alpaca
King of Ungulates
- Joined
- Aug 3, 2006
- Messages
- 2,322
I am somewhat bothered by the way the military satellites work, in particular in combination with the weak city defenses. Here's how it goes:
Depoloy a Phasal Transporter near an opponent's city. You can immediately drop up to 7 units into it, up to 5 of which can theoretically reach the city on the next turn. But we don't need to do that, 2 units are plenty.
Use your internal trade route-boosted super city to build an Orbital Laser or Planet Carver in a single turn. Hit end turn. Next turn, tank your Phasal Transporter (chances are, your enemy will have shot it down anyways), deploy your shooting satellite, immediately use orbital bombardment on the city and take it with a single attack. Cities are almost always completely destroyed by orbital bombardment. Deploy the other unit defensively so that the city isn't immediately flipped back, but even if it is, you have still caused very severe destruction of property in the city.
The problem I have with this approach is that it's very hard to defend against. Orbital coverage can easily reach 5 or even 7 tiles in the later stages of the game. This means you can very easily use a Phasal Transporter-launched attack to deploy an army behind enemy lines and either sneak-attack an underdefended city, or take it the conventional way.
The only way to defend against this is, somewhat ironically, to deny coverage of the city by spamming other satellites in your territory so the attacker cannot deploy the Phasal Transporters and Orbital Lasers without first moving an artillery there to take down your satellites. The only satellite that is not prohibitively expensive to use for this is the Solar Collector, however, which is only on your tech path if you go for Harmony (so the AI will often not have it).
This seems by far the fastest way to cause huge damage to your enemy's economy without needing huge armies. Since you are currently more limited by availability of strategical resources than production, the throw-away nature of this approach fits the game's workings quite well.
The main culprit, of course, is the ability of your satellites to perform their function on the same turn they are launched. If you had to wait a turn before using them, this would at least give the opponent a chance to shoot them down before it's too late. A side problem is the large range of the Orbital Laser, which often means your city cannot shoot it down on its own (unless you go for Rocket Batteries and choose the right quest reward, which the AI doesn't).
Depoloy a Phasal Transporter near an opponent's city. You can immediately drop up to 7 units into it, up to 5 of which can theoretically reach the city on the next turn. But we don't need to do that, 2 units are plenty.
Use your internal trade route-boosted super city to build an Orbital Laser or Planet Carver in a single turn. Hit end turn. Next turn, tank your Phasal Transporter (chances are, your enemy will have shot it down anyways), deploy your shooting satellite, immediately use orbital bombardment on the city and take it with a single attack. Cities are almost always completely destroyed by orbital bombardment. Deploy the other unit defensively so that the city isn't immediately flipped back, but even if it is, you have still caused very severe destruction of property in the city.
The problem I have with this approach is that it's very hard to defend against. Orbital coverage can easily reach 5 or even 7 tiles in the later stages of the game. This means you can very easily use a Phasal Transporter-launched attack to deploy an army behind enemy lines and either sneak-attack an underdefended city, or take it the conventional way.
The only way to defend against this is, somewhat ironically, to deny coverage of the city by spamming other satellites in your territory so the attacker cannot deploy the Phasal Transporters and Orbital Lasers without first moving an artillery there to take down your satellites. The only satellite that is not prohibitively expensive to use for this is the Solar Collector, however, which is only on your tech path if you go for Harmony (so the AI will often not have it).
This seems by far the fastest way to cause huge damage to your enemy's economy without needing huge armies. Since you are currently more limited by availability of strategical resources than production, the throw-away nature of this approach fits the game's workings quite well.
The main culprit, of course, is the ability of your satellites to perform their function on the same turn they are launched. If you had to wait a turn before using them, this would at least give the opponent a chance to shoot them down before it's too late. A side problem is the large range of the Orbital Laser, which often means your city cannot shoot it down on its own (unless you go for Rocket Batteries and choose the right quest reward, which the AI doesn't).