Free day today, too warm to do something useful, so I was playing a game this time with Yang (a première for me) - not finished yet, I'm in MY 2293 and I'm playing it defensively right now, it's a large map on noble.
Couple of things I noticed:
- (Psych-)Whipping for production is crucial and really gets you somewhere once you have cloning vats! Very powerful, but not unbalanced, IMO. Recycling tanks are a must, of course.
- finally got a good grip on naval life - the change that natives are less likely to enter human lands is very neat - I can keep my improvements up with a reasonable former group (3 subs + 2 aquaformers) per city - but the large map seems to help with the naval incursions a bit - but then, I'm not the top eco-damager (with Yang, food is better than high production).
- Maybe its specific to the game, but I think the AI neglects the tech path to Biofuel a bit - but that's probably because the two naturally suited factions for beelining it are Miri (with her less than reliable science output) and Yang (i.e. me). On the other hand, Kinematics is really very powerful - even the AI seems to beeline for it frequently.
- Connected to this: If the AI lags behind in the tech tree, it really lags. Especially Santiago (and to a similar extent Miri) seems to suffer from that - between warmongering and being Santiago, science isn't her forté - not the first time I've seen that from them. They probably need to get more espionage somehow so they can start stealing techs instead (which I've never seen from the AI).
- In reverse: Zak is, again, pretty powerful - top in this game, but in general, he often ends up in the upper half of the scoreboard, in my experience. The AI seems to be quite good in using the leverage of a tech lead to expand quickly. His military isn't that good, but I'm worried a bit about that, because once we get more secret projects, I'm afraid that he might hog them (the projects, the techs will probably be given out once the wonders are built!

).
- I feel a bit miffed about destroyers and cruisers... I often wonder why I should build them when I can instead build a sub with the extra special ability (which gets invested into the anti-native abilities). I guess their niche is warfare against human opponents (but on noble, the AI isn't too keen on naval attacks and prefers land stacks).
- Has anybody a better idea for
McDonalds? I cringe at that every time!
- Overall feel: Nice. The Better AI has really mixed things up competition-wise and nice to see sea bases popping up occasionally (though only once the land is filled up). I think the gameplay holds up better during the later techs than before.
Cheers, LT.