A Maso Small Map Guide For All The Family

A Maso Small Map Guide For All The Family

This is a very short guide concerning some possible strategies for playing maso small maps. It appears to work for a diplomatic game with targeted wars. The pleasure of Galciv is that there are many different strategies for every map size and every difficulty level. I refer to all of the Human star systems as ‘Terran’. This guide goes to the mid-campaign. All critiques are welcome.

Pre Colonisation Rush

Maximise Terran’s diplomatic skills. Perhaps: 60% diplomacy (5 points): research 20% (2 points): influence 10% (1 point): economics 10% (2 points). Populist Government is good (20% diplomacy and 20% morale). Those choices provide a high diplomatic rating (total of 80%). The speed of starships is not as important on small maps.

For an easier game, pray that planets are rare/uncommon. Abundant planets make for a harder campaign.

If the Terran Government is Evil (and Evil feels so good), Neutral aliens makes an easier campaign. Although, Evil aliens does mean diplomacy works well, except that my understanding is that they choose the evil path when getting the random choices at colonisation and so get the bonuses such as PQ+. If one alien civ is Pure Good, that alien civ may get picked on by every Evil/Neutral alien civ.

Position in the galaxy

Control+N can ensure a good starting position in the galaxy of course. There are several strategies here. A corner sector of the galaxy is isolated and won’t be affected by influence. And a sector that is almost in a corner, but that has stars in the corner sector ripe for colonisation is good. If the corner sector then has habitable planets, the corner sector is largely protected from alien influence. A middle position in the galaxy core is harder, but may actually attract a lot of trade routes.

Colonisation era

Earth has to go all out in order to win the colonisation rush! In small galaxies, this is over very quickly. So run the economy at maximum (100%) for as long as the Terran budget surplus will allow. Direct funds between research (50%) and shipbuilding (50%) only. Build colony ships, and research direct to Diplomacy. Change government to a Republic when available (diplomacy is now 100%). Build a scout or two in order to explore quickly. Colonise good planets (PQ15 and above). Keep PQ14 planets for later. Much later when the economy allows, colonise PQ13 planets.

When Terrans meet aliens, our great diplomatic skills ensure we can trade techs for their techs. We want to meet every alien civ as soon as possible. Look at the top right map to target where the other major civs are, and send a scout to make first contact. Minor civs are our instant friends.

After colony ships are no longer necessary, switch to building other ships. Earth may want to build freighters if the trade tech is owned. Certainly a scout or two. Perhaps a constructor. About now, building ships becomes less important, and Terra must start to develop infrastructure (to prevent planetwide blackouts).

Terra’s strategies

The Terran Government has some major strategies. They are to:
1. Develop the Terran economy, manufacturing output and influence in order to catch up with the aliens, and eventually surpass them.
2. Stay out of wars until this is achieved.
3. Build good relations in order to stay out of wars.
4. Start and win wars only where a quick, decisive victory is assured, and where any gains will be permanent.
5. Ferment conflict between the aliens to lessen their military strength and economies.
6. Keep up with the research.

These strategies are discussed below.

Development and Research

1. Economists advise that happy people pay more taxes and (ahem) procreate more, which means more investment and leads to faster production and research. Therefore income tax shouldn’t be raised too high. Instead, morale should be maximised for as long as possible (try for 100% for the first year). A bigger population creates more influence too.
2. Freighter trade routes, leads to solid income. Rather than build freighters, try to buy them with a tech trade. Often a freighter can be purchased from an alien civ for a few techs and it is near their planet. Send it back to their planet, and a Terran planet gets an instant trade route (which means instant income without the travelling time).
3. Build early social improvements to maximise morale (Habitat Improvement, Soil Enhancement), productivity (Fusion Power Plant, Manufacturing Centre), and income (Banking Centre).
4. If alien influence is a problem in a sector, keep the voters happy with an Embassy or News Network. If a majority of voters are turning to the opposition parties (below 50% approval), give them an Entertainment Network.
5. Don’t bother trying to build trade goods at this stage.
6. Don’t rush-buy social improvements or ships unless critically necessary. Never buy a tech from an alien civ for credits.
7. Immediately develop the best Terran world (Earth or the highest PQ planet) to become a production giant. Build all of the manufacturing improvements on that world as soon as they become available, even in preference to other improvements. This world will build most of the wonders and trade goods, although only later in the game when Terra’s manufacturing output can compete with the alien civs.
8. Trade techs for trade goods built by alien civs.
9. Research important techs, as well as those that are rarely researched by the alien civs. A good tech can often be traded between each alien civ for several techs, that can be traded on for more techs that can be traded on... This is the way to keep up with the tech war. If Terra rushes to get a good military tech, that can be traded for expensive techs and ships. The alien civs will rarely trade big military techs, so they must be researched. Tech trading is paramount!

Say ‘No’ to war

1. Generally, don’t go to war until the Terran navy is developed and combat transports have been built. This is later in the game. Rarely, a war with a few transports can occupy a planet.
2. Don’t form alliances. These will drag Terra into unwanted wars. Sometimes, an alliance may mean that it keeps an alien civ off Terra’s back until it can be ‘dealt with’: but be prepared for inopportune wars that destroy valuable trade relationships. Or don’t honour the alliance when push comes to shove.
3. When extortion demands are made of Terra, reject them. But then immediately give the alien civ a gift: usually Terra can recover its warm relationship immediately.

Build good relations

1. Develop and maintain good relationships. Give gifts. Try to look sincere. Often gifting a UP vote every 3 or 4 months will warm a relationship. Sometimes a gifted tech is necessary. Aim to get every alien civ into a warm relationship or better.
2. Although not proven, I believe that a good relationship with a minor civ may mean they are more likely to send freighters to Terran worlds.
3. Buy the trade good, Diplomatic Translators, for whatever techs the alien civ demands. The 40% increase in diplomacy is utterly invaluable. If a minor builds it, thank your lucky stars.
4. Target the nastiest alien civ with Terran freighters to keep them off Terra’s back. But this helps their economy too.

War, what is it good for?

1. Go to war when it suits Terra: plan the campaign well.
2. Study the galaxy map. Target the alien civ that makes strategic sense to take out. This can vary wildly. It may be the weakest civ that is about to be destroyed by another alien civ; or the alien civ with star systems closest to a Terran sector; or the alien civ that Terra does little trade with; or the alien civ about to assimilate minor civs through influence.
3. Sometimes, with planning, the strongest alien civ can be taken out. If so, the game is almost won.
4. Alpha strikes are the preferred risk-free way of going to war. They usually require combat transports and at least frigates, but probably dreadnoughts and better. A chapter could be written on alpha strike strategies. For example, if there are 2 Altarian star systems, plan to send enough warships and combat transports to each one, to defeat and occupy each system in the same month. Judge how many combat transports are needed per planetary population. Later in the game, more combat transports are needed because of planetary defences.
5. A failed alpha strike against a militarily strong alien civ is embarrassing. A successful strike means that its vast navies collapse and disappear by the next month because they have no planetary bases to sustain them.
6. If an alpha strike fails, Terra may need to immediately offer peace.
7. Sometimes, declaring war first means that the alien civ will empty its planets of strong ships, which facilitates an alpha strike. Or getting the victim civ into a war with an alien or minor civ first, means it empties its planets of warships.
8. Before going to war with a trading partner, break the trade routes first, or park freighters next to another alien civ’s star system ready to set up a trade route.

Our enemy’s enemy

1. Encourage alien civs to nuke each other. If Terra can get every alien civ at war with every other alien civ, it means they are not trading with any civ except for Terra. That means their economies are shattered or diminished, and Terra is raking in the trade credits. Beware that it also means they will target trade ships and disrupt trade routes to Terran worlds: but it is a small price to pay.
2. If alien civs are allied, they will not go to war with each other. But if one is at war, that will drag the other ally into the same war.
3. However, Terra doesn’t want one alien civ to occupy too many star systems. Sometimes Terra will need to blockade a star system to prevent an armada from capturing it. A blockade with corvettes is a cost effective strategy.
4. A blockade of every minor civ will prevent a major civ from capturing that juicy star system. Alexians fall to influence quickly, so use starbases with influence, or alternatively, invade at Terra’s leisure.

Starbases

1. Many different strategies here. Building constructors is only cost effective from the mid-campaign. Rarely, it is possible to build one early-campaign in order to construct on a juicy resource nearby. The aliens are usually too quick though.
2. It may be possible to blockade a resource and send a constructor at leisure.
3. After a starbase is built, one strategy is to maximise production modules. This has a multiplier effect. More productive planets in the sector build constructors quicker, as well as planetary improvements and warships.
4. Build influence modules in Terran sectors to counter alien influence if it is a problem, or to subvert Alexians.
5. Build trade modules in sectors that have a lot of trade ships passing through.
6. Place a waiting constructor next to an alien resource starbase. During a war, another alien civ will destroy it, and Terra can then build on the resource. Or try to lead a space monster to an alien starbase.
7. For alpha strikes, build a fleet of constructors (about 10 or so). In the month of the strike, construct a starbase in the alien sector with all ship-attack bonus modules. This means the alpha strike will have en easier time destroying a defending fleet.

The Terran navy

1. After the colonisation period, Terra needs to concentrate on research and planetary improvements. Massive fleets cost maintenance too. Divert the Terran economy away from shipbuilding until the mid-campaign.
2. With some alien civs, trade techs for techs. With others that are backwards, and have no techs to trade, try to trade techs for freighters, defensive ships, and even corvettes. It is very hard to trade for warships such as dreadnoughts. Even top up a trade with purchased UP votes.
3. Try to keep the Terran military rating above the bottom 2 or 3 alien civs. If an alien civ is busting for a fight, try to increase Terra’s military rating quickly by buying ships or building corvettes or anti-matter missiles (later in the game).
4. Alpha strikes will require an offensive capacity. An offensive armada will probably need to be built at the same time as combat transports or ahead of them.

Always remember this motto:

Humans don’t react to threats: HUMANS ARE THE THREAT




[Message Edited]
1,024 views 28 replies
Reply #1 Top
Whoa! The maso strats are now falling from the skies! Well done Killa and thanks for collecting your thoughts - a case of pinot on its way to you. :CONGRAT:
Reply #2 Top
Good strat, Killa. The key difference with me is that I try to alpha strike earlier before the AI planets grow too big.

~SDC~
Reply #3 Top
Meant to say that this was cobbled together with various strategies I have become aware of through the past while. In particular, thanks to Pontius, Jeff Desilva, Ray and Cotal. :D
Reply #4 Top
Humans don’t react to threats: HUMANS ARE THE THREAT

Ah, too true. In that maso game I finally submitted, the biggest problem I had was figuring out which enemy was the biggest threat at that time. Given how long it took me to finally win one, let's just say I made a few "bad judgement calls". :)
Reply #5 Top
The Pontius Bomber strat. Small and tiny Maso. A culture Bombing strategy for max score per game.

THE GAME START. WHERE IT IS TRULY WON.
Concentrate your picks in dipomacy, econ, tech, and production and morale. Speed is not of the essense here.

Populists +20 Morale +20 diplo is great. I then go with +60 diplo (5) +10 econ (2) +20 research (2) and +10 Social prod (1)

Turn all the winning options off. Military win is all you can get tiger. LMAO a military win with no military. Aint that just like a sneaky pirate?

Or you can take Federalists +20 econ
+60 diplo +20 research +20 morale +10 social prod and sacrifice 20 diplo for 10 econ in effect.

I don't bother with military till the end as this is a culture bomb strat. (yes it is possible to win with no alpha strikes and no wars)

I set all aliens to max intelligence. This means you won't be getting money in trade from them. You can, however, if you cannot live without it, set two aliens down a peg (Arceans and Altarians) and they and the two minors will trade for money. Your score will drop a bit but hey, it's still gonna outscore cripplings to pieces. I set all my aliens to evil. It generates more points than stock allignment. Setting em all to good yields the least.

THE GALACTIC MAP. I'll do a small right now. Remember take less planets on tiny.

First off, you must realize that you are very very vulnerable to culture flipping early. You are also going to be very vulnerable to Military early. there is nothing you can do about it except look for a map where you are in the less densely planeted part of the Galaxy. Make sure your Sectors are good. Check sector influence to see where the Aliens are. If there are three real close. Cntrl-n. Don't bother with it. Some try to get 3 or 4 good systems in the home sector. Don't bother. As long as there's 6-8 systems within close range it's a go.

You must crank ships early. 100% to ship production during colony rush. 1 turn counts here. You must win this colony rush. Use your survey ship for exploration. Do not bother with scouts. Buy a colony ship if you have to. (I prefer not to however.)

My ideal map is one where I start one square diagonally from the corner and the corner is open to go back into. as are the two adjacent. Move your first colony ships toward the other aliens and secure those sectors first. Always remember. Secure by sector, not by planet. You do NOT want any alien planet in any of your sectors. If it happens, you will lose that sector. Only go for the adjacent sectors first, then go back to your corner. This should yield you 6-8 systems in 2 or 3 sectors But really 4 good ones are more than enough to win the game.

Once you have enough colony ships to fill about 2/3 of your planets, go to 60% ships, 40% research. Research Comm the, Univ Trans. your planets, Immediately go to 100% science. Comm th. Univ trans, Diplo, Trade. Make sure you trade diplo to any minor civ you meet that doesn't have it. You want them to build the diplo translaters. Also during this time you will obviously be changing over from colony ships to constructors. Build a scout or two at this time and once you hit trade, build a couple freighters.

Once I hit trade. I look at my alien friends and see what tech's they have (noting what they don't) and go for that next. I usually don't worry about early wonders. But sometimes, the Aliens will ignore Gravity accelerators on small maps. One time it took me till mid game to complete it but I got it.

Please note: You must be flexible about getting your research going as fast as possible. sometimes, if your adjacent colonies to the Aliens are done, you can get away with some research for a bit.

Keep your spending 100% as long as you can. But if it surpasses about -30 a turn, drop it down a bit. Money is critical here.

Once your colonization is done. Go 100% research for a short time and catch up just a bit. Then go to about 65-70 research, Divide the rest between ships and planets (build only constructors and freighters) This should happen not too long after trade is discovered.

Now, you will see one or two of your outer sectors change color. On small a small sector influence disadvantage will not flip your planets.

Your initial portion is over.

Mid game:
You are going Cultural. Concentrate on industrial, Cultural and scientific Tech's and wonders. Specifically, do your best to get all the cultural wonders with a general boost. Use your constructors to build influence bombs/production boosts in your best sector influence wise. At the same time build a starbase with a small culture boost as well in the others. It will help protect the others. Don't bother with military till later. Remember to trade with the Aliens for tech's often. You won't keep up otherwise. Sometimes you'll get lucky and the Aliens will offer a trade for a military tech. Take it. Unless it's a wonder tech (where you haven't built the wonder you want).

The Aliens Go military first. You actually can get to cultural Maximizing long before them if you get your science boosters in quickly. Last game I got to Evolution control first too. Low priority for them.

BUT PONTIUS, THE ALIENS ARE ALL OVER MY WEAK AZZ MILITARY. WHAT DO I DO?

Simple. Every 3 turns donate 1 influence point (It doesn't drop your influence. You're only trading it's voting value in the council not the point itself) to each of the major aliens. You get a "Oh you humans sure know the proper respect." You can then deny any demand and not have a war. But you must absolutely must give em a present the turn of the demand too. HEHE. Sometimes if the demand isn't too harsh, I give it to them anyway.

The only way you can go to war is if A. You misscount. B. You have an assassination event. Which rarely occurs.

THE END GAME.
Note: You will still be behind in tech. You may even not get to final frontier first. WHO CARES? YOU DON'T LOSE. ALL THAT HAPPENS IS YOU CAN'T WIN VIA SCIENCE WHICH TOTALLY STINKS IN POINTS ANYWAY!!!! Keep making trades as long as you can. I usually will not trade cultural or scientific. Everything else is on the block.

Secure your home sectors culturally with full culture bombs. You should be starting to see your influence take a couple adjacent sectors.
All you have to do now is keep the bribes going, keep the constructors and improvements coming. Then build culture bombs. (two or more in one sector if necessary) Make sure you get through the tech tree, then just culture bomb the rest. Once the tech is done, lower research to 5% NOT ZERO OR YOU MAY GET A CRASH. 50 /50 or whatever you prefer ships vs social at that point. You can start building some Anti Matter missiles once you hit dreads. They make for good smackers if you inadvertantly get into a war and they build your military rating quick. Also build just a couple battleaxes to get defense points up a bit. Culture flip the place and you are done.


Please note. I try not to build culture improvements (just wonders). BUT BE FLEXIBLE. Sometimes you must build an embassy or something to keep a planet from flipping early. Make note of that.

Also, Park a constructor next to any starbase that is on a resource you see. It will be yours soon enough. The aliens always bomb them and then you can just poof yours right on it. Early on Tech/Econ is best. Later, Military, Morale, and influence. I'll take an influence if it presents itself early though. Makes that influence far easier.

Strike a good balance Production, PG, Morale, econ and types of planetary improvements that you always do but be flexible. Override Governors if you have to.

Oh by the way it works on the larger sizes too. The only change is what to look for in the map. Large Huge, I look for a relatively isolated medium cluster with a small empty cluster nearby. It gives me enough cultural insulation early. And on medium, large, and huge, I take +1 speed instead of the econ and tech stuff. for my picks. Another thing is you don't quite have to set research so high. 60 usually works here.

Now sometimes on the larger ones you get this isolated cluster that just doesn't have a good planet near it to culture bomb from. No problem. Just save it for the end and alpha strike it.
Viola. That's it. Let me say what a pleasure it was to play this game. But it's starting to get very boring to me. I'll be taking a break for an anniversary and be back after. Good Alien Hunting.


Above all. Be flexible and don't worry if you're behind. You can win anyway.


I forgot Taxes. Sorry. I usually set it at the beginning so my morale is about 70%. It's anywhere from 50-65% The rate will Vary depending on the pq of your starting planets. Many won't start less than 20 but that is one of the least concerns of my strategy. Remember. What you are looking for optimally is 6-8 systems to start. If after what looked perfect, it turns out they all stank and you only got 3. Well Cntrl-n. It only took you about 3-4 minutes to check it out. If you try to get both that and your initial pq perfect to start, you will be hitting control-n way too often. I then gradually lower taxes bit by bit throughout the game to increase pop growth and raise morale . They usually end up at about 45-49 late.


Also. If you're new to maso, there's no shame in saving and reloading untill you get the hang of it. I recommend that you do if you're new.

Gradually, you'll have to do less and less of it.

Reply #7 Top
There you have it. A military and a cultural strategy on Maso. Courtesy of your favorite pirates. Enjoy.

Forgot to note. I play abundant planets always. Rare would be easier especially for the military oriented player. But I can score better on abundant.
Reply #9 Top
Thanks ya'll.Maybe I'll give maso another try and won't bail after four or five years when I'm getting waxed. LOL
Reply #10 Top
Very nice if I cared about points, or played on a small map I do not think I would try it. The strategy may work but I do not think this is how a win was intended.
Reply #12 Top
In addition.. another adjunct to getting Alians on your side..

ONLY Allie with AI's and minors when you have them all as "Close" relations

If you Allie prior to this then you can be dragged into wars.

Why bother with Alliances I hear some of you ask..

Well It means that ppl won't go to war with out.. and that you no longer have to keep giving gifts to keep your relationships from dropping down to war.. (That being said there isa as Pontius pointed our a random event where there is an assasonation attempt and you could still go to war.. So dopn't rely 100% that it won't happen"

What happens when your allied with EVERYONE is that youe government recons that its better to sit on the sidelines and not take sides between the war between 2 or more of your allies.

When new minor Civilizations appear and your allied with everyone to go to war with them.. I have found it easier to flip planets that AI's take over than with the New minor civilizations.. (generally by this stage of the game I have evough colture bases setup that it only takes 1-2 turns to flip a recently captured minor planet.

Also When Allied to anyone means that you can build starbases in the same sector as their planets.. (YES its true.. I've done it..)

Oh and BTW... all these methods of beating MASSO are just as successfull at playing the lower levels.. even more so.. :)

The way to win ANY battle is to seek out weaknesses and exploit them. no matter what they are.. otherwise your trying to knock down walls with your head.. and all you get is a headache and braindamage if you hit it hard enough... LOL

Reply #13 Top
ONLY Allie with AI's and minors when you have them all as "Close" relations
End of quote


You can't do if you're not close... What do you mean?

What happens when your allied with EVERYONE is
End of quote

you win! Seriously, at this stage, winning a military victory is easy as you can get everyone at war against the enemy you single out. I am not sure that what you say is exact. I know the ai when allied to me and another ai will help me if their other ally attacks me. So I don't know about dragging into war.
And building starbases to increase your score when you would have won an allied victory is something Stardock probably didn't think of. Kind of let's do boring stuff to get more points...
Reply #14 Top
Also When Allied to anyone means that you can build starbases in the same sector as their planets..
End of quote

You can do that anyway. Do you mean you can build cultural bomb starbases without them complaining?

you no longer have to keep giving gifts to keep your relationships from dropping down to war
End of quote

When relations are good and you are fairly powerful this seems to stop happening anyway.


~SDC~
Reply #15 Top
Very nice if I cared about points, or played on a small map I do not think I would try it. The strategy may work but I do not think this is how a win was intended.
End of quote


Frankly, I don't think any kind of win was intended for the maso level. The A.I. just has way too much of an advantange to play a game in a "normal" manner and expect to win. Some kind of contrived strategy is a must to win at that level.

~SDC~
Reply #16 Top
Matthew Downie: Yes they don't complain.. when your allied with everyone you can Culture bomb till your heart is content and not worry about going to war.. (unless a event triggers a war..)

And I never have any fleet built other than constructors,freighters,and my original explorer

LDiCesare : What i mean is Ally with everyone at the same time.. (in the same turn) not one here and one there.. otherwise you WILL be drawn into wars.. If your alied with weverone at once then your parliment tells to you sit on the side line and not take sides in any war.. You can then do anything you want.. pick them off one at a time.. culture bomb.. Fight (break aleagence with one at a time) .... anything you want, the way you want, Your in complete control of your destiny

There are varous ways to beat masso.. or any level.. its up to the individual to decide or find whats the most satisifying to themselves..

At the moment in my masso game.. the I-league is comming second.. (I'm in first) and i have 1 ai player left and 5 minor races.. what i'm now attempting to do is take out I-league prior to finishing off the AI.. I don't just play for score.. if i didn't it wasn't challenging and enjoyable I wouldn't play..

Reply #17 Top
Frankly, I don't think any kind of win was intended for the maso level. The A.I. just has way too much of an advantange to play a game in a "normal" manner and expect to win. Some kind of contrived strategy is a must to win at that level.
End of quote


Couldn't agree more Qui-Jon.
Reply #18 Top
Ok, now, I finally have to ask for help. I have numerous wins on crippling, and I've found that none of the strategies I've seen posted seem to work for me. (Or, for that matter, none of the strategies I use on lower levels.) I just haven't found a way to keep civs from declaring war and crushing me like a bug. I've tried the 1 influence point thing, I've tried trading, I've tried building a big military early (not so useful, as they declare war anyway and I find myself defending with corvettes when the frigates swarm my systems, since the effort of producing the military costs my research bigtime!)

Example: Last game, small map. Got decent start, a reasonable amount of colonies, just starting to research - and the Drengin say "Give us Sol or we'll crush you." The colony rush just ended - I have no military and no research comlete to build one if I could! (sigh!)

It seems to me that the only way to win is for me to print one of the strategy guides, and start following it like a recipe book - not really what I want out of my computer games! Maybe I'll just tuck tail and wander back down to crippling level...
Reply #19 Top
And another thing -

Many of the strategies I;ve seen involve "Ctrl-N until you have the setup you want" This seems to me a little unfair - again, a cookie cutter approach just to get points on the metaverse?

>:(

Ok, ok - here endeth the rant. We now return you to your regularly scheduled Maso strategies...
Reply #20 Top
I don't have much experience on smaller maps (where you meet the AI early), but on larger maps (large and upwards) my favorite strategy for avoiding wars is simply to bribe the AI's of to war against each other.

I'm sure there is more advise out there...anybody ...?

Reply #21 Top
It seems to me that the only way to win is for me to print one of the strategy guides, and start following it like a recipe book - not really what I want out of my computer games! Maybe I'll just tuck tail and wander back down to crippling level...
End of quote


dont despair, jeffery my firt maso was courtesy of a PQ 26 planet in my starting sector

it was in a rare universe which added to the bonus

from that i have managed to formulate a few different tactics for winning in maso :D
Reply #22 Top
Ok, now, I finally have to ask for help. I have numerous wins on crippling, and I've found that none of the strategies I've seen posted seem to work for me. (Or, for that matter, none of the strategies I use on lower levels.) I just haven't found a way to keep civs from declaring war and crushing me like a bug. I've tried the 1 influence point thing, I've tried trading, I've tried building a big military early (not so useful, as they declare war anyway and I find myself defending with corvettes when the frigates swarm my systems, since the effort of producing the military costs my research bigtime!)
End of quote


Review my post above on the culture bomb way to a win and modify it via the following.

1. Don't use the 1ip maneuver any more. They closed that one.
2. Instead gift a tech or some money
3. Build Banking centers very early. Also establish trade routes as early as possible. 1 with every civ works well if you bribe em enough.
4. Do not build military early. Far better to develop economically and tech and bribe. Once you get to Dreadnoughts, build up Anti Matter missiles for a minimal level of defense. Keep the bribes going.

Reply #24 Top
Don't despair Jeff - you've just got to be the best conniving, lying and cheating diplomat in the business to keep everyone happy until you decide it's time for them to die.

To that end, take the +60% diplo pick with Populists and bribe / trade like mad.

And this is going to be rare... a Guardian backing up a Pirate :) , but take serious note of Cap. Jack's tips above. Wherever possible, trade techs for AI freighters that are sitting in orbit of their economic capitals, and establish the trade route immediately.

Rush-build the Galactic Stock Exchange if you can. It makes a huge difference to your economy, and stops anyone else getting it's benefit. Games where I manage to get the GSE result in no military building at all for me - I just buy someone else's invasion fleet when I need it ;)
Reply #25 Top
BUT PONTIUS, THE ALIENS ARE ALL OVER MY WEAK AZZ MILITARY. WHAT DO I DO?

Simple. Every 3 turns donate 1 influence point (It doesn't drop your influence. You're only trading it's voting value in the council not the point itself) to each of the major aliens. You get a "Oh you humans sure know the proper respect." You can then deny any demand and not have a war. But you must absolutely must give em a present the turn of the demand too. HEHE. Sometimes if the demand isn't too harsh, I give it to them anyway.

The only way you can go to war is if A. You misscount. B. You have an assassination event. Which rarely occurs.


Essentially, this is the part that needs updating a bit. The rest is still valid for a small. I use a speed technique rather than a point bomber technique for the larger sizes as they hit the point cap anyway.

The 1 ip gambit no longer works. And I now get Banks in much more quickly than I used to. You'll have to give em some cash or a tech or two. But once you get em to warm, you no longer have to check every 2 or 3 turns.

Also, if you meet a minor quickly, you can research something they don't have (like medical or industrial theory) and trade it to them for trade and diplomacy. It saves a couple research turns.