Karamazov75
Chieftain
- Joined
- Aug 21, 2015
- Messages
- 2
Hi,
I replayed yesterday, after letting during 6 months the game, and i'm shocked after surfing the web that few articles about sponsor's guide were made.
So i will try to give my contribution. Let's start =)
Arc Faction
I tried a lot of sponsors and i think the Arc is incredibly specific. Firstly, i am seduced to his skill. Whereas Asian Corp have a boost for wonders construction and workers, African a boost for growth, Arc does not have a boost at early game.
His spy specialization gives it alternative play for midgame
- good in peace, they can be agressive with stealing ressources and other things.
- at war time, they can accelerate the fall of city by inside.
During the early game, The faction is defined as "normal", dont have any advantage.
In fact, compared to certain factions, Arc can have a lot of weakness (no extra growth, no military bonus..)
So the choices of bonuses at start (cargo, extra worker...) should be taken very wisely, according his spy skill and weak start, and necessity to reach his midgame.
- rush to his main capacity
Should Arc rush for Spy (Informatic in research science)?
- compensante his early weakness start
secure food and production like a standard faction, spy capacity can wait.
With his capacity of stealing energy at midgame, i wonder how to use these extra energy
- trade with allies to science, or other strategic ressources
- buy more territories than you really need , just for control your boardland and dont let enemy come to strategic location
- prepare the economy translation with better science building (observatory for example, academy...)
- make an army and attack, buy soldier and production building
The problem is that these spy have a chance of success, the operation is not always successful, so this faction has a gambling skill, whereas others has standard, fix skills. It's like a poker player who has %odd whereas opposant has fixed movement like chess player. It's huge.
I wonder if the better way when you have some good operations is to invest quickly and wisely, dont need to go ambitious project, because you can rely strategic long term choices with gambling stuff. So, where to invest when you bet well ?
- increase economy, well, you have energy stolen, you want convert that to real structure, in no speculative way. That's ok, but you should know if your energy stolen can compete with others sponsors who naturally build better city or have better economy. Since they have natural capability, you should calculate if
> your gain amount (based as i said on a bet) is superior than a sponsor with fixed advantages. If not, you are in the wrong way.
So i think this economic orientation is not so good.
- the science way (invest to science building) is too long term for these kind of Arc gameplay. Science need a lot of contribution and the result is made when you finished the research. If you end it before, you have none result!
- military is better, maybe the best way. You have soldier more than others, you attack and conquer city. Then, you make science. The main goal is that you rely on
> using opposant ressources, towns for your next tech step, economy growth
> not letting your enemy quiet, decreases his economy
Another point i dont understand
You need a good level of conspiracy in a city to make better operation (steal science, steal a unit...) but at the same time, the city with high conspiracy know someone is spying, so the player (or IA) will react. So when you should make high operation, or keep quiet and sleep a while, or leave the town?
Is it better each time you have stealing energy once,
- to switch town?
- to stay and keep stealing energy?
- to stay try to do better operations?
So, you have non constant result, and your operations cant be done regularly, due to timing. Arc is very hard to play, compared to "beginners" faction (Asian, African, Polystralian)
I think Arc's potential is entirely on Midgame. If you dont take your timing advantage, lategame will be a pain when enemy cities has better counter spy.
The key is a good midgame extension
Resume for strategic development
- reach your spy ability (fast or not, depending map, opponent, ressources...)
- overextend your spy
- capitalize your capital won on military units
- conquer, extend land, make the opponent weak and reproduce for more war (total war)
- capitalize your victory and finance your tech/town for lategame
How to choose a city
Your spy is going for
Economic View
- becoming some rent, accelerate your investment short or medium term
Business intelligence View
- making a resume of city, then switch town, prepare your next move, have a big picture
- accelerating your research, steal science
Strategic View: influence the enemy reaction
- annoying enemy budget (your equal level enemy, the top one, the challenger when you are top)
- increase the conspiracy, make the player retreat one spy at his city,
- if the faction dont have informatics or spy building -> obliges him to stop his current research and go informatics, or go urgently to his spy building. This can be a lof of suffer if he cant react quickly
Which city to choose
- high or low conspiracy: low for easy operation, high for hard operation
Diplomacy view
- the faction make big trade with us, in peace, good cooperation. If the spy is detected and the faction know its you, the consequences are less important, no war should i say
- the city is neutral, you can be more agressive on spy, which will make him to declare war to us
I replayed yesterday, after letting during 6 months the game, and i'm shocked after surfing the web that few articles about sponsor's guide were made.
So i will try to give my contribution. Let's start =)
Arc Faction
I tried a lot of sponsors and i think the Arc is incredibly specific. Firstly, i am seduced to his skill. Whereas Asian Corp have a boost for wonders construction and workers, African a boost for growth, Arc does not have a boost at early game.
His spy specialization gives it alternative play for midgame
- good in peace, they can be agressive with stealing ressources and other things.
- at war time, they can accelerate the fall of city by inside.
During the early game, The faction is defined as "normal", dont have any advantage.
In fact, compared to certain factions, Arc can have a lot of weakness (no extra growth, no military bonus..)
So the choices of bonuses at start (cargo, extra worker...) should be taken very wisely, according his spy skill and weak start, and necessity to reach his midgame.
- rush to his main capacity
Should Arc rush for Spy (Informatic in research science)?
- compensante his early weakness start
secure food and production like a standard faction, spy capacity can wait.
With his capacity of stealing energy at midgame, i wonder how to use these extra energy
- trade with allies to science, or other strategic ressources
- buy more territories than you really need , just for control your boardland and dont let enemy come to strategic location
- prepare the economy translation with better science building (observatory for example, academy...)
- make an army and attack, buy soldier and production building
The problem is that these spy have a chance of success, the operation is not always successful, so this faction has a gambling skill, whereas others has standard, fix skills. It's like a poker player who has %odd whereas opposant has fixed movement like chess player. It's huge.
I wonder if the better way when you have some good operations is to invest quickly and wisely, dont need to go ambitious project, because you can rely strategic long term choices with gambling stuff. So, where to invest when you bet well ?
- increase economy, well, you have energy stolen, you want convert that to real structure, in no speculative way. That's ok, but you should know if your energy stolen can compete with others sponsors who naturally build better city or have better economy. Since they have natural capability, you should calculate if
> your gain amount (based as i said on a bet) is superior than a sponsor with fixed advantages. If not, you are in the wrong way.
So i think this economic orientation is not so good.
- the science way (invest to science building) is too long term for these kind of Arc gameplay. Science need a lot of contribution and the result is made when you finished the research. If you end it before, you have none result!
- military is better, maybe the best way. You have soldier more than others, you attack and conquer city. Then, you make science. The main goal is that you rely on
> using opposant ressources, towns for your next tech step, economy growth
> not letting your enemy quiet, decreases his economy
Another point i dont understand
You need a good level of conspiracy in a city to make better operation (steal science, steal a unit...) but at the same time, the city with high conspiracy know someone is spying, so the player (or IA) will react. So when you should make high operation, or keep quiet and sleep a while, or leave the town?
Is it better each time you have stealing energy once,
- to switch town?
- to stay and keep stealing energy?
- to stay try to do better operations?
So, you have non constant result, and your operations cant be done regularly, due to timing. Arc is very hard to play, compared to "beginners" faction (Asian, African, Polystralian)
I think Arc's potential is entirely on Midgame. If you dont take your timing advantage, lategame will be a pain when enemy cities has better counter spy.
The key is a good midgame extension
Resume for strategic development
- reach your spy ability (fast or not, depending map, opponent, ressources...)
- overextend your spy
- capitalize your capital won on military units
- conquer, extend land, make the opponent weak and reproduce for more war (total war)
- capitalize your victory and finance your tech/town for lategame
How to choose a city
Your spy is going for
Economic View
- becoming some rent, accelerate your investment short or medium term
Business intelligence View
- making a resume of city, then switch town, prepare your next move, have a big picture
- accelerating your research, steal science
Strategic View: influence the enemy reaction
- annoying enemy budget (your equal level enemy, the top one, the challenger when you are top)
- increase the conspiracy, make the player retreat one spy at his city,
- if the faction dont have informatics or spy building -> obliges him to stop his current research and go informatics, or go urgently to his spy building. This can be a lof of suffer if he cant react quickly
Which city to choose
- high or low conspiracy: low for easy operation, high for hard operation
Diplomacy view
- the faction make big trade with us, in peace, good cooperation. If the spy is detected and the faction know its you, the consequences are less important, no war should i say
- the city is neutral, you can be more agressive on spy, which will make him to declare war to us