stormtrooper412
Peacemongering Turtlesaur
Regardless of your difficulty, this should be the gameplan. Feel free to chip in and/or correct whatever's wrong.
Pick: Culture bonus, Wider landing zone, free Worker
1. Settle your first city in a food-oriented tile.
2. Build order: Relic, Scout, Scout, Soldier, trade depot as soon as available
3. Research either Chemistry or Engineering, depending on what you need more. Then Pioneering or Survey, depending on starting location
4. Chop forests to speed up the initial build
5. Scout as far ahead as possible, get pods and ruins checked. After you did, return to base to resupply. Make sure you clear out paths to AI cities for trade routes
6. Beeline to free Colonist (+1 culture from Relic quest will help), then go for what's necessary, depending on your style.
7. As soon as Computing drops below 20 turns, go for it, then build the Spy Agency and complete their quests. If you build it quickly enough, you might have the upper hand early and get that intrigue up.
8. Send trade route from capital to second city to speed it up and help it grow. Kick out a third and fourth city, make them all coastal for increased profitability and prioritize trade routes with both. Depending on speed,
settling your second city can clear both expansion quests. Otherwise, third one will.
Note: you shouldn't have less than 100 science per turn after turn 100 and it should and must go up from that point. You should also be at [Affinity] 4 at least and have your specific units up.
9. Regardless of how you play, if a neighbor spread out too far, you need to deal with it. Do it while the combat of AI cities are still in the 30s, because that way you don't need that big of an army. Use affinity units to
spearhead the assault.
10. You don't need more than 6-7 of own cities + whatever you can optionally capture from AI. Focus on generating more science from trade routes/buildings. Clear out miasma often. I'd say the only exception is when your miasma
friendly units need an edge.
ENDGAME plan:
- Domination: no need to explain anything
- Purity: you really should zone out your settlements. To minimize the wait time, magrail the way from the portal to settling grounds. You might want to raze a few AI cities. Obviously, you should have the wonder modifier policy
and/or Crawler.
- Harmony: Xeno Sanctuaries and Mind Stems in every city are almost mandatory.
- Supremacy: Focus all production on the city that will pop out Angels, because they will complete the sequence in shortest amount of turns. Buy more with energy, it's the endgame, all in.
- Contact: make sure the Beacon is well defended. This is somewhat the riskiest win since you'll most likely get there early, there's no way to speed up the sequence and quite likely you will be underteched.
For a non-domination win: you should have 4-5 workers all building Manufactures in non-hill tiles, there should be enough worker speed upgraded scattered out the game to be able to change from production heavy to food heavy to
energy heavy in 4-5 turns at most.
Foreign relations:
I generally ignore stations. They never stick around long enough to be useful, their yields are nothing to write home about and yes, they will get demolished soon enough. On topic, if your early game lacks pods and/or ruins,
mobilize your military and burn down the neighboring stations for energy and beakers, and then excavate on the ruins, free 80 cogs in the early game means a lot, as does free affinity level.
Depending on your neighborhood, one or more can happen:
a. Your neighbor will settle right in front of you eventually and will then preach how you're spreading dangerously close to them. You should ignore that.
b. Polystralia and/or ARC are quite likely to backstab you, it's their thing and they are insanely predictable. In this case, step 9 of dealing with the enemy becomes somewhat different because you will be on the defense. If you
defended well in Civ5, you'll be ok here. Try to time your affinity units to start coming out as the invading force has been whittled down. Brazilia and Franca can backstab as well, but less often.
c. PAC tend to be a little slow in expansion early on. Use it to your advantage before they get out of hand. I've seen this happen with KP as well but that's unconfirmed. Otherwise, PAC are cool and Daoming is very kawaii and
Kavitha is hot :3
d. Slavs are seemingly the planets biggest warmongers, but for some weird reason, they rarely seem to turn on any of my cities. Kozlov is honorable though and will join in against a common enemy more often than not when asked politly.
Might not even need to pay him. Fun fact: in Serbian and I'd guess more slavic languages, KHRABROST means "courage" and USPEKH means "success".
e. Franca will almost always end up a different affinity than you, and will be the biggest threat by the end of the game. In turn, Le Coeur means "Heart" in French.
Known exploits/power plays:
- intrigue, if you repeatedly set up network in a city and have unlocked the virtue which increased affinity, you might get to coup really quickly. We're talking 30 turns on QUick. Combine this with the Slavic UA and you can
take command over a game very easily very quickly. As a side note, how would do defend against this in a multiplayer game??? My guess is to rush your own spy agency and hope you get it up before your capital gets couped.
- save/load when summoning earthlings. If you summon an earthling, save, and then reload, you can summon another one in the same turn. I'd wager it works both ways.
- trade 1bpt or 3ept for a favour from AI. You can cash it in for 100 energy straight up. I think it also ignores diplomacy bonuses/penalties. Use that energy to quickly buy up a small city to get a quick +20~25 bpt. Loop this
for a really nasty ICS game.
phew, long one. Add stuff, people
Pick: Culture bonus, Wider landing zone, free Worker
1. Settle your first city in a food-oriented tile.
2. Build order: Relic, Scout, Scout, Soldier, trade depot as soon as available
3. Research either Chemistry or Engineering, depending on what you need more. Then Pioneering or Survey, depending on starting location
4. Chop forests to speed up the initial build
5. Scout as far ahead as possible, get pods and ruins checked. After you did, return to base to resupply. Make sure you clear out paths to AI cities for trade routes
6. Beeline to free Colonist (+1 culture from Relic quest will help), then go for what's necessary, depending on your style.
7. As soon as Computing drops below 20 turns, go for it, then build the Spy Agency and complete their quests. If you build it quickly enough, you might have the upper hand early and get that intrigue up.
8. Send trade route from capital to second city to speed it up and help it grow. Kick out a third and fourth city, make them all coastal for increased profitability and prioritize trade routes with both. Depending on speed,
settling your second city can clear both expansion quests. Otherwise, third one will.
Note: you shouldn't have less than 100 science per turn after turn 100 and it should and must go up from that point. You should also be at [Affinity] 4 at least and have your specific units up.
9. Regardless of how you play, if a neighbor spread out too far, you need to deal with it. Do it while the combat of AI cities are still in the 30s, because that way you don't need that big of an army. Use affinity units to
spearhead the assault.
10. You don't need more than 6-7 of own cities + whatever you can optionally capture from AI. Focus on generating more science from trade routes/buildings. Clear out miasma often. I'd say the only exception is when your miasma
friendly units need an edge.
ENDGAME plan:
- Domination: no need to explain anything
- Purity: you really should zone out your settlements. To minimize the wait time, magrail the way from the portal to settling grounds. You might want to raze a few AI cities. Obviously, you should have the wonder modifier policy
and/or Crawler.
- Harmony: Xeno Sanctuaries and Mind Stems in every city are almost mandatory.
- Supremacy: Focus all production on the city that will pop out Angels, because they will complete the sequence in shortest amount of turns. Buy more with energy, it's the endgame, all in.
- Contact: make sure the Beacon is well defended. This is somewhat the riskiest win since you'll most likely get there early, there's no way to speed up the sequence and quite likely you will be underteched.
For a non-domination win: you should have 4-5 workers all building Manufactures in non-hill tiles, there should be enough worker speed upgraded scattered out the game to be able to change from production heavy to food heavy to
energy heavy in 4-5 turns at most.
Foreign relations:
I generally ignore stations. They never stick around long enough to be useful, their yields are nothing to write home about and yes, they will get demolished soon enough. On topic, if your early game lacks pods and/or ruins,
mobilize your military and burn down the neighboring stations for energy and beakers, and then excavate on the ruins, free 80 cogs in the early game means a lot, as does free affinity level.
Depending on your neighborhood, one or more can happen:
a. Your neighbor will settle right in front of you eventually and will then preach how you're spreading dangerously close to them. You should ignore that.
b. Polystralia and/or ARC are quite likely to backstab you, it's their thing and they are insanely predictable. In this case, step 9 of dealing with the enemy becomes somewhat different because you will be on the defense. If you
defended well in Civ5, you'll be ok here. Try to time your affinity units to start coming out as the invading force has been whittled down. Brazilia and Franca can backstab as well, but less often.
c. PAC tend to be a little slow in expansion early on. Use it to your advantage before they get out of hand. I've seen this happen with KP as well but that's unconfirmed. Otherwise, PAC are cool and Daoming is very kawaii and
Kavitha is hot :3
d. Slavs are seemingly the planets biggest warmongers, but for some weird reason, they rarely seem to turn on any of my cities. Kozlov is honorable though and will join in against a common enemy more often than not when asked politly.
Might not even need to pay him. Fun fact: in Serbian and I'd guess more slavic languages, KHRABROST means "courage" and USPEKH means "success".
e. Franca will almost always end up a different affinity than you, and will be the biggest threat by the end of the game. In turn, Le Coeur means "Heart" in French.
Known exploits/power plays:
- intrigue, if you repeatedly set up network in a city and have unlocked the virtue which increased affinity, you might get to coup really quickly. We're talking 30 turns on QUick. Combine this with the Slavic UA and you can
take command over a game very easily very quickly. As a side note, how would do defend against this in a multiplayer game??? My guess is to rush your own spy agency and hope you get it up before your capital gets couped.
- save/load when summoning earthlings. If you summon an earthling, save, and then reload, you can summon another one in the same turn. I'd wager it works both ways.
- trade 1bpt or 3ept for a favour from AI. You can cash it in for 100 energy straight up. I think it also ignores diplomacy bonuses/penalties. Use that energy to quickly buy up a small city to get a quick +20~25 bpt. Loop this
for a really nasty ICS game.
phew, long one. Add stuff, people
