After you have been made into a vassal, he can go back to what he was doing while you supply extra military for him.
Have they fixed the thing where you can bait a fallen empire to declare war on your overlord if you're a vassal yet?
After you have been made into a vassal, he can go back to what he was doing while you supply extra military for him.
Have they fixed the thing where you can bait a fallen empire to declare war on your overlord if you're a vassal yet?
Yeah, but obviously, if it was a multiplayer game, I wouldn't be faffing around with a no wars policy. Nor would I be sitting there without attacking people and turning them into vassals. It's a bit of a silly argument really. As I said, multiplayer is all about the corvette rush. If you lose your homeworld spaceport, it's gg.
Have they fixed the thing where you can bait a fallen empire to declare war on your overlord if you're a vassal yet?
Sorry what are you talking about? The AI will wear itself down pretty quickly, running into stations, retreating, not fully repairing and coming back again.
I didnt play until late game but i did something similar to OP this morning, declared war on 8 ai and they all just kept killing themselves on my stations. 10 years later they had all surrendered to me and I could have just gone asleep to win the war.
8 Ai is enough to do it, if they all don't sit at home like they seem to in the current patch,
Against players you are talking about something entirely different but knowing game mechanics in SP as OP obviously does helps a lot in MP as well
Yeah, but obviously, if it was a multiplayer game, I wouldn't be faffing around with a no wars policy. Nor would I be sitting there without attacking people and turning them into vassals. It's a bit of a silly argument really. As I said, multiplayer is all about the corvette rush. If you lose your homeworld spaceport, it's gg.
I played on a normal galaxy, default number of empires, all settings normal. I was Fanatic Materialist/Pacifist.
The main difference between his game and my game was that he had the ability to grab more territory with frontier outposts while I didn't (since he had only eight empires on a huge galaxy to contend with). I tried this same style under more default settings to see how it would pan out.
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So yes, I would say this post is valid. The only thing he did that was gamey was having a few empires in a large galaxy. This strat would be mostly miss otherwise (as you wouldn't grab enough systems with frontier outposts unless you lucked out).
I'm not saying this is a good strat. Having a fleet size limit of 30 is severely limiting, even when you outtech everybody, and you're going to have major energy problems running all those labs and a passably large fleet. I suppose it would be possible to make tributaries out of some smaller empires early, though I never did this myself.
No, having more empires around makes the strategy more powerful as you can rapidly attack and vassalise nearby A.I. players and have them add bulk to your fleet for you. I played pacifist for a laugh, but there is no reason why I could not be militarist instead. In a tightly packed universe, if you are a good player, you can exploit nearby A.I. to become even more powerful than my OP suggests.So, to reiterate, the 'OP' nature of the strategy mostly depends on having a very empty galaxy with plenty of room to push out borders before hitting the influence of other Empires, and being on normal difficulty so that the level of real opposition is basically zero. That's something, to be sure, but I'm not sure it calls for a re-balance.
Works on insane, but I can't prove that it does because of the culture of "HE MUST BE CHEATING!!11!x! on this forum.I'm still not sure I'm ready to call any strategy 'op' because it works on normal difficulty. Because even a half-competent player's decision making and adaptability are much higher than what the AI can manage, even very weak sub-optimal strategies can thrive on normal (and even on hard - which is where I play my RP empires). That will be even easier, of course, if you generate a galaxy so big and empty that you have literally no real threats of any kind. A strategy is, after all, 'OP' relative to other strategies - since there are strategies that work on Insane, I would forward that for a strategy to be OP, it must be tested on insane.
And yet I seem to have 14k minerals, 4 battleships and 15 forts, maybe strict monthly income isn't the only way to make minerals? Something to think about...My incredulity comes from a few problems I see with this strategy on higher difficulties (where many sub-optimal strategies - perhaps like this one? - begin to fail)
1) Technology gains, as a whole, tend to be relatively linear. The best weapons have DPS about 10x the weakest weapons, not 100x or 1000x. You can, of course, enhance this with range and repair cheese, especially against the really weak AI ship templates which rarely adapt to your strategies. But part of the key late-game shift is the tendency of the bulk of production to move from space back down to planets - which is a major power shift this strategy is simply going to miss out on. I'm not sure a net income of 94 minerals (in your screenshot) is going to do it on the higher difficulties where the AI can produce waves of fleets to hit you with in the late-game because they have multi-thousand mineral monthly incomes (as would a larger player empire). I'm not ruling it out - but I'm wondering if it will work, because:
Instead of theory crafting, why don't you sit down and actually do it? I've said to many others that I've not waged any wars in this play through but had I done so, I would be considerably more powerful than I am in this game. Though the fortress death-ball has eaten entire Fallen Empire Navies that are 3x17k fleets and a 1x6k fleet with ruthless ease and authority.2) I'm not sure your fleet strategy scales into high fleet powers (if it does, this is probably not a technology problem, but rather a ship module balance problem). You note with pride that you've wrecked 17k fleets (FE fleets, I assume), which at start+100 is...not really that impressive. In my last insane game, at start+100 years, I had a total fleet power of 55k (530 fleet size) and had a militarily equivalent neighbor (an advanced start) on one side and a federation to my south that was substantially stronger than me in raw fleet numbers (I'd guess 75-100kish total fleet strength - largest single fleet spotted was 30k, largest single concentration was 30+20+10k, but that was not all they had). There's even one large state on the other side of the galaxy that still reads 'superior' in fleet power. I'm not claiming that I'm awesome - I'm noting that even for a fairly average player like myself, such fleet sizes are possible, just as they are apparently possible for the AI on insane. So how does this defensive strategy work if 60k worth of ships lands in your home planet's gravity well? If you beat that fleet, can you re-establish your defenses (with 94 net mineral income monthly) before you get hit again? Since a strategy is only 'overpowered' in the sense that it is better than other strategies, to even be considered, your 'op' strategy has to be able to meet the challenges that other strategies meet.
Energy production is on the home planet and with repeating energy tech, my home planet can easily support my entire empire. If anything, all those stations out there are the main energy drain and their lose would free up energy (though it would kill research).3) You are relying very heavily on the weakness of the AI in failing to target outlying resource stations and instead running straight to planets. I would guess that the reason the AI did this is that playing against an AI that expressly and relentlessly targeted resource stations would be infuriating from a micro-management point of view - so this is really a bit of abusing a creature comfort, since you cannot, with four ships, possibly defend all of your resource stations and pushing you deep into the red on energy credits would be trivially easy. Which neatly rules this out as a multiplayer strategy, but I'd argue it also raises issues on the line between 'op' strategy and simply exploiting the heck out of a feature there to keep the rest of us from being miserable. Which leads to the last point:
Sure, why not?4) How well does this fair against the AI opponents that do not share the Empire AI's blindness to resource stations: namely the end-game crises? The Unbidden and Scourge both clear out entire systems and push back against influence borders, which means that they will crush your resource economy long before they ever get close to your one star (assuming you don't stop them), unless you get profoundly lucky and have the unbidden portal in on your star specifically. That means in order to contain that threat, you will have to be proactive in engaging them. Can your strategy do that?
My test games with crowded galaxies were considerably easier than ones spent alone because I could farm the A.I. for the one weakness of the build (fleet support) and thus rely less on Fortress death-star regions... but hey...Which leads exactly back to my original proposition: in order to make any judgment as to if this is 'op' or not, it needs to be tested out: 1) on insane, 2) in a galaxy with a normal number of starts, including advanced starts, 3) include a confrontation with an end-game crisis and 4) run long enough that the galaxy 'fills' (which is a normal occurrence in most games that don't cheese the starting settings). As for 'how will we know it's insane' - I suspect screenshots that include you holding out against successful insane AI-hegemonic imperialists at any significant date will be pretty obvious...the fleet counts will pretty much give it away.
Now I'm not trying to bash on your fun-self-imposed-restriction game. I don't play my RP-Empires on insane either (I play them on hard) - I keep insane for runs that I at least intend to be serious efforts at victory. self-imposed restriction-fun-games are fine. My issue is with the declaration that this strategy is specifically 'op' and the implication (made subsequently) that the game needed re-balancing around this strategy: which is only true if this strategy substantially outperforms other highly-optimized strategies.
It is significantly harder with 39 ai empires on the map. Now on attempt 3 replicating this:
https://www.twitch.tv/ceranai
Sure, why not?
Research is too fast.
Basing slowing research on number of planets and number of pops is silly.
Slow research down significantly at a base level but don't slow research on planets and pops, instead on the number of repeated techs acquired * 10%.
Problem solved. No more empire with one pop being the research supernova of the Q.
Being a one planet empire is really kind of funny.
I'm far from a min maxer and haven't so much as played a single multiplayer game, but this strat is certainly intriguing! I really like the concept of playing tall in strategy games.
@Edmon how does it differ and/or fare against the standard corvette rush that apparently happens in competitive MP?