decent fleet and expand with military power. Me for my self begin the war when my first system are close to the time they get a the FIDS reduction. (Turn 60-75 on normal)



Important is imo the special Craver Technologies which gave u noticable bigger fleets over your opponents.
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12 years ago
Apr 8, 2013, 1:26:48 PM
I never really got what that Improvement does,



does it halve the amount of Locust points?



does it reduce the Locust point "production" to 1 every other turn?



Does it double the "required" amount of Locust points?

-does this only apply for "normal" or also for "improved"?



Could someone clarify this please.
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12 years ago
Apr 8, 2013, 9:52:18 PM
does it halve the amount of Locust points? - No.



does it reduce the Locust point "production" to 1 every other turn? - No.



Does it double the "required" amount of Locust points? - No. It halves the amount of locust points "normal" planets receive per turn.

-does this only apply for "normal" or also for "improved"? - Only for "normal".





Say you have a nice little system XYZ consisting of two planets and one moon. Planet A is "normal" (40/60 locust points), planet B is "improved" (30/40). It's turn 41, you have just built "Intensive cultivation logistics" (-50% locust points on planet quality [default]) on XYZ.



turn 42 A 40/60 (+0.5) | B 31/40 (+1 locust point) - improved

turn 43 A 41/60 (+0.5) | B 32/40 (+1)

turn 44 A 42/60 (+0.5) | B 33/40 (+1)

turn 45 A 42/60 (+0.5) | B 34/40 (+1)

turn 46 A 42/60 (+0.5) | B 35/40 (+1)

turn 47 A 43/60 (+0.5) | B 36/40 (+1)

turn 48 A 44/60 (+0.5) | B 37/40 (+1)

turn 49 A 44/60 (+0.5) | B 38/40 (+1)

turn 50 A 44/60 (+0.5) | B 39/40 (+1)

turn 51 A 45/60 (+0.5) | B 40/60 (+1) - normal

-----

turn 52 A 46/60 (+1) | B 40/60

turn 53 A 46/60 | B 41/60 (+1)

turn 54 A 46/60 | B 42/60 (+1)

turn 55 A 47/60 | B 42/60 (+1)

turn 56 A 48/60 (+1) | B 42/60

....

turn 81 A Depleted | B 55/60



It's worth to mention that you don't have to explore moons (unless you want this building to provide + 3 food per pop.)
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12 years ago
Apr 8, 2013, 10:07:35 PM
[QUOTEusername=Vicarious;133859don'thavetoexploremoons(unlessyouwantthisbuildingtoprovide+3foodperpop.)[/QUOTE]

Thanks i was about to ask about that.smiley: smile
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12 years ago
Apr 8, 2013, 11:07:34 PM
Also, keep in mind that even though you can't have trade routes, nor conduct normal trades with the other races, you can still get techs, resources and even systems from them in a peace deal. By peace deal, I don't mean the normal peace request that allows trade routes and other trading. In this case I'm talking about the ending of a war, which puts you back at cold war with the other faction.
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12 years ago
Apr 21, 2013, 1:27:17 PM
Now, bear in mind, I've never played AS the Cravers but they are my favorite enemy. (I muchly prefer my own custom factions). Common sense would dictate that you use the period of time where you have +25% FIDS to its utmost potential, building as many system improvements as you can. Then, by the time that your planets are depleted, you've already made up the difference and gotten well-established so it doesn't matter so much. In nearly every single game, the AI has DOMINATED as the Cravers.
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12 years ago
Apr 24, 2013, 4:12:04 AM
Well-timed attacks and rebulding are crucial. Cravers are about timing mostly imo. Attack the weakest on the peak of your power, consume it, than attack another. Beware, that if most of your systems are depleted time is against you: other, "stable" factions will be much stronger economically than you and become stronger with each turn.

Good strategy in spiral galaxies is holding center, core part of it: isolating civs from one another, preventing contacts. So they would have no aliances or much benefits from trade. You cant trade with unexplored systems, remember?
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12 years ago
Apr 24, 2013, 11:50:05 AM
I asume this will be the hardest faction to play with since with the other factions even on Endless you can bait the AI to give you all their techs for few turns in a resource for tech + gold per turn deals. I`m not proud of abusing it but curently this is the only way I can win on Endless atm.
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12 years ago
Apr 29, 2013, 1:36:49 PM
Igncom1 wrote:
You have a FIDS boost for 30 turns (Normal speed), going from 30 to 60 turns you will have normal FIDS production and then from there a FIDS reduction.


It's 40-20.





Don't expand faster then your approval or new colony's will strangle your empire, but when you can afford to expand, locust every system possible.

Use the eternal war and science per ship killed to reap weaker factions for technology, simultaneously blockading them so they can't bite back.


Expand to all available locations, you should have Casimir Effect + Infinite Supermarkets + Colonial Rights at the turn 30 of any outpost anyway.



Use full fleets to their maximum advantage and war, war, war, war.
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12 years ago
May 1, 2013, 5:18:56 PM
Aureon wrote:


Use full fleets to their maximum advantage and war, war, war, war.


This is the best bit of advice so far...

You get an accelerated start, so you should be ahead... you need to attack as soon as possible so that you have new systems to eat when your older ones go off. You have a big fleet size advantage, use it, and advance at a pace to overwhelm every other faction. Keep up the war, to pause is to allow others time to catch up with you.
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12 years ago
May 1, 2013, 5:34:15 PM
Aureon wrote:
It's 40-20.
420 BLAZE IT FA....wait this isn't 4chan...



Expand to all available locations, you should have Casimir Effect + Infinite Supermarkets + Colonial Rights at the turn 30 of any outpost anyway.



Use full fleets to their maximum advantage and war, war, war, war.




Sometimes it isn't always possible, but yes that's what you should aim for.



Make sure to pick up the invasion techs to quickly take over enemy colony's.
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