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The "1 turn per ship" colony strat, insane starting strat for DA

The "1 turn per ship" colony strat, insane starting strat for DA



Hey guys, I'd just like to share with you a new strat I've been working on.

Basically it's a ridiculously powerful colony rush which gets 3 speed colony ships which take only 1 turn to build within 5 turns of the game (as well as 2 turn constructor ships which you build once your homeworld population starts to get low).

The way I do this is by picking +2 speed and then using SMALL hulls to build my colony ships with NO ENGINES.

The hardest part of this strategy is you need to get 70 military production on your homeworld in order to get these things to build in 1 turn. Seasoned players will know that this is by no means unachievable, any race which starts with Xeno Industrial theory will find it rather easy even without any manufacturing tiles on your homeworld.

Lets try this out and see what happens:

* I set the galaxy size is large, with planets, stars and habitable planets set to abundant.

* Asteroids and Anomolies set to rare because I didn't want any unfair advantage due to luck.

* Minor Civs set to random, tech rate to normal, everything else default.

* Difficulty was set to Masochistic with 5 AIs opponents.

I decided to pick Krynn, obviously because they're one of the races which starts with Xeno Industrial theory but mostly I haven't tried them before. The krynn start with 9 points so after picking +2 speed for 8 I went with +10 morale for my remaining point, chooseing Fedaralists for my party.



Starting out you can see I'm wedged between the Drengings and Drath, but this turns out to be not too much of a problem. I decide to colonise my secondary planet right away and set it building market centres (this rush will be very taxing on economy and nearly every world you colonise at first should be an economic world, make sure you grab colonists from your homeworld so your pop grows)




With a combination of 100% social spending and rush buying, I'm able to fill up my homeworld with factories within 5 turns. As you can see, there is plenty of production to produce colony ships in 1 turn without a problem

Setting military spending to 1% and social to 99% I'm able to build up my colonised worlds while still producing colony ships in 1 turn on my homeworld.

Scouting around I can see there are several colonisable worlds nearby and I decide to rush the worlds near the drengin and hopefully try to steal them before they can.

End part 1, part 2 to follow.

23,900 views 29 replies
Reply #26 Top
I'm playing a Super Breeder custom race with +2 speed now, on Maso, and I'm absolutely steamrolling everybody. It's not even a contest. The colony rush isn't even over yet and my income is already in the plus column, the Terrans are already dead, and I stole Ion Drive from the Korath (I can pick war with whomever I want--no one can shoot back yet). I've got 8 survey ships out there on small hulls, and I can upgrade them to fighting ships at any time. This is nuts! I'm going to finish this game just for the learning experience, but I think I need to restart on Suicidal.
Reply #27 Top
If you set anomolies to abundant you can pull this rush off with any race at all (except iconians, they only get 7 points) because the anomolies will finance you until you get your economy up and running.

I've found it works best with Thalans because you can actually build up your homeworld while you're rushing, and then eventually get to building 6 speed cargo hull colony ships in 1 turn

Reply #28 Top
Thanks for the info. I tested a modified version of this in DL against suicidal. Putting out three extra survey ships asap allowed me to finance the whole rush and actually out colonize the AI. It took a few test runs to balance it out, that's why I called it modified  , but it works fantastic as long as your pop holds out. Thanks again for sharing this.

Reply #29 Top

Thanks for the info. I tested a modified version of this in DL against suicidal. Putting out three extra survey ships asap allowed me to finance the whole rush and actually out colonize the AI. It took a few test runs to balance it out, that's why I called it modified  , but it works fantastic as long as your pop holds out. Thanks again for sharing this.






I had a similar experience with the Korath game I played on suicidal. I've actually modified this strat a bit since I posted this myself, I'm going to do an AAR when I get time.