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ACT and AXT tounaments: General discussion

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  • #16
    My two games (act4, act 21) have been mentioned by others so I won't comment further on them.

    But I will make a few comments.

    The 5 pod start was a nice way to get going, but it does hamper the Hive and Believers, especially with the small continent.

    The Hive advantage is the ability to build pods quickly and get more early bases than other factions, this is necessary to help overcome the energy and tech problem. I filled my continent real early and had nowhere to expand and with discoveries every 30+ turns doc flex was a long way off. I ended up winning, but that was due to extensive tech stealing

    With extra bases the 10 turn penalty would be murder to the Believers, especially if the UoP is in and has 6 bases with nodes up pretty fast. My game as the believers was on the random map so I only had the regular tech problems of the Believers Which can be overcome nicely with alliances and tech trading.
    Once you start down the dark path, forever will it dominate your destiny, consume you it will, as it did Obi Wan's apprentice.

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