Maxtipherous Maxtipherous

Lightning Alpha Strike formula

Lightning Alpha Strike formula

This is, I think, a radical approach to an alpha strike. When Ginata played 5 gigantic Maso games in 3 days I was shocked, and began thinking of ways to play a lightning game. This is the result. Today I played a 60,000 point gigantic masochistic in a little over 2 hours, no CTL-U, coupla CTL-N's to start with some isolation. Earth was PQ 17, also 1 PQ 20 and 4 PQ 15 -- 6 total!!! I did restart to race a minor for two PQ 15's, and I got the 35 Base random event on my 20 PQ, which makes less difference in this style than in others.

I know formulaic games aren't fun for most players -- I personally find them a fascinating way to explore the subtlties of the game mechanics.

Notes:

1) Starbases only for range and Terror Stars. No production, trade, cultural enhancements. No Resources!
2) Exploits are limited to Alpha-Strike, bribing for war or peace.
3) Trade only for technology on the list -- skip any pre-requisites if possible
4) Don't bother with wonders except Eyes of the Universe if you like. Build Trade Goods only if your planets dry up, but switch to Antimatter Generator when it becomes available.
5) Trade for morale enhancers, Gravity Accelerators
6) No Pondering! Everything is planned and executed precisely.

Build Order (* is optional placement, # was skipped this game accidently,& is optional)

Soil Enhancement
Banking Center
Entertainment Center
Habitat Improvement
Manufacturing Center
Fusion Generator
*Multimedia center
Antimatter Generator
Stadium
#Transporters
Harmony Generator
Stock Market
Economic Exchange
&News Network
&Medical Center
&Embassy
&Research Lab

Research Order (modify for alternate build order,& is optional)
(modify to keep your social build-queue filled)
(I traded cash for nearly a quarter of these last game)

Communication Theory
Universal Translator
Diplomacy
Trade
Medical Theory
Basic Environmental Control
Industrial Theory
Propulsion Theory
Cold Fusion
Interstellar refining
~~~~~~~~
Nano Electronics
Nano-Frequency Electronics
&Stellar Cartography
Sensors
~~~~~~~~~~~~~~
Impulse Drive
Antimatter
Zero-Gee Manufacturing
~~~~~~~~~
Advanced Diplomacy
Interstellar Negotiation
Extraveganza
~~~~~~~~~~~~
Interstellar Business
Interstellar Marketing
Interstellar Capitolism
~~~~~~~~~
Zero Gee Research
Genetic Mapping
Molecular Medicine
Transporters
~~~~~~~~~~
Weapons Theory
Phasers
Instantaneous Communication
1D Phasing
Large Scale Building
Artificial Satellites
Artificial Planets
Terror Star

~~~~~~~~~~
Stage 1

Military 100%, Expenditures 100%, Tax to morale about 80%.
As soon as 4-8 colony ships are build, equalize spending sliders. Adjust Expenditure Slider to stay in the black when necessary. Don't rush-build additional colony ships if needed, just go to 100% Military for a few turns.

Expand to a small number of nearby planets, keeping any majors far enough away to prevent early culture flipping. Stop expanding early!!
Build constructors to extend range.
Once Trade is researched choose a trading planet and build no more than 10 freighters. 6 may be more the mark. Send them to the closest planet.
Once Sensors are developed, build and deploy Sensor Drones.

I like to expand and explore in a grid, so I sent constructors out to fill this grid and I send sensor drones to explore in stripes from one side of the map to another -- no muss, no fuss. It may be faster to build only enough to explore clusters of stars, but I think that requires too much (many?) hands-on for this approach
The goal is actually to explore the existing planets and place starbases so that every remotely inhabitable planet is within range (4 or 5) of a terror star, so whatever floats.

Keep the AI's at war with each other and out of war with minors as much as possible through bribes. The build pattern above should allow ample cash for 100 turn trades of 15 -25 BC on a regular basis.

Stage 2

Set a Rally Point as near to the center of all opposing planets as possible. On most maps this will be around 13,13. Switch sensor drones to constructors when you have build enough to either pattern search or cluster search. Switch freighters to constructors when you have built 6-10. Set all planets to Rally Point 0.

Once stadiums are built, try to keep morale at 100%. You should be able to manage 100% morale, 100% expenditures, and peak at around 1000BC/mo with only 5 or 6 traders.

When the Terror Star is researched, turn research to 0% (you can research morale items like virus, depression if you like). When the social queue is complete set social spending to 0%.

As the constructors reach Rally Point 0, group them in stacks of 5 and send them to park near the *farthest* planets first. Park a stack next to each Major planet. I like to send several to minors as well, in the event the planets are taken over by majors.

Try to judge when you have built enough constructors and turn Expenditures to 0%.

Keep the AI's at war; above all keep them from allying with each other. Keep them at peace with the minors if possible so you need fewer Terror Stars.

Stage 3

Terror Star Alpha Strike at your convenience

Hope y'all find this interesting!
10,551 views 114 replies
Reply #101 Top
Maxti: Thanks to you, I have my first Gigantic Maso victory, and my first 60,000 score! When I joined the Metaverse, my goal was to make it into the top 250; this has propelled me into the top 100 (and "just" one more would bring me precisely to #50...if I posted one Right Now ;) ). I have one more of these quite far along, so I think I'll finish that one, then I might try to actually do one of these quickly, as opposed to micromanaging what is supposed to be lightning-quick. :p

The one thing I haven't done is to win a *real* military victory on a big map Maso. I did a small-map frigate rush, but I haven't slugged it out with the Big Guns. If I do that, I may retire...as I have Civ3:Conquests burning a hole in my virtual pocket.

Thanks again for the ideas and the help!

-- HtL

p.s. We've noted how embarassing it is to overlook one last planet that a major colonized or seized. (Fortunately I had sent a few extra 5-stacks as the Altarians grabbed two I-League worlds Not Long Before the End.) I also realized that it would be Very Unfortunate if some two-bit admiral decided to "protect" his budding terror star by building Protection Fields with one of the five constructors (one click short, you know?)
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Reply #102 Top
Maxti et al:

Admiral Glacier here. I have some questions about the mechanics of a true lightning run, as opposed to the "too much management" (not necessarily micro) that I am still doing.

1. How often do you stop to deal with the aliens?
2. Do you "rough-cut" any deals rather than fine-tuning the amount of cash, etc.?
3. Do you generally avoid tech trades in favor of cash & carry?
4. What do you leave ON among the options? (I eventually turn off my ships, and alien ships go early. I leave battles (and I don't think that matters if the ships are off). I should turn off anomaly popups, I suppose.
5. Once I get to the "constructor only" stage, is there a way to NOT have to click "Next" for each planet?
6. Do you *really* level the sliders that early? It seems so inefficient; I just haven't been able to bring myself to do it.

Thanks! -- HtL

p.s. Almost done with another Gigantic Maso, but took a break by doing a Tiny Maso where I took an aggressive military approach starting with a frigate rush. I was just tired of constructors! ;)
Reply #103 Top
Hi HtL. I find if I play too much for speed, it is not as much fun for me.

I deal with the aliens more than necessary, I check every few turns to make sure no one has gone cool or worse on me because sometimes I don't always understand why they don't like me except I am a weenie militarily. If I can find the Alexians, I try to get cash. This is especially helpful early before the trade routes kick in. Often by the time I get to the Alexians, it doesn't matter because my trade routes bring in the bc, but Alexians are special.

I fine-tune deals early in the game and rough-cut once I have a good cash flow. Usually I rough-cut the cash, then top it off with rough-cut of influence points. When I am bribing and giving MY money away, I fine-tune.

I trade for techs that I want or that I can sell or trade otherwise I don't bother to get something everyone has but I don't need.

My options are about like yours. I turned off the explosions so it makes the alpha strike much faster.

I haven't figured out how to avoid left mouse-clicking "next" for each planet even though the way points / rally points are set up and you know the planets are just cranking constructors.

I actually enjoy working the sliders to some degree. I got into this habit of trying to keep my morale around 100% especially early. I elected not to break this habit because I like the population boost of the 100 morale.

So, I finish in 5 or 6 hours when some finish in 2 or 3 but most of the game is quite fun because staying alive on maso when you are the military wimp can be quite challenging. I also listen to music while playing, take frequent breaks, and play other games (mostly online spades at www.hoyle.com for any of you spades cards players out there). I even dither around on the forum when I could be playing. ;)

This is a fun way to play but for how long I don't know. I would like to check out almost all non-military ways of winning before my Gal Civ days are over. For a military fix, I prefer Combat Mission and Sid Meier's Gettysburg. Whatever you do, don't forget to have fun. :)

Reply #104 Top
I haven't figured out how to avoid left mouse-clicking "next" for each planet even though the way points / rally points are set up and you know the planets are just cranking constructors.
End of quote


ricbayer--just hit one of the function keys (I usually pick F5 to check on relations). That takes you out of the "click next for each planet" queue. I like this even when I am not spamming constructors--since keystrokes are (to me) always faster than locating and clicking with the mouse.
Reply #105 Top
just hit one of the function keys (I usually pick F5 to check on relations). That takes you out of the "click next for each planet" queue.
End of quote




I've done that accidentally, so I forgot about it! Thanks.
Reply #108 Top
You can get the cash necessary if you get your trade going early . . . at least playing rare. One just has to make building freighters a really high priority.

Or . . one can trade with the Alexians. Has AP stopped the cash trading with the Alexians? As vincible has noted early economics in maso can be "searching for Alexians".

Finally somone posted in the FotR thread about "logistics" in AP invalidating the lightning alpha strike strategy. Can anyone explain AP logistics relative to Maxti's lightning alpha strike strategy?

Thanks. :)
Reply #109 Top
It cost me about 150,000 bc last game to build enough terror stars for an alpha strike on a gigantic rare. I had about 240,000 bc at the time. Thanks for the heads up on the new AP changes.
Reply #110 Top
Finally somone posted in the FotR thread about "logistics" in AP invalidating the lightning alpha strike strategy. Can anyone explain AP logistics relative to Maxti's lightning alpha strike strategy?
End of quote


Since I am the one who made the post in the FotR thread (in the empire forum), I will summarize. But
I don't have AP, I am just reading the various threads.

The cost for building a starbase is linked with the number of starbase you own. Maybe something likes "a new starbase cost 500 BC * the number of starbase you own" (I don't know, I haven't AP)

So at a certain point, the cost to build a starbase will be greater than the cost to transform a starbase into a TS.

Does it answer to the question?
Reply #111 Top
After a little research, you can found info in the galactic forum in the thread:
Starbase idea - use diminishing returns
(sorry I don't know how to post link :( )
Looks like the factor is actually 250 and it seems that it will be lowered with new technologies and wonder.
Reply #112 Top
Thanks Peace. That means it costs bc to build any basic starbase even before the mods? I think I get it. We have to figure out how much it costs to build 30 terror stars in one turn and add that to the 150,000 bc for 30 terror stars. . . I think, right?
Reply #113 Top
I did a search on logistics and only came up with 4 threads, one from frogboy but none really explaining the final logistics equation for AP. At first frogboy was saying the number of starbases might be limited to the square root of the population but I am not sure this is resolved. Here is the link http://www.galciv.com/forum.asp?searchtext=logistics&BID=GF

Just copy & paste the URL Peace and it seems to work with a little "Link logo". Anyone playing AP beta who cares to explain logistics? Thanks.

At worst, it seems (pending a better explanation) that logistics and economic changes might limit this strategy to blowing up one race at a time. Hmmm . . . better check the alliance status of the race first. :D
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Reply #114 Top
Rick, have you checked your email? :notsure: