Tiny masochistic walkthrough v1.01 (patch 1.04).
Time to win: 1,5 hours
Starting conditions:
5 Incredible AI. Pure good - Torian, Acrean, Dreign. Pure Evil – Altarian, Yor. (Not really sure about that, i played only with 5 pure evil before, so it’s just a suggestion).
Tiny, Rare, Tight Clusters
+1 Speed (double transport speed), +2 Soldiering (for conquering planets), War Party (+50% HP), +30% Weapons
You need a total of 2 or 3 planets 14+ at the start (including your homeworld).
Check everyone respawns at the start. You need 2 Major Civs in adjacent sectors to rush them. Better to rush Dreign IMHO first. Or try to rush comp with 2 planets if it’s near you. Comp with 3 planets may get a battleaxe, so it's a matter of luck to rush it.
Game:
--
Most important thing: keep morale 100 at all planets every turn before you’ll have ~8000 total population. Use propaganda as need (but it’s lest cost-efficient than taxes, so it’s good to use on only maybe up to 1/3 of the planets).
--
“Turn 1”: Military 100%, Spending 100%, Taxes so morale is 100 at the planet. If you see 14+ planet near you, colonize it with second colony ship, fist moves to a biggest group of stars in the sector there are no majors. For survey ship, first priority is weapons (to get attack bonuses), second priority is to view all major (and minor too, but that’s not that important) planets – to choose undefended ones.
“Turn 3”: Adjust spending so colony ship still builds on next turn, but redirect some excess spending from production to research.
If you colonized all starting worlds, go “If you colonized all starting planets”. Else, go “Research to transports” for a while till you’ll colonize all starting planets.
“Research to transports”: Select building constructor at all planets (do this on your new planets too) – so you don’t build a colony ship etc. during research. First priority – research, second - ships. So set 100% spending to research, but if you see that tech will be completed in next turn, redirect some to second priority task (in this case – ships, that’s why you need to build constructors everywhere – you don’t need colony ships etc. – you need transports then you’ll get a tech). Tech order – Propulsion Theory, Cold Fusion, Impulse Drive.
“If you colonized all starting planets”: First priority – social (100% spending), second – research. Build Soil Enhancement and Entertainment Network. Redirect excess funds as above. You need to build buildings in the same time at all planets to minimize “wasting resources issue”. Then you completed these 2 buildings on all planets, go to plan “Research to transports”.
“Preparation to rush”: First priority – research, second - ships. Tech order – Weapons Theory, Phasers. Build transports on all planets where you have ~1000 population. Don’t forget that you need to rush as fast as possible, but you still need population for later warfare. So keep at least 500 pop on planets and move transports to a first victim – major civ (transports are slower than Star Fighters). 2 transports with 1000 pop is more than enough to win vs. first victim. I suggest to use like 800 population on both transports. After that, build Star Fighters everywhere (like 7? of them, they are going at the same target. Don’t forget to switch to transports again – 3-4 with 1000 population – 3 to second major target and 1 to minor civ. Then SF again.
“Rush”: Ok kill one major – that’s will be easy in most cases (if it have only one planet). Don’t forget about constructors etc. – it’s experience. Try to get exp. for Survey Ship first. Don’t forget about official battle simulator http://www.galciv.com/metaverse/simulator.asp to calculate probability of success. Second major may be tougher – it can get defender(s). Don’t forget that if you’ll be unsuccessful to wipe all defenses in one turn, comp buys defender etc. and you may restart (or load game, if you feel it’s fair). Rush one of the minors with lesser defense. If you conquered planets that build tradegoods/freighters – buy tradegood to exchange them (and Influence) later for key techs.
“Countdown to victory”: First priority – research, second – social (if any), third – ships (some transports or some SF to has not a less than 2 times slower military). If things are going smooth (no war), then tech order – Medical Theory, Basic Environment Control. Switch priority to, social, build Habitat Improvement. Tech order – Communication theory, Universal Translator, Diplomacy. Try to exchange Space Militarization (Defense Theory, Battle Armor, Deflectors, Space Militarization) and Energy Channeling (Defense Theory, Deflectors, Shields, Energy Channeling). Overwise try to trade some of the prerequisites. First check that civ has what techs (say, one has both techs, and one has only one). Tech order – InterStellar Tactics.
“Shields up, Weapons online!”
Now you have frigates and all galaxy are yours. You don’t need anything but frigates and transports anymore.
Military tips:
1) Comp defends really bad – it leaves planets undefended. So you can just declare war (give some other race declaration of war by you to this race) and wait near planet when enemy leaves orbit.
2) It’s even better if you have some starfighters – stack of ships is really strong in defence, and comp will lose 1 ship for 1 starfighter.
3) Comp defends transports, but it still makes errors and some transports may be less defended or undefended.
4) Make only synchronized attacks if you can! So you need to get all forces you need in right spots and wipe major in one turn.
5) If you are at war, and you can’t win on open field – this is not really important. Attack from behind – really you need to conquer plantes, not to destroy all AI fleets.
6) Don’t forget about diplomacy – you may pay for a war between comps (~45 bc for 100 turns). But then you need to finish last assault fast after you’ll start it, because you’ll lose trade routes to empires you conquer, and you’ll have high military upkeep for frigates plus these 45 bc/turn - you'll be in negative income.
7) After first rush, choose prey wisely. If someone starts a war (don't forget that coms may declare war to minors), this comp moves most of it's fleet to assault opponent.
Tables:
(This is for these player settings – 50% HP and 30% weapons, note that comps has different bonuses, so better to check it on battle simulator http://www.galciv.com/metaverse/simulator.asp)
Human
Starfighter 15/7/1
Frigate 67/7/4
Frigate (with shipyard) 67/8/5
Enemy orbiting planet defends vs. human starfighter
Starfighter 16/6/1 - att CTW 68%, 6/15 HP remaining
Corvette 20/6/2 - def CTW 64.4%, 7/20 HP remaining, 2 ships to win
Defender 31/2/3 - def CTW 50.4%, 8/31 HP remaining, 2 ships to win
Battle Axe 52/5/7 - def CTW 100%, 45/52 HP remaining, 8 ships to win
Enemy orbiting planet defends vs. human frigate 67/7/4
Starfighter 16/6/1 - att CTW 100%, 60/67 HP remaining
Corvette 20/6/2 - att CTW 100%, 56/67 HP remaining
Defender 31/2/3 - att CTW 100%, 60/67 HP remaining
Battle Axe 52/5/7 - def CTW 89.4%, 18/52 HP remaining, 2 ships to win
Enemy orbiting planet defends vs. human frigate 67/8/5
Battle Axe 52/5/7 - att CTW 52.4%, 16/67 HP remaining
Time to win: 1,5 hours
Starting conditions:
5 Incredible AI. Pure good - Torian, Acrean, Dreign. Pure Evil – Altarian, Yor. (Not really sure about that, i played only with 5 pure evil before, so it’s just a suggestion).
Tiny, Rare, Tight Clusters
+1 Speed (double transport speed), +2 Soldiering (for conquering planets), War Party (+50% HP), +30% Weapons
You need a total of 2 or 3 planets 14+ at the start (including your homeworld).
Check everyone respawns at the start. You need 2 Major Civs in adjacent sectors to rush them. Better to rush Dreign IMHO first. Or try to rush comp with 2 planets if it’s near you. Comp with 3 planets may get a battleaxe, so it's a matter of luck to rush it.
Game:
--
Most important thing: keep morale 100 at all planets every turn before you’ll have ~8000 total population. Use propaganda as need (but it’s lest cost-efficient than taxes, so it’s good to use on only maybe up to 1/3 of the planets).
--
“Turn 1”: Military 100%, Spending 100%, Taxes so morale is 100 at the planet. If you see 14+ planet near you, colonize it with second colony ship, fist moves to a biggest group of stars in the sector there are no majors. For survey ship, first priority is weapons (to get attack bonuses), second priority is to view all major (and minor too, but that’s not that important) planets – to choose undefended ones.
“Turn 3”: Adjust spending so colony ship still builds on next turn, but redirect some excess spending from production to research.
If you colonized all starting worlds, go “If you colonized all starting planets”. Else, go “Research to transports” for a while till you’ll colonize all starting planets.
“Research to transports”: Select building constructor at all planets (do this on your new planets too) – so you don’t build a colony ship etc. during research. First priority – research, second - ships. So set 100% spending to research, but if you see that tech will be completed in next turn, redirect some to second priority task (in this case – ships, that’s why you need to build constructors everywhere – you don’t need colony ships etc. – you need transports then you’ll get a tech). Tech order – Propulsion Theory, Cold Fusion, Impulse Drive.
“If you colonized all starting planets”: First priority – social (100% spending), second – research. Build Soil Enhancement and Entertainment Network. Redirect excess funds as above. You need to build buildings in the same time at all planets to minimize “wasting resources issue”. Then you completed these 2 buildings on all planets, go to plan “Research to transports”.
“Preparation to rush”: First priority – research, second - ships. Tech order – Weapons Theory, Phasers. Build transports on all planets where you have ~1000 population. Don’t forget that you need to rush as fast as possible, but you still need population for later warfare. So keep at least 500 pop on planets and move transports to a first victim – major civ (transports are slower than Star Fighters). 2 transports with 1000 pop is more than enough to win vs. first victim. I suggest to use like 800 population on both transports. After that, build Star Fighters everywhere (like 7? of them, they are going at the same target. Don’t forget to switch to transports again – 3-4 with 1000 population – 3 to second major target and 1 to minor civ. Then SF again.
“Rush”: Ok kill one major – that’s will be easy in most cases (if it have only one planet). Don’t forget about constructors etc. – it’s experience. Try to get exp. for Survey Ship first. Don’t forget about official battle simulator http://www.galciv.com/metaverse/simulator.asp to calculate probability of success. Second major may be tougher – it can get defender(s). Don’t forget that if you’ll be unsuccessful to wipe all defenses in one turn, comp buys defender etc. and you may restart (or load game, if you feel it’s fair). Rush one of the minors with lesser defense. If you conquered planets that build tradegoods/freighters – buy tradegood to exchange them (and Influence) later for key techs.
“Countdown to victory”: First priority – research, second – social (if any), third – ships (some transports or some SF to has not a less than 2 times slower military). If things are going smooth (no war), then tech order – Medical Theory, Basic Environment Control. Switch priority to, social, build Habitat Improvement. Tech order – Communication theory, Universal Translator, Diplomacy. Try to exchange Space Militarization (Defense Theory, Battle Armor, Deflectors, Space Militarization) and Energy Channeling (Defense Theory, Deflectors, Shields, Energy Channeling). Overwise try to trade some of the prerequisites. First check that civ has what techs (say, one has both techs, and one has only one). Tech order – InterStellar Tactics.
“Shields up, Weapons online!”
Now you have frigates and all galaxy are yours. You don’t need anything but frigates and transports anymore.
Military tips:
1) Comp defends really bad – it leaves planets undefended. So you can just declare war (give some other race declaration of war by you to this race) and wait near planet when enemy leaves orbit.
2) It’s even better if you have some starfighters – stack of ships is really strong in defence, and comp will lose 1 ship for 1 starfighter.
3) Comp defends transports, but it still makes errors and some transports may be less defended or undefended.
4) Make only synchronized attacks if you can! So you need to get all forces you need in right spots and wipe major in one turn.
5) If you are at war, and you can’t win on open field – this is not really important. Attack from behind – really you need to conquer plantes, not to destroy all AI fleets.
6) Don’t forget about diplomacy – you may pay for a war between comps (~45 bc for 100 turns). But then you need to finish last assault fast after you’ll start it, because you’ll lose trade routes to empires you conquer, and you’ll have high military upkeep for frigates plus these 45 bc/turn - you'll be in negative income.
7) After first rush, choose prey wisely. If someone starts a war (don't forget that coms may declare war to minors), this comp moves most of it's fleet to assault opponent.
Tables:
(This is for these player settings – 50% HP and 30% weapons, note that comps has different bonuses, so better to check it on battle simulator http://www.galciv.com/metaverse/simulator.asp)
Human
Starfighter 15/7/1
Frigate 67/7/4
Frigate (with shipyard) 67/8/5
Enemy orbiting planet defends vs. human starfighter
Starfighter 16/6/1 - att CTW 68%, 6/15 HP remaining
Corvette 20/6/2 - def CTW 64.4%, 7/20 HP remaining, 2 ships to win
Defender 31/2/3 - def CTW 50.4%, 8/31 HP remaining, 2 ships to win
Battle Axe 52/5/7 - def CTW 100%, 45/52 HP remaining, 8 ships to win
Enemy orbiting planet defends vs. human frigate 67/7/4
Starfighter 16/6/1 - att CTW 100%, 60/67 HP remaining
Corvette 20/6/2 - att CTW 100%, 56/67 HP remaining
Defender 31/2/3 - att CTW 100%, 60/67 HP remaining
Battle Axe 52/5/7 - def CTW 89.4%, 18/52 HP remaining, 2 ships to win
Enemy orbiting planet defends vs. human frigate 67/8/5
Battle Axe 52/5/7 - att CTW 52.4%, 16/67 HP remaining
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