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Canadian Star Federation Empire Thread
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I don't think the sentries will be any good against the spy-master!
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#1882
by Citizen Sjet-Sa - 4/10/2004 6:45:45 AM
Well, I'm officially exhausted.
Just after I posted here I realised the Drengin had overwhelming force, as a result of having the Arceans, Altarians and Torians surrender to them, I was trapped in a small corner of the galaxy...
So I changed the game. I'm not good enough yet to battle back from wave after wave of corvettes from all directions, especially when the Drengin jumped ahead of me... I assume they get all the tech and ships of whatever civs surrender, right? Well, I'd been giving the Arceans a lot of tech in hope of an alliance, or that they would surrender to me, they had some choice worlds.
As my revenge, after downsizing the galaxy to medium instead of large, I dropped the Drengin down to beginner intelligence, and conquered the Arceans for the PQ35 world, on my way to conquering the galaxy. Just to make it absolutely clear- I HATE the Drengin. They seem to be my nemesis in any game where they have the same intelligence as the others. When they have less, they surrender to the Torians, who were my largest obstacle to victory.
Starting positions were excellent for me in the restart, had some real good quality systems for grab up close, and I already had a big advantage (20-odd colonies) by the time I met the Arceans. I was in the galactic northwest, the Altarians in the southwest, the Arceans in the northcentre, the Torians in the northeast. The Yor were stuck in a single system in the southwest, just out of colonization range of three good systems which they didn't get to before surrendering. The Drengin were stuck between the Arceans and the Torians, and got jumped on. I saw one of their freighters before they died.
I was a goody twoshoes, and I chatted up the Altarians, who became my allies as soon as we had the tech. I didn't want to waste the time on the Arceans, so I wore down their three systems over the course of two or three years. I also had a 'war' going on with the Alexians over two of their four systems I wanted, but they didn't put up much of a fight, and I forgot they even existed for a good stretch of time. I eventually made peace with them, however, and they became good trading partners.
I built a couple massive starbases in one sector between myself and the Altarians, and they gave me influential control down the centre of the map, eventually bringing the Yor into my fold. Three 18-quality planets that opened up three more systems to their south, helped me open the second front later.
I made an abortive war on the Torians before I tried to woo them. This was a mistake, as (i)I didn't bring enough force to smack them down immediately, and (ii) they kinda resented me blowing the crap out of their people and a couple of planets .
I traded them a LOT of tech, trying to get them into my alliance so I could end the game without further killing, but they didn't like that... they didn't like the battleships either, but they didn't take the carrot, so they got the stick.
This war took longer, including a short "reloading" peace treaty. The Torians were a lot better prepared, both technologically and militarily. Still, I had a while before they came back with their own battleships. I took Wardell, northernmost outpost and capital, getting a free death knight out of it that lasted till the end, along with two of my first three battleships (Aggression and Impulsive - the third, Indefatigable, wasn't).
I whittled the buggers down to a single planet before they surrendered, with the Altarians providing some serious, unnecessary support at the end, and the Alexians (who I bribed with some low-end phasing tech) playing the part of a renewable starbase-removal resource.
When they surrendered their last planet, the game was won, netting me just over 4000 metaverse points. Although I'm really glad the Altarians were on my side, as they would have given me trouble before going down, although I could have used the Alexians and Carinoids to help out, I didn't feel like it.
Couple things I learned (should've already known, but...):
- bring all the smackdown you can, it's not nice having to put another wave together
- make sure you have the tech advantage (learned that in the first game, driven home this time)
Anyways, that took me twenty minutes, and it should probably go somewhere else, but I'm too tired to copy and paste it right now. Toodles.
Edit: just remembered, the game ended June 2205, just to let you know
[Message Edited]
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#1890
by Citizen Sjet-Sa - 4/10/2004 9:33:58 AM
That is a rather obvious thing to leave off, isn't it?
Industrialist party, with an additional +20 to social production, PQ+5, Luck+25, Diplomacy+20, Morale+15
I could pretty much build up infrastructure rapidly, and I got all the wonders I wanted, although I felt a real lack in research in mid- to late-game, although that might have been due to a wartime crunch.
EDIT: That's just what I was playing around with last night, I've also tried variations on most other parties, and I've had a bit of success with the pacifists.
[Message Edited]
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#1894
by Diplomat Technician - 4/10/2004 10:35:07 AM
Industrialist party, with an additional +20 to social production, PQ+5, Luck+25, Diplomacy+20, Morale+15 |
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Here is what I like
Populist Party
Diplomacy +20
Moral +20
Having a Moral Bonus means the planets I own tend to be happy triggering growth. diplomacy for trade.
the bonus I use is
PQ+5, Luck+25, Diplomacy+60, Loyality +10
Having a huge Diplomatic bonus makes trading so much easier.
Find minors as soon as possible and trade. Only when minors are hopelessly weak take their systems.
I rather trade with minors, they tend not to declare war on me. Majors will come by and trade and when they open the trade you get better deals.
Do not allow Majors to declare war unless you are ready. If you see a major race neutral but much stronger than you give them a bribe, 100BC 10 months works. Even if the major is weak make sure they are not allied only then take them over.
Dsiclaimer the above works for me and I do not waht to tell anybody how to play. Just think of them as tips.
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