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Before:
https://steamcommunity.com/sharedfiles/filedetails/?id=2055096166
(Just to demonstrate how amazing the juggernaut range buff is. Look at how far that perdition beam is reaching!)
After:
https://steamcommunity.com/sharedfiles/filedetails/?id=2055096184
I did end up taking a few losses, so I'm glad I decided to get that seventh fleet. I'll probably add an eighth fleet just to be safe going forward.
So - conclusion: 25x crisis strength vs Prethoryn Scourge is perfectly beatable. I still expect that Contingency will be nearly impossible, but that'll be for my next playthrough :)
Only had one. So yep.
I mean, for what it's worth, I doubt there's any other way to win with the game conditions I've got set.
Ah, I see you're a man of culture as well.
since the crisis only spawns 50 years after the endgame (where the minimum endgame is 2250). theoretically you would have at least ~10 years of megastructure tier alloy output to engineer whatever fleet you need to destroy the crisis, and since enough of the dyson sphere is completed to counter whatever massive energy deficit you had for the first 70/80 years, the attached debuffs to negative energy are a moot point.
this is my screenshot for proof, in this game i was boxed in extremely early by marauders. while this meant i didnt have to bribe whatever border empire i had, it also meant i was restrained to way fewer planets than optimal. this screenshot was from one of my games early into 2.6 so i think the strategy could be improved upon.
https://steamcommunity.com/sharedfiles/filedetails/?id=2055131702
I didn't choose that start because I consider it as one of the "easier" starts - similar to a relic world start.
Probably. Earliest crisis, 1000 stars, max AIs (and FEs) all advanced starts, agressive. Most of the other things untouched, at x1. Obviously, GA wihtout scaling.
If anything, advanced AI makes stuff easier by providing more pops than normal.
You don't need to subjugate anyone, it's inefficient (even for megacorp). You simply take their pops and put them to work.
Compare, if you want.
Year 10. Basically, just depicts my starting position:
https://steamcommunity.com/sharedfiles/filedetails/?id=2075790514
Year 15. Just started a war, incidentally, saving them from purifiers.
https://steamcommunity.com/sharedfiles/filedetails/?id=2077285817
Year 20. Start of the second war (same amount of research output, btw):
https://steamcommunity.com/sharedfiles/filedetails/?id=2077285927
Year 26. End of the second war:
https://steamcommunity.com/sharedfiles/filedetails/?id=2077286058
Year 31. Finally starting to mop up Prikk-Ti:
https://steamcommunity.com/sharedfiles/filedetails/?id=2077286160
Year 38. And done:
https://steamcommunity.com/sharedfiles/filedetails/?id=2077286263
Year 50. Taking extra planets from neighbouring megacorp:
https://steamcommunity.com/sharedfiles/filedetails/?id=2077287026
Year 69. Got to that ascension (also forgot to take a couple screens in-between):
https://steamcommunity.com/sharedfiles/filedetails/?id=2077287139
Year 75. Refurbished ecumenoopolis:
https://steamcommunity.com/sharedfiles/filedetails/?id=2077287783
Year 81. Khan died without achievein much:
https://steamcommunity.com/sharedfiles/filedetails/?id=2077287976
Year 93. Building up that ecumenopolis:
https://steamcommunity.com/sharedfiles/filedetails/?id=2077288739
Year 100.
https://steamcommunity.com/sharedfiles/filedetails/?id=2077289495
So, I'd say it's pretty doable. If job weights weren't all messed up, I wouldn't even have those problems with admin cap. Got kind of bored after first ~50 years, though, so shifted focus to bulding instead of conquest. Didn't turn out too good.
https://steamcommunity.com/sharedfiles/filedetails/?id=2027932034
Of course, speaking from general experience, it's posible for AI to pull off 4x20-corvette stacks by 2215-2220, but it's still relatively rare. Wasn't a thing before 2.6 - back then a single 40-corvette fleet was enough up into mid-2220s. Not sure if this is also stirred up by rivalries (I think it does?), but I try not to antagonize anyone up until I'm ready to strike.
What you need, currently, is a 40-corvette stack no later than 2215 (ideally, backed up by another 20+ corvette fleet). Othwerwise, you risk ending up in arms race you're bound to lose. Early wars also depend a lot on a +100HP tech - if you get it, 40-corvette stack will, likely, be enough; otherwise - depends on AI (especially since advanced AI is likely to have that thech too).
Map layout also matters: ideally, you want a fast, easy access to their capital, or have enough space to "lure" AI fleet away from starbases (unless overwhelming, AI prefers to attack unprotected systems - both yours and occupied - to hunting down your fleets). Failing that, there's gotta be enough upgraded starbases along the way you can rapair at, otherwise it'll end up in a stalemate: both fleets will meet half-way and be too damaged to finish the job. One side might end up winning that, but it takes time, and with x25 crisis approaching it's something you do not have a lot of.
But there's two big problems still:
1) Unless you're lucky enough to really be right next to them, you've got to claim your way through their empire before you can reach their capitol. And then even if you do get to claim the capitol, when you win the war, you'll only get the systems you've claimed, along with their pops of course. I'm not convinced that the one-shot gain of those pops is enough to make up for losing all that extra growth from foregoing the military.
2) Even putting aside the possibility that you can pull it off - there's no way it's optimal. You need a bunch of things to go right for it to work, whereas with the tech-focused build, you really just need to have one thing - no total war neighbour. As long as that's the case, you can use diplomacy easily enough to keep your neighbours passive, and then just focus on research and pop growth.
Just their capital, really (optionally, other habitable worlds, for elimination). Having traderoutes isn't worth the influence (and time to get it).
Not really. All you need is to go down supremacy tree and pump out enough alloys/unity to be combat-ready in ~15 years. Also, only need 2 systems - for anchrages. Might not be optimal, but it's reliable.
You are forgetting a small, but important detail: space to expand with adequate amount of habitable planets. Not every game will give you Baol with dozen planets you can expand to, while almost every game will give you 2 systems for anchorages, and some non-FE/horde neigbour (hopefuly, non-gestalt, too - provided, you don't play one).
Check pop numbers for the first 40 years (while there was no market and I still expanded). That was me only growing main species in next-to-0 habitability conditions with rationing (I did use 1k food on capital a few times, but still), yet you won't get close to those growth numbers, unless you re-colonize a several habitats (or a bunch of planets).
You are, of course, free to play however you feel comfortable, all I'm saying is that it's not in the realm of impossibility to use military to get that research on an adequate level. Obviously, military-focused empire has to lead you by like 30% in science output to get to exactly same spot in tech, instead of being even, or lagging a bit behind, but extra level of repeatables will, likely, be compensated by other means (like firerate).