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Strategies and Tips
for Version 2.8/2.9
From the Beginning
All right, you know the basics of every ship, you know how to pop trick,
and you can overbuild and be at full BR the next turn in your sleep,
what else is there to know? First off, you go to Gooseberry's
Stellar Crisis School, and learn everything there is to know
there. This is a great overall strategic tutorial on how to wage a successful
campaign under almost any circumstance. Now let's talk about some of
the specifics of the points that Gooseberry makes, and expand on them. |
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THE ECON
EDGE
This is the biggest edge of all. None of the other advantages can
overcome a whopping econ edge. For this reason, experienced players
all agree that to win, you must colonize, and colonize, and colonize
This is elementary to you
by now. Remember those newbie days when you would not build for the
first 20 turns trying to reach br 6 before most people reached br 4
and go out and conquer the universe? Then only to find that a tech advantage
is only useful if you are at least in the same ballpark as your opponent
in terms of econ. To expand on this topic a little, there are several
types of economic edges:
Potential Econ Edge
A Potential Econ Edge means that if you can colonize and max all the
resources that only you have access too, you will have a larger
econ than your opponent(s). Perhaps you control a key choke point in
a grudge game with more than your share of systems behind it, or maybe
you have allot of systems with low population and need to terraform
to get them up to their full potential. Many times a player next to
me will be nuked or ruin while I'm fighting on another front, making
it difficult to colonize fast, or with high BR colonies, but unless
another empire plows through my front, they will not be able to colonize
there either.
Gaining a Potential
Econ Edge
Looking at the series info is critical in any game. If you see in a
grudge game that each player is supposed to have 8 systems per player
and you have explored 9 or 10 systems, chances are you could gain this
advantage. By finding and colonizing your opponents systems before they
do, is almost a guaranteed win in a grudge game and can give you an
temporary economic edge in a blood game where your neighbor will have
to fight for someone elses planets. Each planet you take a way
from your opponent means a little more to your economy and a little
less for his. Even if at the moment, he is dead even with you in econ,
with time and patience you will eventually will have more. Even if you
cannot hold on to the planets that belong to them, they will have to
nuke their own planets to reclaim them or waste an early tech on troopships.
In multiplayer games, attempt to colonize and pop on planets as close
to your neighbors as possible, that way you can hold your front and
colonize the planets behind your builders. Also, sometimes it is a good
idea to spar with your neighbor till you can explore his Home World.
That way, when you make a major offensive, you can go right in and nuke
the player out of the game as opposed to nuking their planets on the
frontline and cutting those planet resources in half and reducing your
econ when you re-colonize them. The key is to turn a potential econ
edge into economic dominance, and then the game is yours.
Temporary Econ Edge
A temporary Econ Advantage is similar in chess, to being more developed
than your opponent early in the game. Even though you both still have
the same number of pieces, if you have more out in the middle where
they can defend and attack, you have a temporary advantage. If you can
turn this into a long-term advantage i.e. in chess capturing pieces
or stellar crisis, gaining an econ or potential econ edge on an opponent,
it can help win the game. If not taken advantage of, your opponent will
normally catch up in a few turns.
This can happen several ways, the most common is if you manage to destroy
one of your opponents colonies and keep yours alive. Maybe you
pop while your opponent for whatever reason can't, and your shiny, brand
new br 2 ships find his colonies at a low population, other times you
have plenty of agriculture where your opponent has to terraform. This
can lead to a temporary situation where your opponent has an econ of
4 and you have a developed econ of 5 or 6.
Taking Advantage of
a Temporary Econ Edge
In order to make use of this situation, you must immediately overbuild
and attack, because this edge will only last several turns, or the first
lull in the action where your opponent can trick. Usually if you have
just finished your pop and your opponent, right next door hasn't yet,
a huge overbuild will at least allow you to explore some of their territory,
if not nuke the next door planet. Keep in mind that at low tech levels,
that satellites are almost free. Make sure you build more ships than
they can build satellites in one turn! The goal here is to cash you
higher econ into either a long-term econ advantage by colonizing or
nuking opponents planets, or gain an exploration advantage while
your opponent is attempting to defend their resources.
How to Gain a Temporary
Econ Edge
The best way to gain the initiative is to build attacks and send them
along with your colonies in games where you are likely to meet someone
in the first two or three turns. This will allow you to destroy a single
science ship if it happens across your colony, and prevents you from
having to rebuild colonies. 2 br1 attacks cost the same as a br 1 colony
or science, are cheaper to maintain, and in an emergency, can even be
left on standby to destroy an incoming science during a pop trick. They
can also be sent into an opponents system while you pop to prevent them
from popping them or overbuilding on that planet during the turn you
can't build. If 1 attack is left during a 2-1-1 pop, you won't get the
full tech development, but you won't be left in the Stone Age either.
(Like times you forgot to dismantle a science ship!)
Another way to gain a slight
econ advantage is to colonize better planets than your opponent. A good
example of this is a situation I encountered in the Lugdunum tournament.
I started with two links to from my home world. The second turn, my
science exploring south met with Lafrog and we both were destroyed.
The planet to the west was puny and did not have enough ag to really
trick off of, but the planet over where I had met Lafrog was absolutely
gorgeous. 74 minerals, 76 fuel, and 38 agriculture. It was also only
1 space away from an opponents HW so if I didn't get it, he would. I
had built 2 colonies and 2 attacks on turn 1, and I figured if I could
just have that one planet, I would be econ ahead of the surrounding
players and have a good chance of nuking Lafrog as the game went on.
So I sent all 4 of my colonies and attacks south to the planet, rolling
over 2 ships of Lafrog and a science of Goth in the process. After exploring
all 3 links branching of my new planet, I finally saw a chance to pop,
then with patience I built satellites to protection and terraformers
to take full advantage of all my resources and went on to do very well
in the game. Selecting this one planet took away a bunch of econ from
Lafrog, gave me a temporary econ edge over Goth and Lafrog , and a base
on which to launch my attacks.
The Tech Edge
A word about a technology
edge: while it is a powerful advantage early in the game, as the game
progresses it becomes less important. This is for several reasons. First,
the opportunities for reaching a certain BR before your opponent thins
out--instead of happening at 9, 16, 25, 36 (about every 10 turns) they
happen at 81, 100, 121 (about every 20 turns) and of course it gets
even worse. What's more, the relative value of the ships starts to become
about even. While a BR 3 ship is 225% stronger than a BR 2 ship, the
BR 11 ship is only 21% stronger than a BR 10 ship.
For this reason, keep in mind while playing high-tech games that in
these games, long-term technology advantages are quickly eroded. If
you are ahead in tech and behind in econ, your only hope is to mount
an immediate attack. If you are behind in tech and ahead in econ, do
everything you can to delay the major confrontations until later in
the game. If you want to win by a tech edge you must do so in a timely
manner, for if you wait too long, your advantage will disappear. - Goosberry
The Chart below demonstrates
the power of tech represented by the maximum fleet you can maintain
with 100 minerals and 100 fuel.
Maximum Fleet Power per 100 Mineral/Fuel
Maximum Fleet Power per 100 Mineral/Fuel
BR |
Fuel Per Ship
|
Max # Ships
|
Total Fuel
|
Remaining Fuel
|
Total Build
|
Mantainance. Ratio
|
Ratio in 2 Turns
|
Maximum w/o OB
|
Maximum Fleet BR
|
1
|
4
|
25
|
100
|
0
|
625
|
.160
|
0.640
|
4
|
25
|
2
|
8
|
12
|
96
|
4
|
432
|
.231
|
1.00
|
2 r.28
|
48
|
3
|
12
|
8
|
96
|
4
|
392
|
.255
|
1.00
|
2 r.2
|
72
|
4
|
16
|
6
|
96
|
4
|
384
|
.260
|
1.00
|
1 r.36
|
96
|
5
|
20
|
5
|
100
|
0
|
405
|
.247
|
0.988
|
1 r.19
|
125
|
6
|
24
|
4
|
96
|
4
|
400
|
.250
|
1.00
|
1
|
144
|
*7
|
28
|
3
|
84
|
16
|
363(444)
|
.275(.225)
|
1.00(.90)
|
0
|
147(+16)=163
|
8
|
32
|
3
|
96
|
4
|
432
|
.231
|
1.00
|
0
|
196
|
- *
At br 7, there is enougth fuel left over to have 2 of the attacks be
Minesweepers or 1 br 4 attack - (in parethesees)
Fuel per ship is how much fuel an attack uses at listed BR
Max # Ships is how many attacks you can mantain with 100 fuel
Total Fuel is how much of the 100 fuel would be used, Remaining Fuel
is how much is left over. If you have some extra fuel you could use
it to build one more ship (like in the paretheses of BR 7) 8 fuel will
give you a minesweeper to go with the Fleet
Total Build is how much minerals would be required to build the maximum
number of ships.
Mantainance Ratio of the ships the turn you build them
Mantainance Ratio of the ships 2 turns after built *Note all but a Max
Build at BR1 would be at or very near full BR after 2 turns
Maximum Fleet that could be built without overbuilding (per 100 minerals)
Maximum BR of Fleet at full BR
A Couple of Things to
Note about Technology
First, The maximum fleet power approximately doubles every time the tech
doubles. Even though a br 2 ship is 4 x as powerful as a
br 1, the difference in max fleet is only 2 x as much. At br 4 you can
build a fleet that is twice as powerful as at br 2, a br 6 fleet is 2
x as powerful as a br 3 fleet. Notice the pattern? Notice that a br 6
ship is also 4x as powerful as a br 3 ship.(36 - 9) That is because a
ship that has twice the br is 4 x as powerful but requires 2 x the fuel
and minerals to maintain.
Gooseberry tells us that
a br 3 ship is 225%stronger than a br 2 ship, and a br 11 ship is only
21% stronger than a br 10 ship. But a br 3 fleet is only 150 % stronger
than a br 2 fleet, and a br 11 fleet is only 7% stronger than a br 10
fleet! Thats why closing off your links to your Home World and waiting
till BR 5 never helped you much when you were a Newbie!
Econ x Tech = Max Military
Power
Want to quickly know if your econ of 8 and tech of 6 will be able to defeat
your opponent of econ 10 and tech still at 5? Times your econ and current
tech and compare it to the product of your opponents tech and econ
The result will be you: 6 x 8 = 48 and your opponent: 10 x 5 = 50, so
assuming both of you have approximate ratios of fuel and minerals in your
econ and you ignore satellites and the need for minesweepers, science
ships etc, if both of you clash with maxed fleets, you will lose by a
very small amount.
If the techs were you at br 4 and your opponent at br 3 then you would
score 8 x 4 = 32, your opponent 10 x 3 = 30. At this lower tech under
the previous conditions, you would win by a tiny amount!
How to use a Tech Edge
Gooseberry is right on the money, if you want to take advantage of a tech
edge, it must be done quickly! Seldom is it wise to forego Econ or potential
Econ for the sake of moving up the tech development a little faster. A
higher tech is only an advantage in an all out one-on-one braw, if your
econs are within 10 - 20 % of each other. Second, when mounting an attack,
the key to using your tech edge is how many turns ahead of your opponent
you reach the next tech.
1 Turn Ahead - Not a huge
advantage. If you do a 2 turn overbuild, the next turn you opponent will
see it and reach the next tech. Since you might wait one turn before moving
in, your opponent can match you. If you choose to move in before being
at full BR, your opponent could decide not to overbuild and wreak havoc
on your fleet as it moves in
2 Turns Ahead - This is a
pretty big advantage. In order to match your fleet, your opponent will
have to overbuild at a lower br or wait till you move in to reach the
same br. This is a good way to get a quick nuke on a border planet.
3 or More Turns Ahead - If
you overbuild at this tech level it allows you more time to travel before
you get to your destination, and almost forces your opponent to build
at, and stay at a the lower tech level, or lose a planet or 2 in the process.
Tech
Selections
In the beginning of games
and in Low Tech Fares, Tech selection can mean the difference between
victory and ending up as glowing ball of hot ashes. Never, waste your
techs at any time, and especially in the beginning of the game. Your friendly
neighbor could get the best of you and you will have an urgent need for
a mine or some satellites, and not have the options left.
Getting to the next tech level in order to get a desperately needed tech
might be the exception to sacrificing some econ for tech.
Here are some rules of thumb to saving your selections:
Using Tech Selections
The key to successfully using the tech development is to first match the
selections to either your style of play or the type of game you must play,
as well as with the availability of tech. Gooseberry goes over the different
styles of play you could use based on your tech selections in his description
of the Desert
Blitz Detail. In games where those new tech developments don't come
very often, planning, flexibility and most of all, grabbing opportunities
when they present themselves are critical.
Here is a good example of
some common, unnecessary tech selections that veteran players make
- Building satellites when attacks would do
- Troopships in the beginning of the game?!
- Selecting dooms-days or cloakers before essential techs such as minesweepers,
terraformers or stargates
- Selecting minesweepers before being able to mount a significant attack
- Picking terraformers before BR 3 ( they don't help econ much at low
BR levels)
- Selecting stargate when there are builders on the front
The main reason these tech
selections may be ill advised is that in the first 3 tech selections,
you pick your capabilities and resistance to attack with these first 3
techs. For example, Lets say in the first few moves of a blood game you
manage to colonize a couple of good builder worlds and pop. Both your
builders could use a little terraforming so you select terraformer and
build a terraformer and a science or 2. The next turn you discover an
opponent moving in with a small fleet, in order to destroy it you would
need to either build a couple of attacks and move your sciences into your
world, or get a mine. You chose the latter and now have no tech options
for another 2 turns or so. Your mine explodes killing the fleet and then
lo and behold your science discovers the enemy fleets HW. You have a whopping
5 to 3 econ advantage but no tech options for a minesweeper. So you decide
to wait a couple of turns to reach br 3, then you select sweepers and
build a nice little fleet and head towards the void. To your dismay however,
you see your weakling enemy close off the link to his HW. Now you will
have to wait to br 4! Your little fleet has nothing to do, so you go back
to work exploring and colonizing. A couple of unexplored links close before
you can get to them and you see your targets econ start to rise as he
colonizes the closed off worlds. Now you meet another empire on your other
front. He finds one of your builders, and launches an all out attack from
an unexplored link, which you could of stopped... if you had satellites.
The builder is nuked, but you finish off the fleet before it can do more
damage, all is not lost if you can launch a counter attack. You re-colonize
the planet just as you reach br 4, but the only way to get some sweepers
and fresh br 4's to the front is with a stargate, and that means you'd
have to leave the first empire alone till you reach br 5. You could engineer
of the second empire and go for the kill on the first, but without a stargate,
it would take too long to get the engineer to the second front.
None of the tech selections
were really bad, but a couple were unnecessary
You might of been able to hold off on terraformers, if there were high
ag planets near by, colonizing a planet you normally wouldn't because
it has a high ag but nothing else with a br 1 colony, can make a great
substitute for terraforming in the first part of the game, and allow you
to use another tech till you can breathe a little and max out your economy.
Although mines can stop a fleet w/o out a sweeper cold, it might of been
better in the long run to stop it with ships you already have and/or could
build. One of these techs might have been alright, but using up all your
available techs can completely hamper your play. Remember, your opponents
can count, and if they see you running around with nonessential techs
early in the game, they know you won't have a sweeper, engineer, minefield,
or satellite when you really need one. Even if you never choose one or
more of these techs in a game ( you would have to choose minesweeper eventually),
it is important for you to have the ability to select one of these techs
in an emergency.
Getting Along With Fewer
Selections
- Don't Select Minesweepers until reasonably
sure your opponent would have to/be able to resort to a minefield
- Use an engineer to stop and slow down an attack instead of satellites
and mines
- If an enemy has already selected minesweepers and never attacks w/o
them, why select mines?
- Satellites are very effective at low BR, but become less "cheap"
as the game progresses. At higher BR's just use attacks
- Create builders instead of using a stargate
- If the map has worlds with high ag, but low on the minerals, colonize
them with br1 colonies and keep the population down at 1, so you can
maximize other planets and create builders in strategic locations. Don't
terraform early on unless you
have to!
In general, don't waste techs early in the game on troopships, doomsdays
or cloakers unless it leads to an significant economic or tech difference
or gets/prevents a nuke
Now what you all have been waiting for... rating the techs by importance!
This is a list of the importance of techs based on your standard multiplayer
2.8/2.9 version game
Tech Selection
Rank
Essential - If you
want to win you will have to have these
- Minesweeper - Try nuking a HW without
them
- Engineer - I never surrender, so you have to come find me! Great for
both offense and defense
Important
- Key to a strong economy, which is key to the game
-Terraformers - To win the game you
need to maximize the resources. Just not at br 1 or 2
- Stargate - It would be hard to colonize, terraform and attack if you
had to do it all from builders
Useful
- Handy in many types of game situations
- Minefield - Forces enemies to select
sweepers, defend and overbuild at the same time, tech saving
- Satellite - can save your butt early in the game, save your fuel later
on. Allow you to defend while fighting far away
Toys - Handy in specific
situations, usually not wise as the first 3-4 selection choices
- Cloaker - Cloakers can be very useful
for surprise attacks, creating double attacks and desperation if losing
- Doomsday - If all you want to do is slow down or take away econ from
your opponent
- Troopship - If you need every scrap of econ while troop tricking is
good for rapidly advancing into territory
What does this all mean?
First off, In most multiplayer games where attacks, colonies and sciences
are predeveloped, you will need to reach br 4 to get all the essential
and important techs to win the game, any of the 5 techs after that will
delay your victory by 1 tech level. For example if you select both satellite
and minefields as early defense and later on select cloakers to do a surprise
attack, it will be br 7 before you have all the tech options you need
to subdue everyone. Every tech option you can do without is one more option
you have during the middle or the end of the game when things can change
in a hurry.
Gaining and Using a Tech Selection Edge
Now that you know what not to choose, here is how to force or lure an
opponent to use his selections and to take advantage of the opportunity
if they don't the ability to develop a certain tech.
Engineering off a link
requires the enemy to develop engineers if they want to get at what your
closing. It can be simple as you closing a link before an empire with
a superior fleet can reach your planets, thus delaying the inevitable,
or engineering of links to a recently expired empire, allowing you to
colonize at your leisure. If the other empire cannot or decides not to
develop the tech, their fleet must either be disbanded or wait outside
your borders till the tech is developed and brought to the front, or they
must allow you colonize the planets you have sealed off without a fight.
Also if you have engineers and your opponent doesn't you can discover
unexplored links and map information, leading to double attacks - see
Gooseberry's Page about the double attack and launch surprise attacks
without your opponent being able to close/open the links.
Force a player to choose
minefields early on. Usually the mere threat of mines keeps most empires
honest by placing minesweepers in their fleets, however, it isn't required
to have mines, only to have the selection for emergencies and advantageous
situations. For example, if you hit br 3 and still have a bunch of br
2 attacks around, why not throw them at your opponents builder? BR 2 attacks
require hardly any maintenance, and chances are, your opponent will not
be sure of their BR rating. Most players get off on destroying 5-6 ships
attacks at once with a br 1 mine, they don't need to know that they were
br2, maybe even br 1's attacks that were neglected, underpowered, under
fueled and destined to be dismantled anyways. Selecting the mine tech
at br 2 or 3 might deny them terraformers, minesweepers, a stargate, or
something they really could of used! You were going to have to build sweepers
eventually anyways, might as well make sure they have the bomb, if you
have to invest in the cure.
If you both are at early br 3 and you notice that your opponent doesn't
have the tech options for minefields, i.e., they have sweepers, terraformers
and a stargate. Maybe this is the time to do an attack and science ship
rush or even more fun, select cloakers and nuke their builders with some
cloaker tricks! You always want to have the option of selecting
mines, when cloakers are overhead!
Coax a player into selecting
cloakers or troopships. Cloakers are most deadly when they are a surprise.
Once you know your opponent has them, they either have made an impact
or they are a wasted tech. Try keeping some small pathetic world, with
little econ. where your opponents can see conspicuously unguarded. Defend
it like normal against regular invasions, but pull back when no threat
is visible. the temptation will be too much for some players and a few
turns later the planet will vanish in a flash of nuclear fire, spoiling
any further surprise attacks and wasting the an early tech on cloakers.
Be careful with this one, because a player who knows how to use cloakers
can be deadly with them.
If you get a chance to colonize a planet that belongs to your enemy early
in the game, and you will not be able to hold it. Keep the population
on it low and try to entice him to troop it as opposed to nuke it. Maybe
you can even make a deal with him that he does something for you (like
engineer off the link and doomsday the planet between the two of you!)
that you will let him troop it. He then will waste a tech on what, in
my opinion, is the most useless tech in the game, and if you have an evil
bent, as he sets the troop ship to invade, you could either pop the population
way and above what he can invade, forcing him to nuke and troop it, or
if his BR is a little higher, say at 3 or 4, you could set the population
down to 0 the turn he invades, leaving the planet with no population and
an easy target for a future assault.
Force a larger empire
to spend selections on defense, and coax a smaller empire to spend tech
on offense. See if you can force a larger empire to defend something
with mines, satellites, and engineers. Lure a smaller empire to get sweepers,
cloakers, and troopships
Tell a newbie that the
only way to nuke a HW is with a doomsday. This is just a joke, but
if you ever get someone to believe it, let me know. : )
The
Map Edge
If you haven't already, or
even if you have, go back to Gooseberry's
Stellar Crisis School and read the section entitled, The Double
Attack.
This perhaps the strongest
tactic available in the game. Here Gooseberry describes one instance of
a double attack, but there is more than one way to create this type of
threat in an average game. One way is colonize early and pop on planets
that have two or more links leading to your enemy. Even if you don't manage
to colonize and hold the adjoining systems yourself, your opponent will
be put immediately in the same position as was described by Gooseberry.
Another way to create or destroy double attacks is by opening and closing
links to create a double possibly even a triple threat. When you do roll
into an opponents territory using this tactic, try to keep this
mentality. When you are playing pool, you not only want to hit the ball
that your aiming for into the pocket but you also want to set up yourself
for an easy next shot. For an example, if one of the planets has another
2 links off of it, maybe you can not only nuke that planet, but immediately
set up another double attack as well!
Another way to create a double threat is with cloakers. For example lets
say you roll into your opponents builder with a small fleet that he could
defeat in one turn. Perhaps your two turns ahead of him in tech, so he
supposes he will just build some attacks there the next turn and chase
you around till he catches you. Surprise! On an adjacent world to the
builder, uncloak several cloakers. You can either set the cloakers to
nuke and move in your minesweeper and attacks, or you can move in your
cloakers to support your sweeper and attacks set to nuke. Either way,
you opponent can't build enough to prevent both possible scenarios. Time
to toss a coin! The most simple multiple threat with cloakers, is if your
opponent is defending his backfield with attacks. Just have two or three
cloakers all uncloak one link from each other, you could set all three
cloakers to nuke or have one of the other cloakers move in to support
one of the others, your opponent will have to cover all the possible scenarios
or risked being nuked.
Exploration
Edge
Another advantage that is mentioned but not really expanded on other than
the phantom army
trick, is if you can see more of the map than your opponent. Tactics
and tricks aside, there are several reasons why this would an advantage.
If you see allot more of the map in the beginning, you have a better idea
of which systems to control in order to have the most systems on your
side of the fence, also you can see the best planets to colonize first,
and perhaps can find away of colonizing that maximizes your agriculture
ratio, and/or allows you to prolong or avoid terraforming all together.
It also gives you a chance to see which techs your opponent is choosing,
and allows you to select the order in which you invade his systems. (Setting
up double attacks, one after another.) Finally, if you can see where their
Home World is, and they don't have a clue where you are yet, It gives
rise to all kinds of strategies, from Cloaker-Over-the-Home-World-You-better-have-Mines,
to the desperation, Hail-Mary Rush of the enemy Home World when losing.
Tactical Uses for an Exploration
Edge
Surprise from unexplored
systems
Lets say you and your opponent's sciences destroy each other. Your colony
likes where it is at so you immediately disband, colonize and trick while
your opponent moves his colony to the world you both had just explored
and pops as well. So now you have a builder, and he will the following
turn, the difference is, that you are one turn ahead in terms of building,
and He can't see you! Well first off, while he is popping, you are overbuilding.
There are several ways you can do this. First you can build several sciences
and a couple of attacks and a sweeper. The following turn you move in
all your ships except the sweeper, you will immediately run over his science
or two he has built to explore his links. The following turn you can explore
all the links connected to his builder set the attacks to nuke and bring
in your lone sweeper. It is almost a sure bet that your opponent will
build a mine since all he sees are sciences and attacks and you will nuke
the builder, explore the links beyond and if your science ships find themselves
alive over another system of his, you could set the science to nuke, and
move your fleet in to support. If you have 2 not just one science you
could explore further with one and set the other to nuke while ordering
your attacks and sweeper to cover.
If you are not in a hurry, and want to be careful, why not keep all you
ships there, and bring in the sweeper? That way if your opponent ops for
satellites you will still nuke the builder. If your really lucky, he will
use his only two remaining tech selections on satellites and a minefield,
and you will still nuke him! If he somehow gets your sweeper, and sets
off the mine, no problem. you have a builder next to a non-builder and
your next onslaught will do the trick.
This wonderful ploy is due
to the fact that your opponent colonized where he could not see the links
beyond, this would generally be a no, no, but sometimes is unavoidable.
Taking advantage of knowing what your opponent can and cannot see can
lead to some huge advantages. A great example of a trick pulled on me
was in a 4 system per player Blood. I just had nuke a smaller empire and
had digested them. My neighbor to my north had kindly engineered us off
in order to avoid being double-teamed. After a few turns, I started to
get bored and had the urge to open up the link, and to explore a couple
of links while my neighbor was busy elsewhere. I built a small fleet,
using about 60-70% of my fuel then gated in an engineer to open the link.
On my engineer menu, I noticed that there was an unexplored link to my
west and I immediately got excited. I had previously met another empire
and I knew he was somewhere near since he had uncloaked a cloaker in the
system where my engineer was, so I also knew that he could see my systems.
Well, since I couldn't resist, I opened the link and sent my science ship
in and was met with a nasty surprise, my unseen opponent had built a fleet
as large as he could handle and he destroyed my fleet in the first blow.
A few turns later he had nuked a couple of my worlds, and brought me down
to about the same econ as him, and finally, after a couple of clashes,
I manage to destroy his fleet. In the process I was forced to nuke a couple
of my planets he had nuked and colonized in the onslaught, leaving them
at 1/4 their previous resources.
Another ploy to use that
involves unseen systems usually works best on really large maps. If you
find you have a colony deep into unexplored territory that your opponent
has the best chance to colonize, pick a planet with only one link to it.
Colonize, and gate in an engineer to close off the link. As your opponent
starts to explore and colonize, you hopefully will be able to see a good
portion of the surrounding planets. This only works if there are plenty
of planets in another part of the map for you to colonize, or else you
will start losing the battle of the econs. You can use this planet as
gate, if there are range restrictions on stargates/jumpgates and at anytime
you deem appropriate you can build a huge maxed fleet and cut through
the visible systems like butter before you opponent can mount a defense
to stop you. Being right in middle of the map allows you to do double,
triple and possibly even quadruple attacks on his visible systems, throw
in a bunch of br1's and cloakers, it will be quite a few turns, if ever,
before your opponent can clean up the mess you made! I got a nuke using
this once!(make sure you colonize some of the worlds as you nuke them
so you can keep gating in reinforcements!)
The Hail-Mary Rush, "
Dubious" and Deadly
Lets say there is a bottleneck that your opponent controls. You have a
slightly smaller econ, but where he only has explored a system or two
into your territory where you have explored quite a few of his systems.
For kicks, lets say he has manipulated the populations of most if not
all the worlds you have explored and has turned them all into builders,
plus he is constantly throwing huge fleets at you so, cloakers is not
the way to go. Here is what you do. Make sure you have a stargate and
engineers, and mines would be nice as well. If you can afford it, engineer
off as many links as you can before you begin. preferably where he can't
see so that he won't suspect a thing. Wait till he decides to overbuild
a really huge fleet and head out of the bottleneck. As he moves into your
first world, stargate a large fleet of attacks and one engineer over the
same world. Make sure you have a couple of sweepers and colonies and one
engineer. Your ships will hover over your world and his fleet when they
appear. Now your fleet will not be enough to save your planet, but that
is all right the next turn you move your ships, into his territory. Hopefully
he will take the bait and nuke your front builder and then move further
into your territory. If he hesitates just one turn then you can engineer
off your escape into his territory. If he decides to move on to your next
world, seal the link behind you and nuke the his first world, then it
should turn into a nuke contest. He will nuke one of your planets, you'll
nuke one of his, the idea is that you have the advantage because you don't
have to explore, then move in, because you have an exploration advantage.
He will soon come across your closed links and realize that he will have
to not only explore, but also open the link first! The mines are useful
since you can keep your fleet running in his territory and mine your planets
as he attempts to explore, costing him time and science ships. Soon your
opponent will have to either dismantle and defend his homeland, giving
you time for another nuke or two or allow you to nuke 2 worlds for his
one. If you can see his HomeWorld, or happen to find it, then viola! Your
Hail-Mary Pass won you the game. What if your opponent nukes your front
world then merely follows you into his territory? Here is a handy cloaker
trick that can still get you at least one nuke, perhaps the HomeWorld
if done right!
The Scatter
This is one of my personal favorite strategies in those large 2.8/2.9
games at Regansburg. If you have explored allot of your enemies territory
behind his Front Line, build a huge fleet of colonies, sciences and minesweepers
and launch an attack. Instead of nuking the first world you can, just
keep moving till you are in an area of his map with 4 links going out
in different directions. Now scatter! Send ships in random directions,
then after a couple of turns, have some of the ships nuke, some come in
from adjacent systems to support the nuke, some to wander off over non
builder worlds. As soon as you manage to nuke and colonize a world, Stargate
in reinforcements. To make it even more effective, have some at full br,
most at br1 and a few at whatever br in between. Whenever you colonize,
once again gate in 4 or more ships of varying br's and scatter! br 1 mines
are little defense as 1 in 3 ships is a sweeper, plus if a mine does go
off, there is some ship that could move in and try to nuke the planet
while it no longer is a builder. The best defense against this tactic
is to engineer off worlds well ahead of time, if you know your opponent
can see large blocks of your territory.
Gaining an Exploration
Edge
In order to use the tactics above, you need to find away to see more of
the map than your opponent. Most people build 1 science ship per link
that they see, and in my opinion, this is the minimum. There is nothing
worse than a science ship coming into your Home World via an unexplored
link, while your are overbuilding or popping. Also the link you don't
explore is invariable the best system to pop off of from your home planet.
In 3.0 games, having your HomeWorld explored at any time usually spells
the end for you since your opponent may jump a fleet in whenever they
feel like it. So first, explore every link off your Home World and secondly
build extra sciences if you can. With one link, 2 explores is good, 2
links you could use 4! One thing I frequently do is build 3 science ships,
allow the first two to explore, then make a decision on where to move
the third science, based on the links to the newly explored systems. Next,
to prevent your opponent from gaining the exploration advantage on you,
send out attacks with your colonies. a colony and an attack paired together,
will stop an incoming science cold, and will allow you to destroy an incoming
science while popping as well. Make sure you do not build so much that
your sciences are under maintained. Even if you are at .98 maintenance,
if your science runs into another, yours will be destroyed while your
opponent will get at least on more link explored.
Delay Pop Tricking
If your sciences are doing a great job exploring, and if you have even
managed to destroy one or two of their sciences with your colony/attacks
pairs, why not let them go for a little longer? Lets say you are attempting
a 2-1-1 pop (2 on your home world and 2 br 1 colonies)That is a total
of 4 fuel, enough for 1 attack, but nothing else. If there is not danger,
let them colonize without popping and keep your sciences running. The
next turn your colonies will be at population 2, then the following turn
they will be at 4. You now can do a 8-4-4 pop which will allow you 16
fuel, or enough to keep one science ship and one attack. So those two
turns you can get an extra 2 turns of exploration out of your sciences
and then keep one alive through your pop!
Sending more than on Science
through a link
Lets say you move a small fleet into a world that has two unexplored links.
Normally you would take 2 science ships and explore each link. Too Predictable.
Why not bring in 3 science ships? You could send 2 through one and 1 through
another. Your opponent will have to prepare for the possibility that either
link could have 2 science ships coming through so now instead of building
one attack on the other side of each link, he has to build 2! He could
select mines as a tech, but that may first of all, not be possible, and
second the player may not want his builders population to be blasted in
half if you have a fleet right next to it. And if he does select mines,
and blasts the incoming sciences, it may have prevented him from getting
engineers, to close those links, or terraformers, to boost his economy,
or minesweepers to counterattack till the next tech increase. Finally,
many players like to meet an incoming sciences ship with 2 satellites
or attacks anyways, so that the defending ships are not destroyed. Now
the player will lose both defending ships in one direction, forcing them
to have to replace those two ships. If there are three links, how about
4 science ships, for the same effect. Now the defender has to prepare
to meet 2 science ships in three different locations. If you really want
to screw them up, send all your science ships in through one link! If
they haven't built a mine, chances are that you will rollover any defenses
they have set up, you can set one of the sciences to nuke, and have the
other 2-3 explore deeper in. Your fleet behind you will cover the nuking
science, and you could always send some more science ships in from behind
to explore the links you missed.
Select Engineers as a
tech fairly early on
Assuming that you can find all the systems are yours, why not try getting
engineers after popping and hide some critical planets? Good planets to
hide are planets with only one link near the front - See the surprise
attack from unexplored links-, your home planet, and maybe route the links
so that any incoming enemy sciences will be directed over builders, giving
you a more defensive position and making cloakers less of a menace. Finally,
you can use your engineers as "sniffers" to get a sense of what
the enemy map is like and find those unexplored links. This will allow
you to launch surprise attacks and explorations into their territory,
in a deadlocked game, and help counteract potential 'neer ambushes that
your opponent may launch. Engineers are handy in 2.8/2.9 games of Stellar
Crisis, but if you don't get them early on in a game with jumpgates(version
3.0 +), then you are just asking to be nuked.
Explore Trading Partners
and Allies
Explore your allies, it makes them a little less likely to double-cross
you, and you can help them out if they get in trouble. In Blood games
where there is truce or trade, try to trade with everyone, and explore
everything they will let you.
See Blood Game Etiquette
*Note* I don't condone,
in an alliance game, of using trade
to scout your opponent, then immediately going to war with someone. However,
it is up to that player to realize that they are being taken advantage
of and to do something about it
If you do not want an empire
to explore your territory while at truce or trade in a blood game, you
have two options, go to war with that empire or use engineers to close
off what you don't want them to see. If you allow someone to explore you
without doing one of these two things, its your own fault when they come
rushing your Home World at the most inopportune time. The second part
of this, explore as much as you can while at peace. Many times you can't
be sure what worlds are yours or theirs so explore as much as they will
allow you to see. Perhaps they are too busy to stop you as they are fighting
another front, but when it is time for the both of you to fight, you should
have a nice exploration edge.
Putting It All Together
In conclusion, even if you
are an avid player 3.0 games with the new ship types, I believe that it
is important to master the 2.8/2.9 games. First they last longer, and
they teach you how to defend and use interesting ship types that you normally
might select in a game with jumpgates. It's hard to learn cloaker tactics
when all you have to do is jumpgate your whole fleet over an enemy world
to get a nuke, and why troop trick when you rarely even use stargate tech?
Most of all they seem to be the standard at most tournaments.
Just as Gooseberry quoted
the fact that Steinitz showed how small advantages could add up to a superior
position, just think how easily it would be to win a game where you had
just a little bit more econ, could see a little more of the map, and were
one turn ahead in getting the next tech? A good player could easily turn
this into a win.
Hopefully Gooseberry won't
sue me : ) for referring so much to his webpage, I owe allot of my playing
style to his ideas, and allot of my tactics I have came up with on my
own were discovered while using Gooseberry's strategies.
.
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