Shinova wrote:I upped the difficulty level and now I get wtfpwned. (oh, the patches seems to have fixed that bit with invasions with mass drivers failing doesn't affect planets)
First during the initial land-grab rush, and then later on when everyone else seems to grow exponentially in military power through some mysterious means. For the land-grab rush, I think some races just get lucky enough to start relatively isolated; others just get crammed together. I think anything more than four or five AIs on anything smaller than huge galaxy is a bit much.
So any tips on how to survive the early and mid-game?
Above five AIs, set it on Huge. Above seven, Gigantic is a must.
For high numbers of enemies, set it on Loose Clusters or Scattered for Star Formation. Otherwise, powers start too close.
I play on Normal-ish, but this seems to work for Normal. (Or Challenging with less than five opponents, which I can manage).
Design a fast colony ship, first turn. Buy one each turn and send them to star systems. Fast Constructors are needed on the turns where your survey ship finds resources.
Set the Survey Ship on Autosurvey, but make sure it's also going to scout planets and such so you might have to manual it for a while if it wants to go to some wormhole. You need to Autosurvey so you can find anomalies, so that you can get extra cash (+1000 Bc is awesome) to buy more colonies.
During the post-expansion part, have 2 factory worlds per 6 or so, plus your Homeworld which is usually pretty good at that too. Make constructors with one so that you can make starbases (a good military one and an economic one near your homeworld and your commerce planet (if you can fit both in the same radius) is a must.). The other one builds defenders or some cheap shitty ship so that you can garrison all your worlds with four or five of them to ward off expansionist powers. Use your Homeworld or another generalist world to build whatever else you need like AWACS ships to get rid of Fog or something.
During warfare, switch all three worlds to ships. One of my worlds in my current game can make my standard Medium-hulled Cruiser in 3 weeks or churn out 3-billion capacity transports every 2 turns. (During a war with the Torians, I actually had to stop building Transports because I almost depopulated the planet).
My ideal breakdown for worlds:
Per 6 Planets, Class 8+
1 Generalist (Homeworld) Give it a manu bias so it can build ships too.
2 Manufacturing
1 Research
1 Commerce (all markets, eco capital, and entertainment + 1 farm to pay for manufacturing)
1 for whatever seems expident.
Generalist Planets are my planets that can manufacture ships within a few weeks but are slow at it. Instead, they have a bit of economic and a bit of research, but mostly use the manufacturing so I can have mega-social production and get wonders quickly.
Manufacturing Worlds are basically a Farm with an Entertainment Center and Starport, surrounded by factories and a manufacturing capital on one of them. They manufacture ships quickly, but are very expensive, thus the Commerce World to help it out.
Research Worlds are the same, but with Labs and a Tech Cap. Starport.
Commerce Worlds have all Markets and Eco Caps. No Starport.
All Planets, Class 7- (Marslike, usually)
Research Colonies. No starport, just a Farm, an Entertainment structure, and as many labs as you can fit. Focus on research and then forget about them.
EDIT
The only problem with this strategy is that if you lose one of your specialized worlds, you're pretty fucked. Commerce worlds are needed to run manufacturing worlds and not go bankrupt. Research worlds are needed to make newer ship types and better specialized world structures. The Homeworld, ironically, is the only one that can be lost.
Make sure, if possible, that you can put your Homeworld and your Eco center within an Economic Starbase radius. Also put a military as close to all of the major worlds as possible, and upgrade it so it can be a major defensive tool for buffing your fleets.