Game has become too hard, for me at least.

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Azhcristokos

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First of all thanks everyone, I can more clearly see my mistakes now, so let me try to summarize it :

1. I shouldn't build defensive platform and focus on my fleet as in this run only I ran out of alloys as I spend too much on defensive platforms.
2. Trade Stations, I had completely ignored them.
3. I didn't know that Autochthon Monument reduces upkeep, will surely try.
4. I was too worried about happiness/amenities.

Now some points in my defence, Ophang was indeed a system owned by me but it wasn't the only choke point, I had another choke point where our borders met, to the south of this map, my fleet was based there and I only found 1 green and one yellow planet so far and all of them are colonized, so tough luck too, I guess.

I will start another run and see where I go with it this time armed with these tips.

Yes, that about sums it up.

However, I noticed in your screenshot that your capital is not running the Encourage Planetary Growth decision. This decision costs 1000 food per use but increases pop growth speed on the planet by 25% for 10 years. You should be using this on all planets you want growing as much as you can. Pops are the primary limiting factor on economic growth and expansion in 2.2.
 

Foupoudav

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It took me 2-3 game to understand how the new system work and now after 7-8 game I am completely destroying the AI on the hardest difficulty.

Before I was playing on medium and that was enough for me but now by 2250 there is only 4-5 AI that have equal fleet with me......

Again I always was an average player but now the AI need serious work because it has become too easy once you understood how to build your economy.
 

Jolly Reaper

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The enemy is called Horde, and appears to use Total War CB, so I'm guessing they're Fanatic Purifiers? The genocidal types get pretty significant bonuses to war. In case of FP's, +33% fire rate, -15% ship cost and +33% naval capacity. Their AI also likes to build up strong fleets early on, which it can easily do thanks to those modifiers, and is very aggressive if it spots a weaker target.

You really don't want to be their first target. Later on it's very doable (and profitable) to gang up on them, but early on, get defensive pact if possible, and make it your first priority to build a strong navy. Getting into Supremacy tradition early can also help. In this game you didn't even have a single chokepoint to fortify, so getting to Equivalent fleet power would have been a necessity. Your economic development would have suffered, but if you have that sort of bad luck with neighbors, it's either war economy or getting purged.
 

PirateJack

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A small tip for starbases is to switch your home system one over to exclusively trade, your second to shipyards and your third/ fourth over to defensive starbases. This way you maximise the range you collect trade from early game.

Placing the shipyards 2-3 jumps from a rivals border means having reinforcements nearby and a place to fall back to that isn't immediately going to be attacked. I'd out can cover 2 or more border chokepoints, all the better.
 

TenshiN

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I will also chime in:

1) At start, focus claiming systems whenever you can. When claimed, priorize to build resource stations. Since mineral income is important as minerals are processed into alloys - priorize minerals, get research stations last, since at start, more ships > better ships
2) As others have already said, use trade stations to churn massive power income from Trade Value.
3) I found that Byzantine Bureaucracy is a very useful civic if you want to keep up with your amenity demand, since their associated buildings provide a ton of it, when fully worked (while also giving extra Unity)
4) If you have an agressive neighbour (Fan. Militarist or any Genocidal empire), have at least 1 station fully dedicated to building ships. Also, if you have spare resources, make another mixed defence/shipbuild station (1 shipyard, other slots for defensive installations) near the border, so you have a point not too far from the combat zone where you can repair ships, or use as an improvised stronghold, should your enemy concentrate too much power in 1 spot - retreat and fight under the station if they chase you or launch a diversion attack into your enemy's territory if they bypass it.
5) For this tactic, you will probably have pooled resources since you will probably won't be able to spend it all in time - so have extra shipbuilding slots! This way, if someone attacks you and you don't have a fleet, you can assemble one pretty fast, since you have the resources.
6) You don't need to have more ships than the enemy, you need to be able to overwhelm their single fleet. Let them go deep into your territory and disperse - then pick them off one by one

Perhaps not fitting for all playstyles, but worked for my Inward Perfection empire on Grand Admiral :D
 

Pyrocyborg

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I just checked, I did the default start, so my Advanced AI is on, but Advanced AI neighbour is off.

I see. Depending on the other settings and luck, you could end up with at least one advanced AI as your neighbor even if you didn't "force" it. You could remove Advanced AI for the first few games if it's causing you more troubles than it's worth while you're learning the new mechanics.

Still, even there, you'll probably have to start over a couple of times to get things right. I know I did. Even after more than 150 hours in since Le Guin, I'm still learning some new stuff and I'll probably keep on learning. This game has a lot of sub-systems, mechanics and/or micromanaging and as such, you cannot get to know or even try everything on your first couple playthrough, unless you follow a guide/video maybe (which I mostly never do). If, like me, you play on Ironman, it means that you simply can't go back and try things differently if you made a mistake in the last few years: You'll have to power through, or give up... :p

While the AI is sub-standard at best (even with the latest patches which reworked their priority and made a few tweaks), the game itself is more complicated than, let's say, Civilization (even if we can't call Civ a barebone game). Even if the AI is kinda dumb, they get massive boosts with each increase in difficulty level, and well, they could overpower you unless you prepared properly and tried to limit mistakes to the bare minimum.

So, to recap :

1) Use a couple of Construction ships. Personnally, I generally use two early on, unless I'm using a Xenophobe species which means that I can set starbase every few months (in which case I would probably use 1 or 2 more) instead of every two years or so.

2) Always set up mining and research stations in your systems. There is an upkeep cost per station (1 energy per month, I think, except in the case of energy mining which has no upkeep), but it's easily offset by the ressources/research you're actually getting.

3) Set up trade routes. Ideally, you'll want those protected as soon as piracy comes into play (which isn't the case early on). Use corvettes and/or build other stations: Pirates never attack Citadels, so you don't need to protect thoses. And also, I find that individually linking each spacesport is better when it comes to creating a single trade route. If you let the game choose automatically, you'll often end up with a couple of different trade routes and it makes everything pretty hard to defend against piracy. Creating a massive "single" trade route makes it easier to defend, but it will be more targetted too. It's a tradeoff I guess.

4) Find a choke point for each AI, especially if they're not sympathetic to your cause. Build a starport and build these Gun Battery/Missiles/Hangar Bay modules. It will significantly increase the starport power. Build defensive platforms on these ones. You'll be able to set up anchorages on your other starbases, but your choke points are, IMO, very important. Last game (Admiral difficulty), I had the entire galaxy against me (Pacifist Xenophobe... like why would you hit me, I'm minding my own business?) : Two federations consisting of 3-4 empires each allied themselves to either humiliate or conquer my territories. I had a meager fleet worth 75k (23-25k per unit). They sent two full federation fleet of 45-50k each, and 6 or seven 10-15k fleet from their individual fleet. Let's say I was overpowered when it comes to raw power (75k vs maybe 200k). Thankfully, I had a 50k fully upgraded Starbase with 23 or 28 Defensive platforms on each chokepoint and even if they swarmed, they didn't come all at once. I almost lost these systems, but as they had to come through this one to even hit me, I gradually reduced their fleet to ashes and claimed a few systems to split their territories in two after the end of the war. They went downhill after that and left me alone. Without my defensive starbases, to even come close to what would have been needed to defend against a fleet that huge, I would have to have double the fleet power, which would mean at least 150-200% increase in ship's upkeep (as I was already over the cap by a significant amount). My economy probably wouldn't have recovered if it were the case as things were running pretty tight.

5) Build Autochthon Monument (and their upgrade), ideally one on each of your planets. Ascension perks are pretty much needed, so getting your Traditions fast is not wasted IMO. After that, you'll be able to pick another building if you're getting more Unity than you can spend on edicts.

6) Don't mind the Administrative Capacity too much (Empire Sprawl) and try to get your fleet up to your Naval Capacity every time. It will be costly in upkeep, but you'll be ready if they ever try something funny. AI tend to attack those who are weaker in raw power, so if your fleet is similar to theirs, they might be tempted to look the other way (unless they really want your territories). That being said, purifiers/assimilators and the likes won't really care, unless your fleet really is larger than their.
 

Less2

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Keep in mind, the AI is sort of scripted to build up a large fleet early rather than play the long game. It's basically designed to reach a power peak around 2230-2260, if you survive past that you'll usually easily dominate AIs even on Grand Admiral difficulty. This means don't go for much tech if at all early on. Replace your starting research lab, even, you can make do with space-based science until your planets start filling up. Go for alloy to survive, save the tech ramp up for the 40s or so.

Yes, defensive platforms are ABSOLUTE CRAP. However a normal starbase with 2-4 gun modules can be pretty dang good, especially with a fleet supporting.

What is your overall race build? The biggest race design stumbling block IMO is going Egalitarian. This is a major penalty nowadays, while Authoritarian is a major bonus. Egalitarians suffer huge CG losses everywhere while Authoritarians can colonize low habitability worlds no-problem thanks to slaves and lower living standards. Mechanists with robot slaves also do well.
 

tapewormlondon

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It doesnt help that the AI gets some kind of "gift" in resources. I dont mean a % Increase in production based on difficulty (game below was captain), i mean they must get an outright gift in minerals and starbases. Im certain of it.

At start of game im in I had a neighbour right next to me. I met him almost immediately. Already had 3 upgraded Starbases - impossible.

By time I cut him off from ever being able to expand any further He had 4 systems. 3 Planets. He kept up military parity with me for aaaagggees. I was expanding massively in planets, pops, and systems. That tiny empire by time I could invade much later was fielding an 8k fleetpower whilst being technologically pathetic. I with tens of planets, hendreds of pops and systems could muster 12k. There is no way that empire could afford that with such a gimped start and limited capacity. No way at all.
 

Snoipah

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I'm having a easier time against AI on Grand Admiral than I did in 2.1 on Admiral. Don't worry about building fleets, worry about outfitting spaceports at chokepoints with kinetic battery modules and defensive platforms.

I play on hyperlane density 2x and I am always able to cover my chokepoints with stations.
 

Kahldris

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I'm having a easier time against AI on Grand Admiral than I did in 2.1 on Admiral. Don't worry about building fleets, worry about outfitting spaceports at chokepoints with kinetic battery modules and defensive platforms.

I play on hyperlane density 2x and I am always able to cover my chokepoints with stations.

This pretty much, I had one economic depression in my first game. However once I figure out how to get out of that i was good to go. II was just playing on commadore without glaviuses mod for that game lol. Ya just have to balance economy better which can help ya get out fleets quicker.

Having a choke point with a small Corvette fleet works wonders.
 
Last edited:

fuser312

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Again thanks everyone, I can't stress enough how helpful this thread has been for me, I started a new game with same settings, same empire and I am doing much much better than my last run. I am in 2250 and have already won my first war (defensive) and claimed their 2 system, am in alliance with one of the empires and am fairly confident that I can't lose any war in foreseeable future while I am planning my own offensive war which will most likely end one of the neighbouring threat sandwiched between me and my ally.

So again thanks everyone, you guys are awesome. 10/10, will ask for help again.:)
 

PirateJack

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It doesnt help that the AI gets some kind of "gift" in resources. I dont mean a % Increase in production based on difficulty (game below was captain), i mean they must get an outright gift in minerals and starbases. Im certain of it.

At start of game im in I had a neighbour right next to me. I met him almost immediately. Already had 3 upgraded Starbases - impossible.

By time I cut him off from ever being able to expand any further He had 4 systems. 3 Planets. He kept up military parity with me for aaaagggees. I was expanding massively in planets, pops, and systems. That tiny empire by time I could invade much later was fielding an 8k fleetpower whilst being technologically pathetic. I with tens of planets, hendreds of pops and systems could muster 12k. There is no way that empire could afford that with such a gimped start and limited capacity. No way at all.

Did you have advanced neighbours turned on and what difficulty were you playing on?

Besides, it's not difficult to get 3 starbases up and running within a couple of years. First thing I spend alloys on after taking a couple of systems is upgrading a starbase so I can make it the shipyard base and my homeworld a trade centre. You can do that with 350 alloys, which is perfectly doable in ~6 months if you use the market well. The third one would mean putting off colonising for a little bit and selling off more stuff to buy alloys, but it's not impossible by any means.

The question is whether the AI would go for that or go for a more balanced approach.
 

Xianth

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I had a similar experience, but they attacked earlier with a smaller fleet (2.2k). I was going for research spam and playing chicken with a small flwwt but didn't get the luck of the T3 starbase which can stop pretty much any early AI fleet with 4 weapon modules. However, their war was only to humiliate so after they destroyed my 1.2k starbase I surrendered. Had to.do that one more time as well, just remember you don't always need to win a war and it will give you that 10 year breathing space to refocus and form pacts if you need it. I find a lot of the early game can be about survival while keeping those pops tick over.
 

Etrutian

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Having 3 planets at 2235 sounds a bit low to me. You're not letting the Administrative Cap stop you from expanding, are you? Unless you're a MegaCorp you should basically ignore it. Also, well-developed planets are insanely more valuable than colonies, but it takes time to turn the former into the latter. Basically, you should colonize ASAP, especially since (I believe) the maintenance costs of colony ships and growing colonies has been way nerfed from pre-2.2 days..


THIS. I remember only colonizing past 2020. If you have access to a green/yellow planet. COLONIZE ASAP. The upkeep cost is low and you really only stand to gain from it. Its even difficult to overshoot admin cap too much doing it, unless you are colonizing distant worlds. I try to have 4-6 colonies in the first 25 years.