SolarGamer: First 100 Turns as African Union

I sense alot of people hitting the reload button because of how brutal the aliens can be. No longer can you get by in the early game with a minimal army while building only infrastructure. If you neglect military, you are going to get frustrated.

As someone who never reloads a bad play, I am really looking forward to the challenge.

Also, the might tree looks stronger and stronger with each video.
 
I don't like the luck component - a siege worm can screw you

Well it seems that the siege worms only attack you on purpose if you go hardcore against the aliens, otherwise they just mozy on through your territory which does destroy the tiles but at least it isn't destroying the city.
 
They will sometimes snipe workers and colonists if left unprotected, even while playing nice. So it will be a good idea having a soldier around simply as a bodyguard if the aliens start swarming around your borders.
 
That said, we're probably going to have to modify the way we explore. For example, it would seem to be smart to move the explorer one tile, look around, and only then decide if moving the 2nd tile into uncharted territory to finish the turn is really such a good idea. But again, this is probably blatantly obvious?
This used to be the way you had to explore in Civ IV and pre-G&K Civ V, when a Brute could one-shot a Scout in the open. People seem to have gotten really lazy since.
 
Luck, unfortunately, is a major factor in exploration of the unknown. I think it is entirely appropriate, if infuriating, as it would be IRL (assuming you survived the worm attack.) :D
 
They will sometimes snipe workers and colonists if left unprotected, even while playing nice. So it will be a good idea having a soldier around simply as a bodyguard if the aliens start swarming around your borders.

They only move 1... just watch where you are going and they can't hurt you.
 
As someone who loved to play monty and get to use the military to farm/clear your surroundings, fighting the aliens is going to be right up my alley :) The might virtue that gives you science when killing Aliens seems like it could be really good for the early game advantage. Build soldiers, get bonus science while keeping your surroundings clear. You would obviously antagonize the aliens quite a bit, but you would be more prepared to handle it than your neighbours.

It does seem like there are diplomatic repercussions to antagonizing the aliens as well. It remains to be seen just how upset the other factions actually get at you.
 
His capital was size 3 by turn 8. So I guess that's what refugees does.
 
I sense alot of people hitting the reload button because of how brutal the aliens can be. No longer can you get by in the early game with a minimal army while building only infrastructure. If you neglect military, you are going to get frustrated.

As someone who never reloads a bad play, I am really looking forward to the challenge.

Also, the might tree looks stronger and stronger with each video.

That the high level you learn to just deal with whatever you get. You may lose a city or a few unit but you can come back from than unless it is deity. Also how you deal with the aliens depends on were the alien nest are to you. If they are around a good new city spot it is time for them to die.

I expect by end game their will still be area of the map they no civ has site on. Since you can not mass expand with a large production/science hit. In civ 5 when you are going wide ignoring growth a bit is helpful so you could go unhappy some. Production/science are thing you can not ignore without putting you very far behind. Those are the two main resources you needed to win in civ5.

It does seem like there are diplomatic repercussions to antagonizing the aliens as well. It remains to be seen just how upset the other factions actually get at you.

In solargamer first 100game playthrough all of the other civ were upset with how he was dealing with the aliens. At the end when he was at war with polyaustria, a few alien wreaking their improvements.
 
His capital was size 3 by turn 8. So I guess that's what refugees does.
Actually it was size 3 by turn 6. It looks like the food required to grow is lower than ciV. (like 10/16 for growing to 2/3 rather than 15/24 in ciV)

And it was on normal speed.
 
Outpost growth with Homesteading(+30% speed to outpost development)

He made outpost in T39.
The outpost grabbed a tile in T42, 44, 46, 48, 51(city completed).

12 turns and it sounds right, since it's presumably 18 turns w/o bonus, 15 turns with healthy bonus(+20% growth), 12 turns with +20% from healthy and +30% from Homesteading.
 
Again Solar Gamer drops more information than anyone save Firaxis in their Livestreams, sweet! Does he have some kind of 'Sole Permission from Firaxis' to reveal so much? Or is he just a more detail oriented player than some of the other lucky First 100 Turners out there?
 
Actually attacking them can make problems worse for increased hostility, I'd rather not attack and build Ultrasonic Fences. But I will still take purity 1 and occasionally clear empty Alien nests with Explorers.
 
The Augmented refugees from the crash site call their station "Keagungan" which translate to "Supremacy" in Malay/Indonesian. Maybe a refugee Polystralia from a diff expedition who went the supremacy route?
 
Again Solar Gamer drops more information than anyone save Firaxis in their Livestreams, sweet! Does he have some kind of 'Sole Permission from Firaxis' to reveal so much? Or is he just a more detail oriented player than some of the other lucky First 100 Turners out there?

I think it's because he reads the comments on his youtube videos. He's starting to understand what players want to look at.
 
Actually attacking them can make problems worse for increased hostility, I'd rather not attack and build Ultrasonic Fences. But I will still take purity 1 and occasionally clear empty Alien nests with Explorers.

Hostility isn't really a problem if you're setting yourself up to deal with it... and with Scavenging you might actually want to increase Alien hostility.

Get Purity 1 ASAP and Ultrasonic Fences before you need them and you're basically immune from Aliens. At that point, Aliens become free Science crowding your borders.
 
Hostility isn't really a problem if you're setting yourself up to deal with it... and with Scavenging you might actually want to increase Alien hostility.

Get Purity 1 ASAP and Ultrasonic Fences before you need them and you're basically immune from Aliens. At that point, Aliens become free Science crowding your borders.

The possibility to use infantry to bait aliens into the firing range of massed artillery protected by the ultra-sonic fence in order to rush the new tech? :cool:
 
It's like the Zombies pressing up on the prison fence in The Walking Dead season 3 ... just go stab one in the face whenever you feel like it... FOR SCIENCE!

(Which leads to the part of the analogy where the fence can fail... Espionage mission to destroy the Ultrasonic Fense? That might be funny ...)
 
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