Staffa Staffa

Strategies

Strategies

Seen a few comments on the board that suggest certain things
that are not true. Im not saying that using hordes
of starfighters to beat masochistic doesnt work(though I
think someone is abusing a fleet stacking bug?) But it
certaintly isnt the only way to win.

I will state upfront what lame things I do do.

I use ctrl-n alot.
I will on occasion go back to a saved game, though not often.

Tiny abundant map:
+2 speed +20 soldiering populist.

Colonize 2-3 nearby systems while teching straight to
diplo and then impulse while hero searches for +weapons.

I purchase the cships to claim systems so I can tech nonstop.
I do not colonize the 2nd+ planets in a system until later.

Once I have impulse, I switch to 100% military production
and build 2-3 transports and colonize the rest of my planets

I take my transports and hero and take out the nearest
major. If a 2nd major is small or my hero got lucky with
+weapons I can sometimes take a 2nd major. Otherwise
I switch to 30% social 70% tech and build some soil,
habitat(I of course do a lot of tech trading) and
entertainment.

With the 70% tech I research towards frigates. Once I get
frigates I spend 100% on military and build a ton of em.

I then take out the biggest AI first followed by the 2nd
and 3rd etc, until only the Yor are left :)

My general strategy is to move enough frigates/transports
near the enemy to take all their systems in a single turn.
With all their systems gone in a single turn, their generally
larger fleet disappears instantly without firing a shot.
They will easily also have frigates by this time as well.

Once my fleet is pretty much unstoppable, I switch the
production to constructors and capture all the resource
sectors and build up my best sector with a lot of production
increasing starbases.

This, btw, is where the game switches from being fun and
enjoyable to being a metaverse mastarbating boring toil
that involves no skill whatsoever and is just a formulalic
process.

Anyway, I am at 30/30/40 or so building morale/pq
improvements, constructors and researching techs that have
wonders/tradegoods. The sector I am building up with
production starbases will then start building these wonders.
Incrediable Yor are still quite good at building wonders,
so this is a bit of a challange.

Anyway, I will then culturally flip the Yor systems until
they have none left. I will have prepared a 13 pq system
with 5 million pop off in some corner somewhere and then
donate this system to the Yor(their pq bonus will make it a
15 or 16 system). They will no longer build anymore
wonders :) I will also have prepared about 9 freighters at
this system to set up some traderoutes.

Anyway, once all the techs that result in wonders are
researched I flip the tech chart to show the lowest cost
first and balance the spending to barely get the cheapest
tech the next month with the rest going to social. Some
planets that have half built constructors I switch to colony
ships and colonize all the 13+ planets. I might also
purchase some to get a remaining few.

As the techs get more expensive, I keep upping the spending
to maintain the next month to new techs idealogy.

At some point I lower my spending so I can buy social
improvements at the slower planets.

Around galatic creation, most planets are done building
morale/pq improvements and I pump my tech spending to 100%
and go for final frontier/beyond human(tech victory off)
Even with 100% tech these techs take some 40+ turns each.

So I just hit turn 80 some times, buy an excalibur and
some combat transports and end the Yors existence, game over.



1,287 views 34 replies
Reply #27 Top
Staffa: I haven't done any play-testing here, but I'm sure that the human can abuse trading far more than the AIs can. The only reason I can win on maso is by consistently doing trades to turn my one researched tech into ten new ones, and by playing the AIs off against each other. I certainly do FAR more trading than the AIs, and I need it more.

You might be able to rush if you started off really near each other, or on a tiny map, but otherwise I don't think you could overcome the AI production advantages.

Judging by your posts, though, you have a very different play style than I do. You're much more aggressive. Maybe playing one Incredible would destroy my strategy but not yours. Anyway, I'll give it a try next weekend.
Reply #28 Top
Only thing is, how hard do you think it would be, compared to say a game where ALL AIs were on bright or intelligent or something?
End of quote

Hmm... well than you maybe should not play that setting... While eventually easier than a Maso game, I think it's still harder than a game where everybody is set to Genius...

Reply #29 Top
Staffa and you maso people, a question.

What is your typical planet build queue? It seems that in Staffa's games his economy really had a positive cash flow. I usually build the bare minimum but only get half of my required cash from taxation, the rest from trade and tech deals. I am considering the idea of removing all planet +production buildings to see if that would help generate more cash (since %67 of the production bonus counts as revenue). Comments?

Oh PS Staffa I added your 23k game post to the strategy guide, with acknowledgements of course. I hope you don't mind.

Reply #30 Top
+pq, +morale buildings

+production buildings on major planets that go with
+production starbases.

On a rush map I dont build any social buildings until
after the initial rush.

On larger maps, not until after the quite late into
the intial expansion.

Reply #32 Top
(a) The "maso nerf" seems to me to be mainly on the top AI level - ie. AI by AI.

(b) On the (initial) rush, the trick is to take out the BIGGEST baddies first, and leave the harmless little fellows for the end. That way, if they do reach battleship (etc), you should have LOTS more planets than they do. If you try to gobble weak guys at the start, so will the best AI, and IMHO you will lose.
Reply #33 Top
I hit the wall on alien race #3 that I attacked and just got swallowed after that. Of course, I also made the mistake of rushing a TG. I should just have captured the planet that made it.

Also rushing the biggest ones gives you the best tech too!
Reply #34 Top
Massive rushes and alpha strikes never appealed to me, but I don't play maso, either. I just build up transport fleets made from planets that have already bottomed morale at the moment and make sure that there are enough warships to get them to the target and clear the system successfully. Then I nibble a piece here and there off the bigger players to get my share of the pie (a bigger share than the next large empire, of course). This is more of a mid-game proposition. Early on, I might start a war with the surveyor in order to discourage an alien from my expansion path, but I am not too good at early game transport rushes.

Then, once I got a bigger piece of the pie, the mission changes to not starting wars, but reacting to any wars that pop up affecting me. I would prefer no wars at this point. I am more than happy to cruise to cultural or alliance victory. But, if a war happens, then that stack of saved transports and escorts is going to take out another planet or two as well as a few starbases before I go to the peace talks and extort the poor enemy fools.

This all leads to a superior strength empire that can crush the aliens with either culture or military. Or, if desired, wait it out for a tech victory. In Galciv, position is important by itself. Position and strength to back it up is everything.