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That said, I didn't notice any hidden combat bonuses. They had recruits, materials and technology coming out of their ears, and I think they won on that basis.
It is totally possible, if i can do it, AI can too
Guys, im not trying to be rude,
Are you sure you are ready for hard mode?
Sorry for english, blame google translate
would you mind to teach how did you got the fuel, ammo and resources for 1.5k light tanks in 90 turns? How the supplies got to the front?
Let me repeat...1.5k tanks on a narrow front, impossible for a player to supply by turn 90, but AI can...of course it is a balance issue
I could achieve that in my current game. I won't claim to be great at this game or doing things optimally. But I am beating hard AIs, and I can explain a bit of where my empire is at and how I got there.
I'm at turn 76 and generating roughly 2000 spare IP and metal per turn (before a bunch of it gets consumed by construction). For me, a 1500-tank army (50% strength) costs: 11k IP and 13k metal for a maxed out light tank model, 7k IP and 9k metal for an older model (this would probably be closer to the crap the AI designs). So.. I could make that army by turn 80. I could have had it by turn 76 if I'd prioritized it. I'm currently only fielding about 600 tanks, I really just don't need more, focusing most of my resources into economic development. But it's feasible.
How: most production is coming from public assets in my 200k population capital city (level V 'Major City'). Higher level city = higher level assets, which are more efficient than lower level ones. A single Industry IV gives you more IP while using less workers than 10x Industry I's. I've captured+founded other cities totaling 105k population, but frankly they don't do much except mine nearby deposits to save the capital from administrative strain.
Getting significant bonuses from government profile (40%) and leader relations (25%). With those, my Industry IV's nominal 800 IP per turn becomes 1400. Overall I've done a lot of investment in research and city/asset development, spent the early turns turtling on the military front before I had the economy and tech and model designs to switch to offensive. It's a Medusa world with fairly unpleasant wildlife, so early expansion wasn't viable anyway.
It's harder to speculate on logistics, but I can say that I have 500 tanks + 8000 infantry concentrated on one front and only using roughly half the logistics I'm sending their way. It's a combination of rail line heads + truck stops close to the front lines (do note you can build them wherever you want, not just in cities), supplied by a Rail Station II back at the SHQ. I think I could support 1000 tanks as is, probably need a Rail III upgrade for 1500. This would be a bigger limitation for me than raising the army - Rail Station consume SO many machines, and I haven't finished heavy industry yet (in hindsight, should have built that sooner).
I'm sure the hard AI shamelessly cheats at logistics. The same thing I accomplish with a rail+sealed road network, they do with dirt roads. And they're definitely getting some kind of unfair advantage in combat, their SHQ/OHQ leaders frequently produce unreasonably big percent bonuses. I also wouldn't be shocked if they cheat at economy. So this isn't meant to explain how the AI is succeeding against you, just how you could do the same thing to the AI.
Also, their 90 turn 1500 units tank army had 100mm polymer armor, meaning that only my best AT guns and or medium tanks with high velocity guns could penetrate. As far as I know, polymer armor is an applied science stuff, meaning the AI even had spare to dive into that field.
If you have problems teching up, I made something:
https://steamcommunity.com/sharedfiles/filedetails/?id=2314732568
I read your guide several times, but still coudnt figure out how to influence the discovery coin toss on different field. I try to get to light tanks/artillery and solar power ASAP but keep discovering junk.
If you do not expand your research into engineering, solar will come true over time, but if you expand early, your discovery field broadens.
Regarding models: I do not model anything that expands the model field until I discover light tanks. Light tanks are a game changer. I always go for 60mm howitzer, 100mm armor and biggest engine. As soon as side skirts are done, I remodel as then light tanks are invincible against infantry and almost everything else for a long time.
under those terms your light tank would receive a huge malus for speed, would be like a WW2 matilda
Of course it's no good for a pure tank army.
They are nearly unkillable. That's what counts in my book. A lifetime investion, good morale and XP because they win every fight, no need to replace, and the infantry can keep up.
The 100mm armor is a big survival factor. And early game I do not have the logistics developed to support a blitzing fast tank army anyway. After polymer armor (and fuel/armor/engine optimization) is modelled in, you can bet I go fast.
I try to discover and research metal soil filtration after I got solar power though, and commerce profile bonuses are good when you have a lot of zones.
I found cities often just for the private light industry they build if I cannot get minor regime zones because of distance or rarity.
I highly recommend starting at tech level 5 + easy logistics. If the AI is going to cheat so brazenly then why handicap yourself? This game is already challenging enough.
The developers response to the AI being able to cheat w/logistics is that players are always smarter... Give me a ♥♥♥♥♥♥♥ break on trying to rationalize that sort of bonus to the AI.