jabberjaws jabberjaws

Please share your ideas

Please share your ideas

Advanced strategy

 would like to know if there is an advanced strategy guide . All I find Is basic advice . Which doesn't explain how the real up to date game works . 

I really would love to discuss advanced strategy with someone or just receive some info on things that improve the experience

Thank you 

94,646 views 30 replies
Reply #26 Top

Quoting Nilfiry, reply 25
You give the AI too much credit. Even on Godlike, all you need to decimate the AI's fleets is one ship with an average of 400-500 in every defense, at least two weapon types averaging around 400, and all the single-ship support modules relevant to your choice of weapons. No self-repair needed. The only real reason you need to make more than one is for map coverage.

I cannot really comment on that since I never play to that stage in the game.

But wouldn't making only one ship mean that you get flagged "ripe for conquest" and get ganged up upon by the AIs?

Reply #27 Top

Quoting Nilfiry, reply 25

You give the AI too much credit. Even on Godlike, all you need to decimate the AI's fleets is one ship with an average of 400-500 in every defense, at least two weapon types averaging around 400, and all the single-ship support modules relevant to your choice of weapons. No self-repair needed. The only real reason you need to make more than one is for map coverage.

That is due to the limited blueprints the AI has access too. Would be a different story if the AI actually took advantage of all the miniturization tech, augments and repair components like players do.

Reply #28 Top

Quoting Croc411, reply 26

I cannot really comment on that since I never play to that stage in the game.

But wouldn't making only one ship mean that you get flagged "ripe for conquest" and get ganged up upon by the AIs?

I wish they would. :D But no, my endgame ships are worth between several hundreds to thousands of military power each, so having one fleet is enough to tower over the rest.

Quoting Horemvore, reply 27

That is due to the limited blueprints the AI has access too. Would be a different story if the AI actually took advantage of all the miniturization tech, augments and repair components like players do.

Hence why the AI's ships are never really a threat unless you have no military. They tend to opt for the first two specializations (reduce cost or more power/range). Very rarely do I ever see anyone with a miniaturization specialization. Nevertheless, even if they did took advantage of mass reduction techs and support components and made better blueprints, they would still only be a threat to each other.

Firstly, they tend to be too busy fighting with each other to develop many tech trees to begin with. One problem with the AI (at least in my opinion), is that they are STILL too quick to go to war. A few dozen turns building out, and then most of their production goes toward military. This means they are going to be running ships with one type of weapon and one type of defense most of the time, making them extremely exploitable in playing paper-scissors-rock.

Secondly, they do not make good fleets when their ships hit huge size. As far as my observations go, their huge ships and carriers tend to be solo, making them easy pickings. They stop making good fleets at large. If they at least banded together their carriers, they would be more trouble to deal with.

Finally, the third nail in their coffin is the poor colony planning. I noticed significant improvements to the AI since earlier versions, but this still does not hold a candle to the player's planning. So even if they did took advantage of mass reduction tech and made competent ships, they would not be able to afford to make the darn thing. While I, on the other hand, am rolling out ships worth 20K military production in a few turns powered by a level 20+ Hyperion Shrinker. Speaking of high level improvements, my level 18+ Hyperion Logistics means that my fleet will always be bigger too.

Reply #29 Top

Quoting Croc411, reply 21

 

 


Quoting jabberjaws,
There is no such thing as the "best ship by design". It heavily depends on what you want to achieve with that ship (its "mission")

- Try to get along without using engines, they use up a lot of space. Instead research techs that give +1 to Moves and use support ships with speed-enhancing fleet modules (exception: dedicated main-map interceptors).

- Do not use life support components. Build a starbase on the way to the enemy instead.

- Defenses are irrelevant in endgame

- Always add a Commander to your main attack fleets

For this reason, you must look at fleet composition as well (not just at ship design) if you want to min-max the whole damn thing. And here, like I already hinted at in a previous post in this thread, stacking attack-enhancing fleet modules is king. The more hulls in a fleet the better.

Design a small or tiny support ship with nothing but sensors. Design a small or tiny support troop transport. Include these ships in your attack fleets (they use up very few logistics points). This way they are protected by your main combat units and you don't have to move them separately. Huge QoL improvement for me.

well i have heard that guns are the best way to go. This game is made for mixed fleets. I did hear that thrusters seriously help, so yes i put one thruster on my ships. If you dont mind diverting ships to your starbase to defend it then yes the starbase is a better move. The problem is after you take the planet the starbase is useless, and you did use an administrator for this. That is why i use one life support instead.

Reply #30 Top

Quoting Nilfiry, reply 28
Firstly, they tend to be too busy fighting with each other to develop many tech trees to begin with. One problem with the AI (at least in my opinion), is that they are STILL too quick to go to war.

Yes, they go to war too early currently. On the other hand, I remember when GC3 came out the AI's passivity made the game very boring. No wars were happening in the galaxy, aside from player actions. So I much prefer the current state of the game over the initial one.

It's just that Stardock probably went a bit too far in the other direction.

Quoting Nilfiry, reply 28
Finally, the third nail in their coffin is the poor colony planning. I noticed significant improvements to the AI since earlier versions, but this still does not hold a candle to the player's planning. So even if they did took advantage of mass reduction tech and made competent ships, they would not be able to afford to make the darn thing.

From my experience THIS is their greatest flaw at the moment. In my games they sometimes design pretty nice ships (especially when they copy my designs from earlier games), but they don't have the Ship Production capability to field them effectively. There's something wrong when my Ship Production tops the best AI's by a factor of five 150 turns into a Genius game.

It's made worse by the fact that their Ship Production is distributed over their whole empire while mine is of course concentrated on a few high-performance shipyards. This causes them to build a lot of rather useless small and tiny ships.

Reason for this is of course that the AI has no clue about developing tall worlds. A possible solution would be to drastically increase their Ship Production bonus in the Age of Ascension (during the first 2 ages they do OK in that regard).