Hey guys, I am looking for some thoughts on how to handle runaway AIs on Apollo. It seems that in each of my Apollo games one AI is given the green light to use all of its advantages and to just go nuts, whereas most AIs piddle around and basically never amount to anything. The runaway AI in my games tends to reach its 9th Affinity point around turn 100, whereas most other AIs at that stage are in the 3-6 range. The runaway AI will also have double the science, or more, than the others.
I've played 5 different Apollo games, and this has come to pass in each one. Thus, my problem: how do you handle a runaway AI? Normally I try to embroil them in pointless wars, but in the games where I've done that, the problem only gets worse as, with its superior Affinity, and thus, units, it blows the piddler AIs out and gets further out of control.
The one game where I did win handily was one where I started next to this AI, and the second place AI did as well. I got the Runaway to declare war on the second place AI, and then ultimately backstabbed both of them before taking on the whole world in a Harmonious bout of XenoTitan charging Domination. That was a turn 200 Domination win on Quick/Small/5 AIs + me.
This is getting long, so in short:
1) How do you handle runaway AIs in Beyond Earth?
2) About what turn do you need to begin your Academy spam to keep up with science?
3) Bonus Question: is there anyway to make cheap early wonders and Monomyth into something worth having? I am addicted to Virtues, you see...
Edit: Well, I played out the current game wherein this problem was true, and I managed a Turn 208 Emancipation Victory! Take that, ARC! Settings were Quick/Small/5 AIs + me. Still if it weren't for awesome terrain to hold ARCs army at bay while I sniped it to pieces thanks to an inlet sea and a canyon, I'd have been annihilated around Turn 113. Thus, I'm still looking for help with regards to Runaway AIs.
I've played 5 different Apollo games, and this has come to pass in each one. Thus, my problem: how do you handle a runaway AI? Normally I try to embroil them in pointless wars, but in the games where I've done that, the problem only gets worse as, with its superior Affinity, and thus, units, it blows the piddler AIs out and gets further out of control.
The one game where I did win handily was one where I started next to this AI, and the second place AI did as well. I got the Runaway to declare war on the second place AI, and then ultimately backstabbed both of them before taking on the whole world in a Harmonious bout of XenoTitan charging Domination. That was a turn 200 Domination win on Quick/Small/5 AIs + me.
This is getting long, so in short:
1) How do you handle runaway AIs in Beyond Earth?
2) About what turn do you need to begin your Academy spam to keep up with science?
3) Bonus Question: is there anyway to make cheap early wonders and Monomyth into something worth having? I am addicted to Virtues, you see...
Edit: Well, I played out the current game wherein this problem was true, and I managed a Turn 208 Emancipation Victory! Take that, ARC! Settings were Quick/Small/5 AIs + me. Still if it weren't for awesome terrain to hold ARCs army at bay while I sniped it to pieces thanks to an inlet sea and a canyon, I'd have been annihilated around Turn 113. Thus, I'm still looking for help with regards to Runaway AIs.