Tiny maps influence victory

Im playing on a tiny map, 6 civs, slow tech, no tech trading, habital planets uncommon with only influence victory on.

What I like is that small-tiny ships are important for a very long time.

Since mostly all the planets are home systems anything you take tends to flip back, so the ais are staying even with each other.

You have alot of time to develope every possible square but you have to make hard choices.

Starbases are very important and you can really build them up.

Ton of back and forth wars and diplomacy plus a few spies can really hurt.

Very fast turns.

With no tech trading your choices are difficult.

Has anyone tried this type of game and liked/disliked it??




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Reply #1 Top
Hi!
tiny map, 6 civs, slow tech, no tech trading, habital planets uncommon with only influence victory on.

Just spam lots of influence SBs ASAP and you'll win before you even realize that.

For a "normal" gameplay those tiny galaxies are quite a challenge to play. No room to expand, many AIs right next door, every planet counting big, also trade routes. I quite like them.

BR, Iztok