Sometimes it's easier to just re-roll a new planet and learn from your mistake, this game can be as fun or frustrating as you make it. Sometimes AFD is enough, but if you have aggressive AIs attacking on multiple fronts, far off colonies or lots of mountains, prioritize getting those orbital relay sectors up, otherwise I find it can wait until a bit later when I conquer neighbors (and I use relays to attach the 2 empires). Research orbital relays and immediately go into accelerated force deployment (AFD). Mountain hexes as long as they're 1 tile thick max will be cleared to put roads in too if you're connecting 2 sectors btw. Don't be afraid to build forward bases for roads if you have influence. Maybe go a little further for cosmite, landmarks or other high value resources, but don't go farther than a blank sector or so. Try to aim to build roads between your colonies and to found them as close to each other as possible. I can consistently win by teching to T3s though, so it's doable other ways. Knocking out neighbors and absorbing their colonies is one of the biggest power spikes in the game and snowballs you, so doing this before it even gets to late game is one of the best strategies there is imo, although I realize not everyone loves rushing. I know sometimes the RNG doesn't allow it, but usually I avoid fighting 3 AIs close to me simultaneously by diplomacy or knocking one of my neighbors out of the game early (by like turn 30-45ish). I'll give it a shot.Īs others said you need mobility in games to defend colonies, especially if you're at war with multiple people that can easily reach you. What game settings? It might be easiest for you to look up a video of someone playing / winning at those settings and what they do differently, it's hard to tell with no details what you're doing wrong exactly. I often build forward bases during the turn 15-30 window with the intention of making my opponents borders awkward and giving me offensive threats much down the road. Instead of taking the cosmite, you built a highway to threaten both the opponent in general and this high value the cosmite at a time of your choosing. Finally, it will represent an offensive threat the whole game. It probably isn't going to get removed as the opponent doesn't get significant payoff for removing it. They are compelled to remove your base and get a cosmite tile for their troubles.Ĭonsider forward basing the garbage vent tile. However, the tile should be theirs -> they are happier to pick a fight over this tile than you are. The opponent has to wardec you and remove the forward base before they can get the cosmite. A lot of players base the cosmite in this situation. Lets look at forward baseing these two sectors. Next to this cosmite sector is a featureless sector with a geothermal vent. The opponent would be happy if you picked a fight over this tile. Lets say there is an unclaimed cosmite sector between you and an opponent, and lets stipulate that it 'should' be their cosmite sector. The Cosmite Tile That Isn't Yours, Offensive Threats This is harder to explain if you aren't already doing it, but I like to use the example of the cosmite tile that isn't yours. You haven't made the map awkward for your opponents. The other reason you are feeling deadlocked is that you probably don't have quality and quantity of offensive threats. My suspicion is you are like i was when placing cities thinking "Place cities at these locations and maximize resources, delicious cosmite om nom nom." Then 50 turns later you are deadlocked putting out fires. Eventually it gets back to city placement, and scouts allow you to place cities properly. City placement creates awkwardness (but also can resolve it). You can load previous saves at 40, 30, and 20, and look at your map and think about how these threats manifested. Those are threats that have been realized. Load up an autosave at turn 50 or 60 and look at where you have been putting out fires. Locating your opponents threats on you is pretty easy. Your map is awkward and you haven't made the map awkward for opponents. How is my map awkward, and how can I make the map awkward for my opponents? When you say you are in a deadlock putting out fires, i suspect that means the quality and quantity of the opponents threats on you is vastly superior to the quality and quantity of your threats on opponents. Roughly translated, it is threats, aims, targets, and options to threaten later. There is a wonderful term in Go called Nerai. ![]() Nerai, Awkardness, Defensive Threats, City Placement The simple advice is probably just to build more scouts before turn 12 and be careful about putting a city on the stretch cosmite tile.
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