ARG! I lost.....

Just lost to Thalran(sp??) race due to a tech victory(I think I'm going to disable that next time). I had pretty much started my military move to reduce their influence, but they were just too ahead of me in tech because I think I sat back to much.

Does anyone have any tips?
6,533 views 11 replies
Reply #1 Top
Hi!
Just lost to Thalran(sp??) ...
Does anyone have any tips?

Kick a.. early, kick fast! Take out the weakest neighbout in the shortest time possible (have enough troop transports and warships in position to take most of his empire in one-two turns). Consolidate gain and repeat the procedure, until you become so strong nobody can challenge you. Then end the game or play cat-'n-mouse if you wish.

BR, Iztok
Reply #2 Top
Yea, but I find it difficult to get up that high early.

Does anyone have any game play tips/strats that they can suggest?
Reply #3 Top
The second game I played, I won a Tech Victory. The third and fourth games I got my rear end kicked all over the map Think I'll take the previous posters advice and kick grass early and often LOL
Reply #4 Top
It is by no means a complete strategy, just a tip, but try setting your spy production to max once you get positive cash flow. Leave it there and forget that it is movable. Then try to put each spy on the most economically or bonus sensitive spot you can find. Farm tile (to crash population), Happiness tile, Tech capital, Precursor Library, etc. Remember that AIs are often operating right on the edge of their financial resources (because their momma was a calculator and they CAN.) Keep putting the spies back even when they get neutralized. It will slow down the opponent a bit.

drrider
Reply #5 Top
You left tech victory on?? ? ??? i do not know why anyone would do that except to post a tech victory in the metaverse!

I did a similar stupid thing last weekend while playing civ3. Had a great game going, just about to send 4 powerful armies over to the English Island and they were way ahead of me already. They were building the united nations and i forgot the game ends when they build it with diplomacy victory on! (Well ends as far as scoring is concearned, you can still play on if you want).
Reply #6 Top

It is by no means a complete strategy, just a tip, but try setting your spy production to max once you get positive cash flow. Leave it there and forget that it is movable. Then try to put each spy on the most economically or bonus sensitive spot you can find. Farm tile (to crash population), Happiness tile, Tech capital, Precursor Library, etc. Remember that AIs are often operating right on the edge of their financial resources (because their momma was a calculator and they CAN.) Keep putting the spies back even when they get neutralized. It will slow down the opponent a bit.

drrider


I'm playing DL, not DA
Reply #7 Top
Hmmm...Play with slow tech setting. I don't think the AI copes with it as well. At least until you have developed your own preferred strategies / game feel.

drrider
Reply #8 Top
wow, ive never lost to a tech victory before (im still playing DL as well). were you sitting on your a$$ for a long time?

In any case, doing what these other people said is a good idea. or, depending on how strong your research is, you could always just race them if they start going for tech victory. usually i have enough research capacity to outrace any other civ if they start going for it. just max your research slider, and as soon as they research a victory tech try and trade for it so you are on equal footing.
Reply #9 Top
@ The Mad Dragon - I think you're on the right track by first disabling the tech victory. I have all victory conditions disabled except Military and Alliance.

The other posts are also good ideas.

In the early game, immediately after the colony rush (or during it close to the end), I usually build small fighters with the cheapest 1 attack and 1 defense that I can. No engines, since they won't be moving anytime soon. I build 9 for my home planet and 9 for whatever my other early production planet is. Leaving them in orbit boosts the defenses and the military rating. That keeps the AIs from attacking while I do some tech trading and research.

The small fighters can later be upgraded or just decommissioned. In another thread, neilo posted the idea of using cargo hulls instead of small hulls. That's even better in many circumstances, because the cargo hull and small hull costs the same. The cargo hull can be upgraded to a constructor early on if you need one and can hold a lot more weaponry.

The trick, IMO, is to keep them parked on your planet to boost the defenses for free. No more than 9 per planet or your starport will stop building ships. Also, you can park them over planets without starports. They'll still get the defense bonus.

I hope that helps.


Reply #10 Top
I lose all the time, that's what keeps me going back. Lost to an Iconian Cultural Victory last time. I like to keep all that turned on...pure military conquest gets on my nerves sometimes...LOL

Reply #11 Top
Not to "dumb it down", but perhaps you should play on a lower setting, so you can at least put away a victory, then work your way up?


One way I keep things going is to expand VERY quickly, but in a limited way (if that makes sense). In other words, don't overextend yourself! You have a "grace period" in relations for a few months with other major civs after you make first contact, but when that's over it's all MERIT BASED. Check the "reports" screen to see how other majors are viewing you. If you have minuses next to military, you're going to start getting exploited, or even attacked. Even if you don't lose the war, you'll still be slowed down.


Here's the standard flow beginning the game on anything about crippling and below: first, explore. Set your industry capacity to max out and your slider to 100% military, and crank out colony ships with a few scouts. Hit every nearby star, and unless you've got an extra, wait to colonize mars because it takes several turns to even make it profitable. Buy a factory for cash but after that don't pay for anything else but build it, it's far more efficient that way. On large games, cut taxes to 100% happiness rate to keep your population growing fast to keep up with expansion demands.


Next, expand. I often grab the productive planets towards the edge of my civ first, because they're the most likely to be poached by neighbors, and my colony ships will reach there first. The later colony ships will colonize the closer planets. Keep expanding until you're under 1000 BC, then switch your slider to 100% social production and pound out a few markets on your homeworld. Start with at least one or two factories, then put a few markets on your other planets too. This is VERY important in fast expanders (this strategy is fast exp) because you may easily end up in a situation where your maintenance outstrips your entire economy! So cut back when you need to with your industrial capacity so you don't go upside down.


Next, exploit. Or be exploited. Do as suggested above and go 100%tech and tech to UT, then weapons. Switch over to 100% military (seeing a pattern?) Make some cardboard cutout ships to keep around your planets to keep majors off of you. Once your military is over 100 rated, switch back to 100% social production and make research centers, factories, etc to increase your tech/economic/research capacities, depending on those planetary resources.


Finally, exterminate. With your new techs and your style of play, choose your line: warrior? Cultural King? Diplomat? Computer geek? Up to you, but it's important to choose one that fits your style. Congratulations! You made it out of the opening! You should be ranked at least in the top 3rd overall.


A few tips and caveats: It's rarely, if ever, advisable to park your sliders on anything other than 100% on one item. Why? Because theoretically there is ONE SINGLE THING that you can do that will BEST serve your civilization. Expanding, producing military, teching to the good ones, building wonders, etc. Try to evaluate what is most important for your civilization and give it all the industrial capacity you got! Also, watch your relations constantly! Don't be afraid to bribe majors who are tougher than you: it works! Send cash or techs to keep them off your back if you're fighting another war. Take out minors before someone else gets them. Their planets are usually well above average. Fund your enemies' enemies! I had a game where Yor was a runaway AI, beating everyone else up including me! I bribed my way out of war and started sending entire fleets to the arceans (somewhat stronger than I was and also at war), and my arcean relations went from neutral to close in only a few dozen turns. I teamed up with them, went back to war once my economy recovered, and swept an alliance victory out from under the Yor.


Hope this all helps you new gamers out there.