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Post by En1gma on May 17, 2015 9:20:54 GMT -5
So I've been getting serious about 4X, honing likely useless skills in anticipation of ST2... Most of my games don't make it past year one because of bad system rolls (unless I'm playing on The Garden) so I decided to start a new game on The Garden map, for reals this time.
My concept with this game is to just make as much money as possible, as I HATE running out and wasting turns.
The game I'm currently running is: Javat- building mines and just getting down and dirty. Their faction tech will be invaluable for this game Moklumnue- doing their thing, making full use of their Orbital Tradeway tech and just focusing on expansion to use their starting bonus. Thulun: driving research and acting as primary ship builder for the three. They will make heavy use of their Cutter class, which I have yet to fully try out...
The whole point here is to have as much money as possible, and yes, I could have gone with De Valtos, but Thulun is just better here because of their flexibility. On a map like the Garden, having money is key so that you can find the massive fleet that a multi front battle demands.
What different combinations do you go for, and why? Do you have different configurations for different maps, or a go-to that works every time for you? I'm also interested to hear if there are any factions that you rarely or never use, and why that is...
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Post by hlo on May 17, 2015 12:55:01 GMT -5
"Thulun, Cadar, and Javat" is my combo. Thulun and Cadar have their CP bonus so they can start building right the way without factory. Javat is for their mining bonus which generates $$$ once it gets going. With the good system in the start area I even put Javat on yellow stars so they will get a head start.
Took me few tries to get it right with HARD. I am in Year 8 now on a 3 fronts war. Main goal is widening of the neutral zones at the moment. I still make at least 1.5K per turn and up to 3K at times. Tons of money in the bank for any bad political situations.
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Post by warhog on May 18, 2015 18:40:07 GMT -5
Been tied up in HoS, But without trying it lately has to be Thulun, Cadar, Alta Mesa. Max colony start and spread to control the fronts of the inevitable wars to create steady fronts and reducing the number of fleets you have to use per xeno.
I.e. ability to use 3 fleets vs. 2 xeno. Watch out for those sneaky world killers
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Post by tenbsmith on May 18, 2015 19:07:54 GMT -5
related question here. Does an imbalanced number of ships (i.e., more ship for one clan than the others) increase the likelihood of political problems? I thought I read somewhere around here that it did. If so, focusing on one faction as ship builder would seem no bueno.
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Post by hlo on May 18, 2015 21:55:17 GMT -5
According to Cory and Fallen, you have to keep both the colony and ship counts balanced between the factions to avoid political situations. I tend to agree with that in my faction combo (see above) and it is hard for Javat to build as fast as the other two. You have to try with the older colonies who should have higher CP by mid game. However ships imbalance seems to less of an issue.
To counter the World Killers raids, you need more than Defense. However you really only need Defense in the "frontier" systems and less so for the core ones behind the line. Keep minimum 3 combat ships ready by each front should do it. You want to intercept them before they get close.
Best overall tactics against World Killers is the creation of neutral zones. Bring at least 3 transports with escorts to bombard/destroy the xeno systems closest to the frontiers. In early mid game you may need to rotate the lone killer group between the frontiers. Your idea is to create Dead Worlds. There is no point to occupy them until you can have big fleets to protect the forward operation bases.
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Post by Cory Trese on May 19, 2015 10:15:55 GMT -5
Crazy to hear you abandon games due to "bad system rolls."
I guess something to think about, perhaps we should eliminate them on lower difficulties?
They have never bothered me, not in the least, and I've played thousands of hours of 4X.
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Post by En1gma on May 19, 2015 10:33:39 GMT -5
I know... It's been a lot of games, too.
I just hate when you start of with such good systems, then the next colony you make can have a 7 quality. All it will do, since you don't have Hab 2+ or any orbital upgrades, will be over populate, not have enough CP, and become a serious drag on the economy. This is my experience, and a big reason I usually play on the Garden now- guaranteed a great game.
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Post by odomi on May 19, 2015 14:36:17 GMT -5
does colony module 2 and 3 makes system roll more favorable?
anyway, a good solution for bad colony roll is to let the world killer destroy that system and recolonize for a fresh roll.
I had a system that I sacrificed with 7 quality, recolinized and got 18, third try was about 10 and 4th try was 15.
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Post by phollyer on May 27, 2015 9:52:29 GMT -5
How does one ReColonize???
Colonize the world and then let it go independent...then colonize again?
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Post by hlo on May 27, 2015 10:00:47 GMT -5
How does one ReColonize??? Colonize the world and then let it go independent...then colonize again? You cannot. The only thing that can happen is let the xeno purge it and you try colonizing again. However I have doubts the quality will get any better than before.
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Post by elwoodps on May 27, 2015 14:20:17 GMT -5
How does one ReColonize??? Colonize the world and then let it go independent...then colonize again? You cannot. The only thing that can happen is let the xeno purge it and you try colonizing again. However I have doubts the quality will get any better than before. odomi tried this several times with the same system, and did get some substantial quality improvements. See his post here: Faction Configurations...... Makes me suspect that Quality and Mineral stats are be generated randomly (within by certain parameters based on the star type) at the time of colonization.
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Post by Brutus Aurelius on May 27, 2015 15:40:36 GMT -5
Rerolls of Quality and Minerals were around in the Alpha. Now the game saves the previous Quality and Mineral, including damage from war, and uses that when you colonize a purged system.
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Post by Cory Trese on May 27, 2015 20:27:34 GMT -5
I really like to use Clans and Syndicate groups. Looking forward to the additional Syndicate expansion.
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Post by Kanly on May 27, 2015 21:32:57 GMT -5
I really like to use Clans and Syndicate groups. Looking forward to the additional Syndicate expansion. Dev say what?!
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Post by odomi on May 28, 2015 22:43:14 GMT -5
Rerolls of Quality and Minerals were around in the Alpha. Now the game saves the previous Quality and Mineral, including damage from war, and uses that when you colonize a purged system. Apparently still works on version 2.2.15, I'm on android. Game saves purged alien colony quality and mineral If faction system gets destroyed, it re-rolls. I was never on Alpha, all observations and comments I make is on the most up-to-date version for android.
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