Steam 설치
로그인
|
언어
简体中文(중국어 간체)
繁體中文(중국어 번체)
日本語(일본어)
ไทย(태국어)
Български(불가리아어)
Čeština(체코어)
Dansk(덴마크어)
Deutsch(독일어)
English(영어)
Español - España(스페인어 - 스페인)
Español - Latinoamérica(스페인어 - 중남미)
Ελληνικά(그리스어)
Français(프랑스어)
Italiano(이탈리아어)
Bahasa Indonesia(인도네시아어)
Magyar(헝가리어)
Nederlands(네덜란드어)
Norsk(노르웨이어)
Polski(폴란드어)
Português(포르투갈어 - 포르투갈)
Português - Brasil(포르투갈어 - 브라질)
Română(루마니아어)
Русский(러시아어)
Suomi(핀란드어)
Svenska(스웨덴어)
Türkçe(튀르키예어)
Tiếng Việt(베트남어)
Українська(우크라이나어)
번역 관련 문제 보고
just to reiterate what has already been said - if you're playing solo mode with drafting; you're playing it wrong. You're giving yourself an advantage that you're not supposed to have. Sure, you can do whatever you want with your game that you paid money for, but I'm puzzled as to why you expect the game developers to add this bizarre houserule.
Also, keep in mind that your win rate and high scores aren't relevant to actual solo play.
Well, this is quite the open-ended question, and would probably take a long time to answer :)
I suggest checking out the strategy forums at Board game geek. The best advice I can give, in a broad sense, is to make the most efficient plays possible at any given moment. DOn't waste megacredits, and don't play project cards in the wrong order.
So i got that i misunderstood the rules here... thats why i wondered and asked, if there is a hidden option to do drafting in solo in the digital version. Now that i know it´s not meant to be played that way, i´m NOT complaining about it.
I still recommend playing solo with draftmode nonetheless and rather focus on cranking your PR on highscore. For me it´s so much more fun, because of the more options of cards you can choose from.
In fact TF mars in 14 turns is not the problem anymore, but get the highes possible scores by each playthrough by playing some more combo-orientated and long term strategies is definatly fun.
And it´s also fine for me, if it´s limited to the board game, een though it would be great to have more combinable options in a computer game.
The best Strategiegames on PC with the most replay-value are games like civ where you can configure the ♥♥♥♥ out of your custom games to play around the rules and axioms of your rounds.
nuf said ;)
Actually i felt that 14 rounds are sufficient to properly play solo and get a solid engine going. In fact i ended the game several times in round 12 already and was done. So why continue.
No need to keep going playing the cards.
If you want to get a specific kind of engine going, then there are probably better ways.
If its fun for you, hey then perfectly fine.
Frank, sorry I wasn't clearer earlier. I definitely need to review some strategy tips on the BGG forums, but I was more meaning specifically to the digital AI. It sounded as if you were saying there were ways to make it so the AI would effectively "pause" as it were, so you could run up the score. Ie, the AI would never "finish" the game (hit the last objectives). I've not experienced this part.
I'm fairly efficient and may beat the AI (usually play 4 or 5p) by 20, or maybe even 30ish, but win by over 100? I'm not even sure how to get "several hundred points" in the base game. How many turns are you getting? Normal games finish in the 8-10 round range? Thanks
It's only possible to accomplish this in a 2p game; I've only done it against AI "Hard" (I'm not sure whether it would work against the other difficulty levels).
I went into detail in another thread on here; I'll take a look when I have a chance (I suggest you do the same). I cannot recall whether it was a dedicated thread or whether the discussion arose as part of some other thread. I also went into detail in one or more threads on BGG, possibly on the BGG page for the digital game. If I can dig up the links to any of these, I'll post them.
The main thing is Cities: You must control the cities and prevent the AI from building any. This is rather difficult, and usually the AI will get in a city or two. If that happens, you must place as many tiles as possible around the AI city. The AI will not play a standard project greenery next to your city unless it's also next to one of its own cities. If you set up a city barricade such that no new cities can be built, you can extend the game for a long time, possibly infinitely. There's a lot more to it than that, but it's all explained somewhere in one of the threads I mentioned earlier in this post.
Occasionally the tactic fails catastrophically, and then it becomes an actualchallenge to just win the game; but usually, even if the "infinity" goal is not achieved, the margin of victory will be very high.
Problem is that its based on luck. I had the luck to get several beneficial city cards and cards allowing me to place tiles next to cities, so i could block my competitor.
Sometimes it also works by just placing enough green on the planet and so blocking good city positions, while raking in the bonus resources.
At best with Ecoline. Managed to nearly cover the whole damn board with green. But yet again, i was also lucky to get eco cards.
It's partly based on luck, but also takes a lot of skill to use effectively. Drafting helps a lot, especially since the AI does not buy many cards, and doesn't have any logical reasoning behind its card purchases. There aren't many city cards, and they usually require power production to be reduced. (So, a key part of the strategy is to prevent the AI from getting power production cards early).
Regarding your remark about ecoline and covering the map in greenery: I'm not sure you're talking about what Mechang and I were discussing. You cannot stall the game infinitely by covering the map with greeneries. If the oxygen is maxed, the AI will end the game with standard projects for oceans and temperature. Preventing the oxygen from increasing is the only way to indefinitely stall a game versus the AI.
I wasnt talking about Ai plays ofcourse, but sessions with humans (for both).
Baseline was, that both ways are also based on luck and what you draw. Whether you want to place city tiles and special tiles all over the place to block players or greenery to prevent them from placing cities, both needs you to draw the right cards aswell.
You cant intervene if you dont draw the necessary cards, so stalling the game is fun, but hard to pull off (less so with Ai i guess).
After a long hiatus from the game, I played one against the "hard" AI yesterday, partly to try out the recent update. Before too long, I realized I had a chance for an infinite game, so I began the process.
It didn't quite work, as I was not able to attain an infinite generation state, but I was able to make the game go 23 generations, with a final score of 295 to 128. It should have been 297, but a glitch prevented me from playing Protected Valley.
I achieved a 23 generation game with a 167 point win despite having a lot of things go wrong. the AI drafted and played "energy saving," which is always a disaster. Preventing the AI from gaining power production is crucial. there were ten cities when the AI played the card, and once it did, a flurry of previously unplayable cards followed, including several disastrous plant production cards.
The AI also managed to get three cities on the map, which is not ideal. They were standard projects, and I wasn't able to prevent it (I didn't have enough money to city-block its greeneries yet).
The AI also got Security Fleet (with titanium production), small animals, Birds, Livestock, Predators, and Extreme Cold Fungus. This is bad, obviously. To get the best score in a long-generation (or especially an infinite-generation) game, you want the largest margin of recurring-point-scoring blue cards. Ideally, we have them all, and the AI has none, which would then permanently freeze the AI's score. In my best game, I had a score of 450 to 45, with a margin of 11.5 to 0, meaning, each generation, I was gaining 11.5 points and the AI was gaining zero. This means I had all the blue resource scoring cards: Physics Complex, Security Fleet, Predators, Livestock, Fish, Birds, Small animals, Ants, Extreme-Cold Fungus, Tardigrades, Symbiotic Fungus, Caretaker Contract, Equatorial Magnetizer, and Nitrite-reducing Bacteria. If I recall correctly, it was a complete shutout in Awards, Milestones, Greenery, and City. The AI had its starting 20 TR, plus another 12 or 13 from cards or global parameter increases, and another dozen points rom VP on non-resource project cards.
Getting back to the game I just played: Even though it didn't go as planned, I was able to achieve a very high score and win by almost 170 points by city-blocking, by gaining all 5 of the card drawing cards, and by attacking the AI's plants and plant production.
The card drawing cards are huge, since the AI doesn't buy many cards during research. By having them all, I'm eventually gaining 10 cards per generation to the AI's one card that it buys during research phase. I also gain a lot of cards from project cards, especially Olympus conference and Mars University.
By killing plants and reducing plant production whenever possible, and city-blocking to prevent the AI from doing standard project greeneries, the game can be prolonged (and it's possible to extend it to infinity if the AI has no plant production; I've achieved this many times).
Part of this is never increasing your own plant production, that way if the AI does end up with some of the animal cards, it has to reduce its own plant production. Make sure you do not draft or use "Food Factory," which you want the AI to buy and use against its own plant production.
I would have been able to achieve an infinite game, but toward the end, when only 10 to 15 cards remained unplayed, the AI somehow ended up with "Trees," which is one of the very worst cards for the I to play when attempting this method. Its final plant production was 4, but without trees, it could have been 1, and would have gone to zero once it played Food factory. That would have given me the infinite game, but it wouldn't have mattered too much because the AI was gaining 4 points per generation from recurring blue resource cards, and I was only gaining 5.25.
Anyway. There you have it. I ended up providing a detailed explanation despite my initially suggesting that you research the forums to find my original posts on this topic.
It would be nice if it had a built in VP tracker for the solo challenge.
The folk I play with draft the initial 10 cards, and just draw 4 cards straight thereafter, so that's a bit different.
I regularly play this about once a month IRL with folk with Venus, Prelude, Colonies, and it's nice to run through a simplified digital version at home.
I'm looking forward to potential expansions hitting the digital release. The game could really use those extra scenario map boards, awards / milestone trackers.
You can't win a solo game by placing the final greenery on the plant conversion stage. You must raise the oxygen to 14 percent before finishing gen 14.