Not sure I am getting how the AI is doing this so early on....

http://imgur.com/a/6AiaC

Started up a new game of Crusade because, heck, why not? I loved II and barely touched III after release when I didn't favor it much. Played a couple times after some of the bigger expansions, but not nearly like I did 2. This though offered huge promise and I jumped right back in, but now I am really confused.

First game, I set the AI to be gifted, figuring why not since that was how I used to play. Problem was, they swarmed the universe so fast that they had 10+ colonies and I had 4. Not even long into the game, and with me constantly trying to pump out colony ships, just couldn't match their speed (or income apparently as they had 3k+ each). Ended up quitting when a spy was sent to my capitol so I had, literally 0 morale max there. No idea how to increase morale in general as it seems only one building, decently deep in tech tree, offers this, which is a killer. But fine, figure I lost and called quits and started a new game.

Learned and did normal AI. Things are going a bit smoother, though noticing AI still can get out a whole bunch more colony ships than I can (time alone takes a while, and can't afford to rush more than the first star port and colony), but its not AS bad this time. Then I go to trade and I see this....

 Turn 25

 Turn 25 in and this AI has two techs that would take me 50+ turns to research, EACH. He has 2k in his bank, a bunch of tech (even though I am 2/17 in tech) that I don't and I have none he doesn't, and he has more colonies than I do, with 2 more colony ships ready to drop down. HOW? I could barely pump out the ones I had, maybe one more if I didn't get a second survey ship, but come on, how is he doing this well at this point? 25 turns in isn't exactly a ton to get this far, or is it? Am I really just this bad now? I used to do really well when I played, this looks horrible for me.

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Reply #1 Top

There is a race trait that says you are time travellers that gives you mad tech straight out the door. Thalan empire can start with star federation. Also the game I feel has been made to screw over anyone who plays the old way, citizens completely knock out the balance.

Reply #2 Top

Rush the shipyard, first colony ship, and space elevator in the first few turns. Personally I don't rush the starport and use the cash for other reasons but others might. Tile placement to use adjacency bonuses also helps a lot.

It’s important to customise ship designs, you don’t need to build colony and construction ships with huge ranges to colonise a planet which isn’t far away. Keep the designs simple, just the colony/construction module and some variants with different numbers of range modules. This way you can build ships massively faster and cheaper.

Have you first ideology pick as pragmatic (for 3 construction ships) and then focus on malevolent motivation which provides absolutely massive production bonuses. To be honest this part of ideology is still way OP and needs to be nerfed. Frankly, if I was Brad, I would code every AI to do this given how much better it is than any other choice at the moment.

Your initial citizens as administrators are essential to enable that expansion.

A custom race can be very powerful. Be warned some traits seem to be bugged (e.g. colonisers don't give first free improvement as stated).

If you have the mercenaries expansion a long range scanning ship can be very useful to quickly map out the area to send colony/construction ships safely to key locations before the AI. An extra survey ship or two can be useful to accelerate gains from anomalies.

The benefits of improved strategy are huge.  On my current game on Genius (played more Godlike than anything else prior to Crusade but dropped it down while I tinker with the new mechanics) I have about double the nearest AI’s number of colonies and starbases after the initial expansion phase.

Reply #3 Top

A LOT depends on starter bonuses and available hex placement. Also, AI gets massive cash infusions throught the game.

 

Reply #4 Top

Also - if the game is using a "Faction" as versus a CIV and you have not edited (giving it proper attributes) it looks like the game defaults giving it:

  • Colonyship
  • Scanner ship
  • Constructor

They can immediately populate 1 planet, create a shipyard and start scanning the anomalies. 

I started trying to convert my factions over to Civs (Ulons - which you are showing above), but when I save them they do not show up under Civs, so it's still saving them as a Faction, so not sure if they are being saved properly. With so many other bugs I highly doubt it.

Reply #5 Top

IIRC, 3 of those tech came from trait so it look normal if you subtract them out. Time Traveler give 3 huge late game tech. It give super uber hyperdrive module that no way anyone can make use of it until mid-game since it is so expensive. Star Federation tech which give +4 Admin and +10% Raw production? And a tech that let them make huge ship from get go but same as hyperdrive, it is not practical until after mid-game to use those. However, they can sell it for huge sum of credits or for other tech.

Reply #6 Top

I agree with a lot of what Icemaniaa says.

I do a few things slightly different but a lot of the principles are the same.  You definitely want to have a plan and to leverage everything you can think of since the AI expansion is no joke.

I rush a starport and another survey ship to use for scouting (find the best worlds to colonize faster) and to grab more anomolies (tend to get cash and research boosts).  You can rush partially constructed stuff.

Some barebones designs for colony/const are a must and drastically reduce build times.  I use a colony ship that's just a hull with the colony module for "short range" colonizing that takes about half the time to build as the default colony ship.

I only ever play as a custom race (with some portraits and graphics added via nexus) - we're able to build a civ that suits us perfectly, so why not.

Reply #7 Top

It was the time traveler I guess. I didn't realize that it gave that powerful of a boost in tech. Even if you cannot use it early on, some of the bonuses are there, and more, they trade well, I am sure. I don't get what the downside is, having not tried them, but my planet starts empty, so what is the negative?

 

I am trying to watch some let's plays that do well, as I typically start a bit slow and get moving, this game now many turns in I am decently stabilized. I just cannot compete early on with how fast they expand. I think it has to do with the Faction vs Civ apparent bug, made worse with all the customized ones I have used. I keep forgetting to customize my ships as well to do only what I need, which is probably another downside. I used to do it a lot, but haven't played in months so that little trick went past me. Meh, easy enough to adjust that aspect.

 

Didn't get too lucky with merc selection, and it is worse with no antimater available yet. Explored far and got 1 from a survey ship, but outside of that, no black holes. Other side of the galaxy must be swimming in them, not a place I would want to call home XD.

 

Thanks for all the advice and information. You answered the key ones I had, especially the faction vs civilization that I didn't know I had.

Reply #8 Top

I can do one better, 10 turns in, Normal difficulty. The AI has two planets and took a 3rd in 3 more turns.  My first reaction was that the AI cheated like hell but when I was able to get Universal Translator and look at their civilization I did note they had a colony ship right off the bat.   But the AI was 'lucky' to get three inhabitable worlds so close as I had set habitable planets to Uncommon.

Another thing of note is the starbases and constructors it already has.  Turn 10??? Right..... And when I did communicate with the empire, around 4 turns later, it still had 2500 credits.  So for those of you saying it rush built, how?  Where'd it get the credits to rush build 2 colonist ships, a shipyard, and 3 or more constructors, all in 10 turns???

Still, if it's legit, the AI did expand correctly.  I just don't see how it was possible playing fair.

AI expansion

 

 

 

Reply #9 Top

Colonizer trait works fine for me, but only for generic improvements like factory, lab, farm, shipyard. None of the new improvements are included.

Reply #10 Top

I read here or on discord that the ai was getting free ship rush which is fixed by patch