 |
|  |
 |
|
originalbork
|
|
quote: [SIZE=1]
And now let's a bit more serious ... I am not 100% certain that you cant do anything to stop me, but if you try to and I am on the other side of the gal playing another communist then I will have advantage over you because I'd have been settled better. And if you don't do anything then I can be near you with a democratic/lithovore/artifacts and really kill you ....
That is the paranoya :-) |
Bakalov that is a good tactic. However it requires a couple things. One is that you are a WH away from the UNI-TOL. 2nd he is not versed in annoying tactics. Basically he can outbuild the hell out of you. You do 24 production before pollution and he does 48 without. So once he sees you he goes full build mode and destroyers come quickly. You need to build a DD, OP and TP just to have a shot at him. If however he takes down your op and you didn't take a planet, you have a long ride home and no starbase to protect you.
It is risky but could be a good surprise tactic in a 1 on 1 game. I'd give it about a 1 in 5 of taking a good player down. It would cost you the game 4 out of 5 times though.
|
|
|  |
 |
|
originalbork
|
|
quote: Originally posted by bakalov
And finaly I'll say that anyone even you, originalbork, with your experience can not be judge before trying it. I would say that my chances are better. |
Because my goal is to always win a game I wouldn't intentionally take a strategy that might not get me home just by the layout of the stars.
For that to work you need a WH to my home. If I am facing that race I only need to blow up your op while protecting my home. I've faced similar strategies in the past and with a little learning I became very good at stifling the early rush.
What is interesting to me is that you said you had no pods on your ships what can you put in them?
Demo Lith is a good pre-warp ave or min rich race. I believe it is better than dic-sub-lith because of the lack of need for a marine barrack. If you go Large - Rich over arti I think it is far more balanced however.
If you go ave tech than I think uni-tol has it hands down. An organic galaxy really favors the uni-tol and uni aqua. The biggest advantage the uni tol has is the bypass of poll proc and/or atmos renew. If it gets to Zort they are nasty because they can easily have pulson missiles as chaff with mirv mercs behind and that doesn't go down easy.
|
|
|  |
 |
|
originalbork
|
|
Demo-Lith is always better than SUB-LITH-DIC. I don't even have the CD anymore. I had wasted so many hours playing I had to can it. I haven't played anything since and am ready to start wasting it on MOO3.
That strategy is good in a 1 on 1 game of prewarp if you have the range to get there, you may need more than 1 op which would cost that race dearly. I definitely like the bypassing of some techs for the early attack. If you wait for pods and space academy it will falter. Other races will catch your substantial early advantage. It is a breaking point earlier than I have seen.
I have played so many multi's and my ranking on Kali was never lower than 3 that I have a distaste for all or nothing strategies. It is just a personal preference for me to keep my rank high.
|
|
|  |
 |
|
booklord
|
|
I often go with
Unification
Telepathy
Cybernetic
Prod +1
( Standard start with a colony ship and 2 scouts )
( Small universe because I just don't have time for huge games )
Then I develope about 2 size 3 vessel with heavy armor. If I manage to strike early enough ( and if the other race hasn't developed missile bases ) then the regenerative benefits of cybernetic will allow me to take enemy homeworlds without losing a ship. Telepathy then allow me to take over the world without a struggle. Unification ensures that food and industrial production is actually better then when I found it.
I've won games without ever building a single colony ship. Don't bother with Tolerant or Lithovore. Just conquer a race that already is.
|
|
|  |
 |
|
booklord
|
|
If the enemy does develope missile bases then it just gets a little more interesting. Take out their surrounding colonies, blockade their home system. and build more cruisers. Early in the game even enemy battleships will rarely have the fire power to destroy a heavy armor cruiser with self-repair capabilities. Once you have three or four cruisers you should have enough defensive firepower to even ignore enemy missile bases. ( just keep in tight formation as you approach the planet ) Also don't forget to capture ( not destroy ) the orbitting star base.
The real danger is that you'll run into a race whose specials don't mesh well with yours. Armor heavy cruisers don't have that much room left for firepower so other cybernetic races vessels will be immune to your attacks as well. The Psilons often develop tech too quickly making early planetary assaults unwise. Other telepathic races are also tough to absorb.
Also there is the danger that you'll start completely isolated from the other races. The TEL-UNI-CYB-PROD+1 race picks work best if you can quickly find and locate a vulnerable race near the beginning. But there is a chance that any game may prove unwinable. If you start with a more peaceful race you can easily be overwhelmed by starting near an erratic expansionistic Sakkra.
|
|
|  |
 |
|
booklord
|
|
I've played that selection multiple times and I've got a near 90% success rate on small galaxy ( for shorter more managable games ) / impossible.
The key is to go to war as soon as possible. Even if the enemy does manage to develope good defenses around their home worlds, you can still take over their colonies. If you blockade their homeworld and smash their fleets then you'll end up out-researching them anyway. They'll be to busy vainly trying to rebuild their fleet.
The key is that starting with auto-repairing ships ( with heavy armor ) is such a powerful advantage early on that you'll win space battles even when horribly outclassed. Even better the AI almost never retreats until it has suffered significant losses.
|
|
|  |
 |
|
originalbork
|
|
The only reasonable cyber race is Uni-Cyber-Tol. The tolerant gives you some decent sized planets and stops the pollution from sucking up the production your planet doesn't.
The biggest problem with a cybernetic race is pop farming. You pop farm with 1 pop on a bad/small planet. As such it eats an extra 1/2 food and 1/2 production per turn which slows you down considerably.
|
|
|  |
 |
|
booklord
|
|
That's why my cybernetic-telepathic-unification race has +1 prod.
To make for the production loss.
You're right though. This is NOT a race for people that start with pre-warp. ( I always play with maximum number of races ) The other races will out research you but good. I also do have to pick Heavy Armor over Automated Factories. Necessary evil.
I think I like this race because it really forces you to go on the offensive almost immediately. I'll probably be an Ithkul fan on Moo3.....
|
|
|  |
 |
|
booklord
|
|
There is always a chance on impossible that you will lose. Imagine if the game starts you in a corner. You quickly discover you have two possible stars outside your home colony. Unfortunately one is guarded by a space crystal and the other is the darlok ( who the game has randomly selected to be both tolerant and repulsive ) homeworld.
Well if your a creative player, you're screwed. The darloks will most likely chew you up and spit you out. If you don't build up your military ships quickly the darloks will declare war on you early on. If you do then you'll be spending most of your efforts on production and not science which will cripple your starting efforts.
For a Cyber-Tel-Uni-Prod+1 race that starting spot is an early boon. Go out and conquer. For this race the worst scenario is that you'll start isolated and the nearest race is another cybernetic race. You'll get out-produced and out-researched.
I should also add that part of my early strategy with this race is to build heavy armor cruisers(size 3) not battleships (size 4). Battleships take too long.
|
|
|  |
 |
|
originalbork
|
|
If you are playing that small of a galaxy any good lith race will dismantle a cyber.
Uni-Lith-+1 pro- Large will kick that races ass.
Production 36 - pollution or 24 research
Or a demo lith arti
Production 24 - pollution or 60 reasearch.
Your race is 23 production - pollution or 18 research.
No contest the lith will build em bigger and better. Your race will find itself in a boatload of trouble when facing any lith.
|
|
|  |
All times are GMT. The time now is 05:13. Apolyton Time is 00:13. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|