Lightning Alpha Strike formula
from
Stardock Forums
This is, I think, a radical approach to an alpha strike. When Ginata played 5 gigantic Maso games in 3 days I was shocked, and began thinking of ways to play a lightning game. This is the result. Today I played a 60,000 point gigantic masochistic in a little over 2 hours, no CTL-U, coupla CTL-N's to start with some isolation. Earth was PQ 17, also 1 PQ 20 and 4 PQ 15 -- 6 total!!! I did restart to race a minor for two PQ 15's, and I got the 35 Base random event on my 20 PQ, which makes less difference in this style than in others.
I know formulaic games aren't fun for most players -- I personally find them a fascinating way to explore the subtlties of the game mechanics.
Notes:
1) Starbases only for range and Terror Stars. No production, trade, cultural enhancements. No Resources!
2) Exploits are limited to Alpha-Strike, bribing for war or peace.
3) Trade only for technology on the list -- skip any pre-requisites if possible
4) Don't bother with wonders except Eyes of the Universe if you like. Build Trade Goods only if your planets dry up, but switch to Antimatter Generator when it becomes available.
5) Trade for morale enhancers, Gravity Accelerators
6) No Pondering! Everything is planned and executed precisely.
Build Order (* is optional placement, # was skipped this game accidently,& is optional)
Soil Enhancement
Banking Center
Entertainment Center
Habitat Improvement
Manufacturing Center
Fusion Generator
*Multimedia center
Antimatter Generator
Stadium
#Transporters
Harmony Generator
Stock Market
Economic Exchange
&News Network
&Medical Center
&Embassy
&Research Lab
Research Order (modify for alternate build order,& is optional)
(modify to keep your social build-queue filled)
(I traded cash for nearly a quarter of these last game)
Communication Theory
Universal Translator
Diplomacy
Trade
Medical Theory
Basic Environmental Control
Industrial Theory
Propulsion Theory
Cold Fusion
Interstellar refining
~~~~~~~~
Nano Electronics
Nano-Frequency Electronics
&Stellar Cartography
Sensors
~~~~~~~~~~~~~~
Impulse Drive
Antimatter
Zero-Gee Manufacturing
~~~~~~~~~
Advanced Diplomacy
Interstellar Negotiation
Extraveganza
~~~~~~~~~~~~
Interstellar Business
Interstellar Marketing
Interstellar Capitolism
~~~~~~~~~
Zero Gee Research
Genetic Mapping
Molecular Medicine
Transporters
~~~~~~~~~~
Weapons Theory
Phasers
Instantaneous Communication
1D Phasing
Large Scale Building
Artificial Satellites
Artificial Planets
Terror Star
~~~~~~~~~~
Stage 1
Military 100%, Expenditures 100%, Tax to morale about 80%.
As soon as 4-8 colony ships are build, equalize spending sliders. Adjust Expenditure Slider to stay in the black when necessary. Don't rush-build additional colony ships if needed, just go to 100% Military for a few turns.
Expand to a small number of nearby planets, keeping any majors far enough away to prevent early culture flipping. Stop expanding early!!
Build constructors to extend range.
Once Trade is researched choose a trading planet and build no more than 10 freighters. 6 may be more the mark. Send them to the closest planet.
Once Sensors are developed, build and deploy Sensor Drones.
I like to expand and explore in a grid, so I sent constructors out to fill this grid and I send sensor drones to explore in stripes from one side of the map to another -- no muss, no fuss. It may be faster to build only enough to explore clusters of stars, but I think that requires too much (many?) hands-on for this approach
The goal is actually to explore the existing planets and place starbases so that every remotely inhabitable planet is within range (4 or 5) of a terror star, so whatever floats.
Keep the AI's at war with each other and out of war with minors as much as possible through bribes. The build pattern above should allow ample cash for 100 turn trades of 15 -25 BC on a regular basis.
Stage 2
Set a Rally Point as near to the center of all opposing planets as possible. On most maps this will be around 13,13. Switch sensor drones to constructors when you have build enough to either pattern search or cluster search. Switch freighters to constructors when you have built 6-10. Set all planets to Rally Point 0.
Once stadiums are built, try to keep morale at 100%. You should be able to manage 100% morale, 100% expenditures, and peak at around 1000BC/mo with only 5 or 6 traders.
When the Terror Star is researched, turn research to 0% (you can research morale items like virus, depression if you like). When the social queue is complete set social spending to 0%.
As the constructors reach Rally Point 0, group them in stacks of 5 and send them to park near the *farthest* planets first. Park a stack next to each Major planet. I like to send several to minors as well, in the event the planets are taken over by majors.
Try to judge when you have built enough constructors and turn Expenditures to 0%.
Keep the AI's at war; above all keep them from allying with each other. Keep them at peace with the minors if possible so you need fewer Terror Stars.
Stage 3
Terror Star Alpha Strike at your convenience
Hope y'all find this interesting!
I know formulaic games aren't fun for most players -- I personally find them a fascinating way to explore the subtlties of the game mechanics.
Notes:
1) Starbases only for range and Terror Stars. No production, trade, cultural enhancements. No Resources!
2) Exploits are limited to Alpha-Strike, bribing for war or peace.
3) Trade only for technology on the list -- skip any pre-requisites if possible
4) Don't bother with wonders except Eyes of the Universe if you like. Build Trade Goods only if your planets dry up, but switch to Antimatter Generator when it becomes available.
5) Trade for morale enhancers, Gravity Accelerators
6) No Pondering! Everything is planned and executed precisely.
Build Order (* is optional placement, # was skipped this game accidently,& is optional)
Soil Enhancement
Banking Center
Entertainment Center
Habitat Improvement
Manufacturing Center
Fusion Generator
*Multimedia center
Antimatter Generator
Stadium
#Transporters
Harmony Generator
Stock Market
Economic Exchange
&News Network
&Medical Center
&Embassy
&Research Lab
Research Order (modify for alternate build order,& is optional)
(modify to keep your social build-queue filled)
(I traded cash for nearly a quarter of these last game)
Communication Theory
Universal Translator
Diplomacy
Trade
Medical Theory
Basic Environmental Control
Industrial Theory
Propulsion Theory
Cold Fusion
Interstellar refining
~~~~~~~~
Nano Electronics
Nano-Frequency Electronics
&Stellar Cartography
Sensors
~~~~~~~~~~~~~~
Impulse Drive
Antimatter
Zero-Gee Manufacturing
~~~~~~~~~
Advanced Diplomacy
Interstellar Negotiation
Extraveganza
~~~~~~~~~~~~
Interstellar Business
Interstellar Marketing
Interstellar Capitolism
~~~~~~~~~
Zero Gee Research
Genetic Mapping
Molecular Medicine
Transporters
~~~~~~~~~~
Weapons Theory
Phasers
Instantaneous Communication
1D Phasing
Large Scale Building
Artificial Satellites
Artificial Planets
Terror Star
~~~~~~~~~~
Stage 1
Military 100%, Expenditures 100%, Tax to morale about 80%.
As soon as 4-8 colony ships are build, equalize spending sliders. Adjust Expenditure Slider to stay in the black when necessary. Don't rush-build additional colony ships if needed, just go to 100% Military for a few turns.
Expand to a small number of nearby planets, keeping any majors far enough away to prevent early culture flipping. Stop expanding early!!
Build constructors to extend range.
Once Trade is researched choose a trading planet and build no more than 10 freighters. 6 may be more the mark. Send them to the closest planet.
Once Sensors are developed, build and deploy Sensor Drones.
I like to expand and explore in a grid, so I sent constructors out to fill this grid and I send sensor drones to explore in stripes from one side of the map to another -- no muss, no fuss. It may be faster to build only enough to explore clusters of stars, but I think that requires too much (many?) hands-on for this approach
The goal is actually to explore the existing planets and place starbases so that every remotely inhabitable planet is within range (4 or 5) of a terror star, so whatever floats.
Keep the AI's at war with each other and out of war with minors as much as possible through bribes. The build pattern above should allow ample cash for 100 turn trades of 15 -25 BC on a regular basis.
Stage 2
Set a Rally Point as near to the center of all opposing planets as possible. On most maps this will be around 13,13. Switch sensor drones to constructors when you have build enough to either pattern search or cluster search. Switch freighters to constructors when you have built 6-10. Set all planets to Rally Point 0.
Once stadiums are built, try to keep morale at 100%. You should be able to manage 100% morale, 100% expenditures, and peak at around 1000BC/mo with only 5 or 6 traders.
When the Terror Star is researched, turn research to 0% (you can research morale items like virus, depression if you like). When the social queue is complete set social spending to 0%.
As the constructors reach Rally Point 0, group them in stacks of 5 and send them to park near the *farthest* planets first. Park a stack next to each Major planet. I like to send several to minors as well, in the event the planets are taken over by majors.
Try to judge when you have built enough constructors and turn Expenditures to 0%.
Keep the AI's at war; above all keep them from allying with each other. Keep them at peace with the minors if possible so you need fewer Terror Stars.
Stage 3
Terror Star Alpha Strike at your convenience
Hope y'all find this interesting!