'Super-Diplomat' ZYW strategy

short version

In a Super-Diplomat-ZYW one tries to win a -most likely- All-Rare Gigantic map via the swindleing-/ forced surrender- trick, and because this tactic offers an immense income via techtrade, it's not necessarily ended at the first possible occasion.

 

ARC: [see also]

Player ARC: You play as Altarians because of their inherent bonuses to research, economics & moral. Change their code from this file (Altarian Resistance.customracexml) to:

<SuperAbility>0</SuperAbility>

<Homeworld>Saturn</Homeworld>

<Homestar>Sol</Homestar>

<Alignment>55</Alignment>

 

Enemy ARC:

<Homeworld>Thala</Homeworld>

<Homestar>Thalis</Homestar>

<AIPersonality>8</AIPersonality>

<SuperAbility>4</SuperAbility>

<Alignment>55</Alignment>  (then you can sell them 'Neutrality Learning Centers')  

so they have only one planet at their disposal and cannot spend so much money by buying ships/buildings as ordinairy AI.

 

 Setup:

    • Uncheck „Blind Exploration“

    • Check „Super Abilities“

    • All-Rare Galaxy/Planets

    • Abundant Anomalies & Asteroids

    • Gigantic Galaxy, Clustered

    • Very Fast tech speed (you need to repeat this setting EVERY time for MV games)

    • 0 Minors (their planets use up bonustiles)

 

    • Give all opponents the Federalists-political party, and bonuses to economics/morale/popgrowth. You should pick races that have no ingrained bonus to diplomacy. You actually can set up any number of custom races for this as well. Afterwards save & repeat. Thalan, Korath, Drengin, Arcean, Torian will do fine. Don't forget to save each time. Or use the "SD-ZYW_ARCpack" from the external link above, which contains all optimal changes already. 

 

    • Next comes the player setup: Technologists Party; Distr. Points: 4*research, 1*creativity + [4*economics, 1*morale] or [5*diplomacy]
    • Your homeworld should be Saturn at the Sol-system. This gives you a +10% research at your main-research world because of its ring-system. Also, you absolutely need 3 planets - this is of utmost importance because it lets you research 4 techs every turn instead of just 3!

 

    • Set difficulty to „Suicidal“ & make all enemies „friendly“ to you.
    • The AI inhabitating the first spot [#1] in this list can only be contacted every 4 turns, or 8 when you declare war. Remember this when techtrading.
    • Also: don't leave any empty void places between the list of your opponent AIs - because this will result in a bug which prevents the game from recognizing them for the diplomacy list. So if you play against 5 AIs, these should sit on the spots #1, #2, #3, #4 & #5. You should see all your opponents listed in the popup at gamestart, (also in the diplomacy-list) - check this carefully: If only one AI is missing you cannot finish the game!
    • All other AI sitting on other spots can be contacted every turn using quicksave-->reload. It even works during a single turn, so you can declare war & sue for peace within a single turn.

    • The more AI you play against the more advanced & longer will your game become, it'll net more score (if you can translate the extra cash into researchscore) but you'll find increasing difficulties to Control-N for a homesystem that should have 2 Precursor Bonustiles. Playing against 4 to 5 for starters should be ok.

 

 

3. Gameplay: [!currently under improvisation!]

1st January: Control-N until you have 2 Precursor-research bonustiles at Saturn. (if your homesystem doesn't hold 3 colonizeable planets abort it)

Make a manual save using a unique name.

Colonize secondairy planet - leasebuy a starport there.

Upgrade SpaceMiner to a Colony Ship for 44bcs + leases.

Send Flagship to auto-survey.

Set taxes so that Mars can still be at/over 20% approval at all times (going broke triggers a small, civ-wide moral penalty!). At 19% planetary moral 10% of your population will flee the system each turn.

Set sliders to 100% spending, 100% research.

Leasebuy 1 lab on the first PreCursor-tile.

Leasebuy 2 (empty) Tiny Hulls.

Research „Xeno Research

 

8th January: Colonize 3rd planet - build a starport there.

Leasebuy 3 (empty) Tiny Hulls. 

Leasebuy 2 labs.

Research „Advanced Computing“, „Basic & Enhanced Miniaturization“.

(Note: if you can't get 'Enhanced Miniaturization' it's a strong indicator that your setup is too weak or started with "normal"-techspeed, and you should best revise it...)

 

15th January: Rushbuild the TechCap on your HW.

Leasebuy labs on your 2 other planets.

Design a 'Tiny Worker' (a Tiny Hull + construction module) & upgrade all your Tiny Hulls to it.

Leasebuy 3 Tiny Workers.

Research „Research Centers & Academy

 

22th January: Construct 4 economy SBs giving your planets +20% research.

Leasebuy the RCC (Research Coordinator Center) at Saturn.

Leasebuy one 2 Research Academies (you may have to use the "Colony List" to do this)

Leasebuy 3 Tiny Workers.

Research: „Xeno Communications“ up to „Interstellar Republic“

 

1st February: Contact all AI (except slot#1 AI) & trade for their Research-treaty in exchange for "Enh. Miniaturization" or "Research Academies". Only trade a few techs to keep you economically afloat. The very first techs to get are "Diplomatic Relations" & "Trade" as both hold diplomatic bonuses. Distribute "Xeno Economics" to all of them.

Upgrade your SBs to give +32% bonus.

Leasebuy another Tiny Worker [whenever the AI researches another factory-tech consider buying another round)

Leasebuy 2 empty Cargo Hulls.

Leasebuy 3 Academies.

Reduce taxes by -1% to not loose population.

Research „XenoEthics“ & „Good & Evil“ – pick Neutral alignment (after that you may be able to adjust your tax-slider upwards because of the global approval bonus from going neutral...)

 

8th February:  Contact all AI & sell get all their techs. Then contact slot#1 AI, sell him ANY techs (NOT: diplomatic ones, although you could make an exception for "XenoEthics" since it's only a +5% bonus), finally declare war.  

If you need money contact another AI & sell either the "Miniaturization" or "Lab" branch away. (NEVER sell them techs holding diplomatic bonuses as this will diminish your ability to get bcs from them or end the game.) Also, if you get hold of techs which actually increase an AIs economical situation (like: "Xeno Economics") then trade this tech to all AI ASAP. You should have over 10k bcs now.

Reduce taxes to 69% to safely win election.

Build 2 new Academies.

Upgrade the last SB.

Leasebuy 3 Cargo Hulls.

Research „Neutrality Learning Centers" [if your Surveyship did encounter an 'overflow-triggering'-anomaly previously, reload instantly, let it sit beside it, and now use it to get NLCs during this turn. If you manage this don't build Academies but upgrade the labs sitting on your best tiles]

 

15th February: Increase taxes to max (79%). Contact all AIs to sell techs.

Only upgrade labs to NLCs when sitting on bonus-tiles or @ Saturn.

Leasebuy 3 Cargo Hulls.

Research "Titanium Armor" to "Duranthium"

 

22th February: Keep upgrading labs into NLC when on bonus-tiles. Only build new NLCs on Saturn.

Contact all AI to sell techs. Most will be broke now.

Leasebuy 3 Cargo Hulls (=11 Cargo Hulls, 1 stays outside the SCC & serves as upgrade-ship; keep the other always 10 under the SCC at all times).

Research "Duranthium II“ to "Tri-Strontium II"

 

1st March: Check under your financial slider how much money you'll have to raise each turn & carefully consider if you want to build more labs. Your last turn of (payed) research needs to happen on March 22.

Send all hulls towards Saturn or another planet you take as SCC-planet.

Research "Tri-Strontium III" to "Kanvium III"

 

8th March: Research "Duralthene Armor" to "Ultimate Adamantium" [it's extremely helpful to get a Creativity-proc or Anomaly-proc while researching down the Armor-branch, because this'll mean you'll get ZPA 1 turn sooner...]

 

15th March: Research "Zero Point Armor"

 

22th March: Research "Advanced Diplomacy" to "Total Majesty"

 

1st April:  Build the Spin-Control Center by upgrading the RCC @ Saturn where you simply enable focus to Social Production.

Design a Cargo-hulled ship with 1 basic weapon & all the rest Zero Point Armor on it, and upgrade all Cargo Hulls to this design. In Dark Avatar you can always upgrade ships while being in debt no matter how broke you are (in TotA that's not the case!)

Note: you rely on one AI to research "Space Weapons" for you. If noone did this research it by yourself, it'll take an additional turn then but you can build a better 'Cargo Warrior'-ship

Final tech-combo: Laser --> Miniaturization

Build the Hyperion Shrinker using the ColonyList

Build Harmony Crystals

Build PolitCap / Secret Police on lowmoral planets

 

8th April:  Put all warships under the SCC.

Declare war on all remaining factions. (check if they have any 'Fighter', 'Heavy Fighter' or 'Defender'-ships and take them from them beforeahead)

Quicksave/reload.

Sue for peace by taking all planets from all factions, which is a Military Victory.

 

 

4. Auto-Hot-Key:

AHK is extremely helpful to minimize time with clicking. For ZYWs you need a few basic macros; the first being à la

 

F1::

Send, {CTRLDOWN}n{CTRLUP}

Sleep, 1200

MouseClick, left, 1000, 724

Sleep, 200

MouseClick, left, 1802, 1005

return

 

which helps finding a suitable starting planet faster.

 

The others are for:

-leasebuying an improvement on a planet & selecting next planet

-selling a tech in the diplomacy screen

-quicksaveing/reloading & recontacting the 2nd slot AI.

-quickly leasebuying a ship from a planet

 

You can use the AutoScriptWriter to record all macros & then attach them to a special key.



5. Techtrading & hints 

To make the most out of techtrading you need to obey some mechanics. Always trade from the latest, most expensive tech steadily down towards the oldest, least expensive tech. That is, if you want to trade "Duranthium 1-3" you do it like this:

1. Duranthium 3

2. Duranthium 2

3. Duranthium

some techs are a requisite of multiple branches, that is, if you pass them around freely it might be that you devaluate a number of future techs. For example, if you offer the AI any defense-techs, and he doesn't have "Space Militarization" then your offer will be potentially more worth to him. So be wary of excessive techtrade esp. when you already have enough bcs.

On the other hand, once the AIs have enough ways (mostly through techs) to spend their money they will do so - and then you'll have to act swiftly and basically sell all techs that you may still have in order to get all their money & bancrupt them.

Some techs run a high potential to do so even at the start of the game - for example "Advanced Computing" usually triggers the AI to rushbuild the TechCapital, so I don't sell it, or, only very late.

You don't want to give the AI any diplomatic bonuses otherwise it may happen he's not going to accept a peace agreement while still trading away his homeplanet.

'Creativity' in DA gives you (occassionally) an extra percentage of your conventionally raised research on top as a bonus. Because of this, research-patterns may vary slightly. For this guide, I've testplayed without Creativity, so you should always be able to follow the same researchpath.

With 3 planets under your control the game allows to research only 4 techs in a single turn. So if you happen to have enough/more research as you can spend on techs, then the excess output will be stored in an invisble pool and will carryover into your next turn. For the first time this will happen on Turn4, when you get to "Interstellar Republic". 

It may also happen when you research the end of a branch like "Total Majesty" or "Good & Evil" etc pp. Not all branches are able to overcarry but the route specified in this guide is specifically designed to make the most out of it (for example,  some techs we get only by specifically using this carryover).

Funny, there exist some anomalies which actually trigger this (ie. if some research is available in the pool it gets instantly applied but ONLY to a single tech). IIRC this is the "+25% bonus to research", "lucky coin" & "waste of time"-anomalies. So if you see these types of anomalies close your flagship, and you know you've got currently a good amount of carryover, you could select another available tech & then manually fly your surveyship into it - in order to get a technology which normally would lie outside the traditional research-path!  :O

Once your economy crosses -500bcs, and all production comes to halt, we can still get a significant amount of techs via this  carryover, esp. because the buildup when researching down the defensive armor-branch is massive (because the resp. techs are quite cheap)

There exist alot of alternative research-paths/patterns which may yield equal/better results, esp. using "Neutrality Learning Centers" (TBA).

Don't give the slot#1 AI any weapon-techs, and try to pick one that doesn't prioritize research into weapons; because this potentially raises the danger he militarizes up in the meanwhile & if he is able to get sufficent Military Might Rating he won't give you his homeworld over peace anymore.

With maximum enemies present you can even go so far as to upgrade ZPA CargoWarriors under the SCC and still stay economically afloat when you use the longest-term lease. If you can pull this off you'll net also Military Score which contributes significantly to your total score - these games don't end on 8th April but can be played +10 turns longer. Quicksaveing + resigning in order to check on current score will help you picking an optimal date to end a game.

You'll need to develop a certain feeling when it's time to stop building labs on your 3rd planet & instead use all the money to fund an ongoing research. This is actually heavily dependant if the AIs waste money on wonders & your ability to successfully techbroker. However, at all times should you outpuild your planet holding the TechCapital & RCC to maximum labs & also overbuild the starport.

It is important to first put all ships under the SCC, then quicksave & reload. Otherwise your Military Might won't be at its full strength.

With 2 PrecursorBonustiles your game should easily score 120k if you manage to keep researching & finish somewhere in April.

Never offer them any of your treaties - because the loss of trust from broken treaties means the AI doesn't accept your peace offer anymore.

On turn1 - before you do anything - make a separate save using a unique name so you can go back & replay the entire map in case you somehow bungled it. Also, you've got a one-time-per-game opportunity to re-upload a games score to the MV (the old score will get overwritten) therefore you might need this file.

Sometimes the setup of a game is bugged (its either that the techspeed or diff. level defaults to 'normal', both greatly diminish your research-ability...). You can deduce this if you aren't able to get 'Enhanced Minia' on the second turn although you've got 2 PreCursor-tiles on your HW. You need to re-log to your MV profile & start anew.

If you somehow lost an election simply reload the autosave. (specify in Options: 'Turns before autosave:0' & enable it). The election will then be held this turn. Warning: Don't use this method the turn after you've researched "Xeno Ethics" - because the bonuses from your ethical choice amongst all ethical technologies will be lost forever (bug)!

Prolonged Version:

After an AI accept a peace-for-homeworld-agreement (which effectively defeats him) you can still get his treaties which will give you some RP/money out of nowhere... also take all his cash/ techs etc. However, this is only important if you decide to prolong the game in order to get some additional Military Score:

Buy a maximum of 10 empty cargo hull (you either start right on Turn1 or you erect a second starport and begin mid-February) and upgrade them to your best military design once you're running out of money at around mid-April. When you put these under the SCC you'll see your score declining for about 2 turns - but afterwards it will rise again because the late military score will contribute heavily to your total score. You should see a rise in score from 135k to 155k over the course of 15 to 20 additional turns.

You can check on this by simply retireing - multiplying this by 14 will get you the real score for a military victory. Once this score doesn't rise or fall on 3 following turns you know that the absolute height of the curve has been reached, and you simply declare war on the last remaining AI, quicksave/reload, and sue for peace by taking his planet.

Of course you can take the worlds of all the other AI far sooner - actually at the turn when you build the SCC & put all warships under it. A few more homeworlds will also contribute towards additional score.

If you want the most out of it you can go to all world, toggle social focus, and build economic improvements with it. Your NLCs at Saturn could also be overbuild by a number of Galactic Wonders eg. Harmony Cristals etc...

Note: for the prolonged version it might be an option to choose '30% extra defense' during the games setup instead of diplomacy or economics/moral. (I'm currently trying to find out the best setup & research-pattern so stay tuned^^)

 

 

6. The Metaverse Scoreing System (in short)

Only 4 main-items contribute to your ingames raw score; these are your:

- research output

- total population

- economic income

- available military

in short, the stuff you see under 'Civilization Manager' --> 'Timeline': Economy/ Military/ Population/ Research

Every turn, the game collects the raw data from these statistics, adds them and divides the product through the number of turns that have been passed, though -2 (ie. everything you do during the final last 2 turns doesn't have any effect on your score whatsoever) That is, the longer you prolong a game the more increases your scores divider which actually depreciates your score, that is, in longer games you'll have to constantly find ways to increase your raw score in order to thwart off this depreciation.

Also, initial raw score that is divided through a large number shrinks to negligible size. This is why a ZYW can amount so much score in a very short time-frame, because we only have a divisor of 13 (or slightly more) present. Note: Don't end a game sooner than 8th April - it will create a cheatflag & its score won't be counted.

Furthermore, this value is then multiplied by several factors (representing/steming from)

- Victory Condition (Military is best)

- Difficulty Level (Suicidal is best)

- Mapsize (Gigantic for DA is best); (Immense for TotA)

in order to formulate your complete games' score (which then can be uploaded to the MV). You can re-play any game & submit its score a second time; your old score will then get overwritten.

Any MV account can hold up to 3 player-profiles. The very first game you upload to each of these profiles will count for 100% in score. But everytime you upload another game, only a part of that new games score will be counted towards your players total score; this fraction decreases the more games you contribute - thus, it will become increasingly difficult to actually contribute significantly (to your players total score) once your player has already many games in his profile.

As time goes by, every month, the MV depreciates any new scores, it actually shrinks it until finally coming to rest after approx. a year. This is done -automatically- in order to give new players a better chance to compete against old scores. That is, if you want to reach a specific high amount of score for just a month (perhaps in order to get a medal ;)  ) it's actually better to play alot of games and upload them all together at one day. The MV process of score-depreciation is also restarted if you re-upload a game: this gives you actually an opportunity to have all your games undepreciated for approx. a month if you manage to keep all the endgamesave-files.

Use this link http://www.xup.in/dl,44784474/Score.xls/

to get a scoreing sheet containing the exact ingame formulae (courtesy of Sole Soul & the Kzinti Empire) which also contains some additional infos on the varying setup-multiplier.

Control-N Bug: If you load in a game (which has been started & saved as a valid Metaverse game) - and use Control-N to generate another map - then this new map will default to some general settings INCLUDING all your foreign relations' set to "unknown". But this is very negative for score, so don't do this!

 

Further notes:

Bonus-tiles: A gigantic map in Dark Avatar will maximally have 3 +700% research-bonustiles (in TotA, it's less...) and a bunch of other +300% & +100% research-bonustiles. All other bonustiles are entirely irrelevant for this strategy

Only ships that carry, at least, a single weapon will count towards military score, though starbases will never count (but all bonuses steming from outmining resources naturally count!). The formulae calculating the Military Might actually divides through the amount of such (armed) ships - because of this it is better to have less but strong ships instead of many weak vessels; so try to not arm most civilian craft. Also, hitpoints only count in with 10% of their strength, so basically what you're aiming for are the largest-hulled ships sporting full attack/defense (whatever is bigger in numbers).

The SCC ('Spin Control Center') multiplies the Military Might of your ships in orbit of the planet where the SCC is build upon by a large factor - this is actually your very best shot in order to net a very early military score.

If you want to completely maximize your Military score you'll have to construct a 16-/24- Military StarBase Array (MSBA) and put all your ships at its sweet spot; also, make a bankrupting mass-shipupgrade to max-weapons/defense (or play a Negative-Balance Strategy), but this usually involves a completely different type of setup/game - all-abundant Stars/Planets setting.

Population score is normally pretty insignificant (even if you have have +1200 planets fully developed) because of the lack of ingame multipliers to population.

Technological score can lead to extremely high numbers in the first year of a game, but for larger games, it&#text-decoration: underline;Military3margin-bottom: 0cm;margin-bottom: 0cm;9;s not a good method because you constantly have to pay for it. Note that even if you finish off the techtree your raised research will still count towards score.

Economic score can also achieve fairly high amount numbers if you play all-abundant games & all your planets' population is maxed around +15b people. The amount of economic ingame multipliers from various techs, maxed-out resources, the bugged evil-MCC (in DA) & planets stuffed full with Stock Markets are responsible for that; while other sources such as Trade/Tourism/Treaties are rather insignificant (IIRC treaties may not even count at all...). Under no circumstance does money count which comes to you by means of diplomacy (techtrading, brokering, extorting) or cash-anomalies.

 

Current strength of tactic in terms of score: ~135.000 points per game with 2 Precursor-tiles at Saturn vs. 5 AI.

Prolonged version: ~155.000 points

Last updated: 01.03.2016

74,959 views 51 replies
Reply #1 Top

Fascinating!  Thanks.

 

I was playing around with the setup and specified Saturn.  I got a Saturn with an 800% Production tile, colonized Earth and it had a 800% Research tile!  Maybe Mars has both!  (Years ago I generated an Earth with both of those tiles, but somehow managed not to save the game setup.  Arrgh!)

 

I haven't read the Gameplay section yet, but I'll definitely get to it.  So much still to learn.

 

Reply #2 Top

SO i need to start  in saturn planet?? how do I do that?? on the folder??

 

hehe ,man this isnt easy ,eheh , I may try, but if it is too hard i will quit...

but as u said, points get erased by metaverse over time,,,

Reply #3 Top

how I am going to research zero point armor , in a few weeks if it takes a dozen + just to get there??

 

even if i get zero point armor, the enemy can use lazer..

Reply #4 Top

Quoting DMF, reply 1

Fascinating!  Thanks.
 
I was playing around with the setup and specified Saturn.  I got a Saturn with an 800% Production tile, colonized Earth and it had a 800% Research tile!  Maybe Mars has both!  (Years ago I generated an Earth with both of those tiles, but somehow managed not to save the game setup.  Arrgh!)
 
I haven't read the Gameplay section yet, but I'll definitely get to it.  So much still to learn.

actually what you're looking for, are 2 Research-PreCursor tiles @ Saturn. Without them it's impossible to follow the specified research-path. I should have been more clear on this, but corrected it now.

Those 2 tiles are the minimum req, ofc having a bunch of other research-bonus tiles will add to the ease & score of a game. Although they won't make much of a difference in terms of the research-path, because with 2 Precursor-tiles, we're already going to be limited on what we can do because of the "only 4-techs per turn"-limitation.

@ Orbital 2000

just relax and try to read the guide in detail - actually all your questions are already answered there^^

if you just wait a while I may come up with a small .zip file containing the complete setup, so you'll have it easy. I just need to find out beforeahead what the very best setting for custom races are^^ (currently testing! :))

Reply #5 Top

Quoting Maiden666, reply 4

we're already going to be limited on what we can do because of the "only 4-techs per turn"-limitation.

This bit I don't get at all.  AFAICT you're limited by the points you can produce.  For example, I'm relatively late in my game, with lots of research points per turn.  I switched over to the Shield branch for the heck of it (no opponents are using Beams) and completed seven (7) techs in the same turn: from Adv. Deflectors through Barriers 3.  This with Slow tech.

I'm playing TA instead of DA.  Could that make a difference?

 

Are your comments on MV scoring applicable to the base game?  Scoring is rather opaque to me.

 

Reply #6 Top

Quoting DMF, reply 5

This bit I don't get at all.  AFAICT you're limited by the points you can produce.  For example, I'm relatively late in my game, with lots of research points per turn.  I switched over to the Shield branch for the heck of it (no opponents are using Beams) and completed seven (7) techs in the same turn: from Adv. Deflectors through Barriers 3.  This with Slow tech.
I'm playing TA instead of DA.  Could that make a difference?

ofc, I thought you were making that statement in regard to the above guide. If you play a normal game where you usually get much more than just 3 planets, you won't notice this cap.

 

btw Orbital 2000, I did send your MV empire a request

Reply #7 Top

So if I had the same point output, but olny 3 Research tiles, I would have been limited to three techs? 

 

Can you spell "obscure rules"?  Sheesh!

 

 

Reply #8 Top

Quoting DMF, reply 7

So if I had the same point output, but olny 3 Research tiles, I would have been limited to three techs? 

not tiles - *planets*. For example, let's say you start an all-rare galaxy as Thalan - and you never are able to colonize a secondairy planet. then you're limited to only being able to research 2 techs per turn.

if you've got 2 planets - only 3 techs.

3 planets = 4 techs

and so on...

Reply #9 Top

thanks,, i found the begging of the text a bit confusing,,  I need to pen a file? change something..?

I need to read it again,,

saving the game also is good strategy,,

 

I used to play galaxy setup on all random with 2 or 3 oponents,, used to take 5 hours one game,,,

Reply #10 Top

TA?? DA?? what is that??

I didnt know u could research several techs in one turn...

i play this for years and never noticed that,, cool..

 

Reply #11 Top

request?? thanks , i will chekc it out,,

what type of request??

Reply #12 Top

hi, where do I find the request?? is it automatic??

looks like my rank gone up,, now I am 380  

and my galacit empire is ranked 11..

how that happend??

Reply #13 Top

u got 2 milion points in one game?? hahah, than is unblelieavable..

 

I am a senator on my empire,, does that mean any thing??

Reply #14 Top

Quoting Orbital, reply 10

TA?? DA?? what is that??

TA (also: TotA) is short for Twilight of the Arnor

DA = Dark Avatar

DL = Dread Lords

Quoting Orbital, reply 13

u got 2 milion points in one game?? hahah, than is unblelieavable..

I build close to 100.000 military ships completely maxed with ZPA (Zero Point Armor) + 1 HD Spike Driver IV and put them all under a 24 MSBA. You can read about a method to increase your military score here. A single turn of a game such magnitude will last a whole day, with turn-processing times of shipsmovement taking 6 hours or more.

Initially I set out to build exactly 100.000 Fighters but I had to stop some thousand short of this because the game did exceed the 2GB RAM limitation which prompted an "Out of RAM"-error upon quicksave/autosave/endgamesave which immediately crashed the app.

Quoting Maiden666, reply 8

not tiles - *planets*. For example, let's say you start an all-rare galaxy as Thalan - and you never are able to colonize a secondairy planet. then you're limited to only being able to research 2 techs per turn.

if you've got 2 planets - only 3 techs.

3 planets = 4 techs

to be more precise, in Dread Lords the amount of techs you can research during a turn is exactly your available colonized planet count.

for DA/TotA it's then been increased by +1.

Reply #15 Top

ok, so I was browsing through MV-related files on an old drive and found this somewhat outdated guide for a SD-ZYW (back then called SaintlySwindle as it used good-ethics...):

 

 

SAINTLY SWINDLE ZYW - Basic Guidelines:

This is for a setup with, at least, 2 PreCursorLibrary-tiles.

Always adjust the tax-slider so that approval is at least 20%. 
Keep production at 100% throughout the game.
Always lease-buy a lab + ship on any planet/starport in any turn.
Check autosave and set to "0".
Always quicksave before ending turn, so you can go back and choose another branch in the techtree if the research can't be done properly. Use research-carryover if necessary.
Always buy/trade for any military vessels that the AI will built. Ignore all other ships completely.
Don't offer your treaties.


1.
Lease-buy Lab on best tile.
Colonize "New Iconia V" first (this turn or the next) an lease Starport. Leasebuy Tiny Hull on both planets.
Set sliders to 0/80/20.
Upgrade Miner to stock ColonyShip.
Send Flagship to auto-survey.
Research "Xeno research"

2.
Adjust sliders to 0/0/100.
Colonize first "New Iconia V" (if not done already) and "New Iconia". Try to get Research-bonus colonization event on New Iconia, or the StarShip-bonus.
You need to configure your Minor/Colonizer in turn 1 so that these two planets can be colonized during this turn.
Colonize "New Iconia 5" with only 1b people.
If situation allows it - ferry pop around.
Research "Advanced Computing", "Basic Miniaturization" & "Enhanced Miniaturization".
If you can't get enough research production although you built labs on all 3 worlds - abandon game.
If you have a fair rp-output rather built also a 3rd Starport on "New Iconia".
Leasebuy Tiny Hulls everywhere.

3.
Upgrade all Hulls to Tiny Constructors. You will be using these Constructors to built 4 Economy StarBases in your system.
However, from now on, leasebuy a Tiny Constructor every turn on "New Iconia II & V", and a blank Cargo Hull on "New Iconia". Leave the Cargo Hull sitting in the planet.
Built TechCapital.
Research "Universal Translator" - "Interstellar Republic".
Alternately you can research "Sensors I-IV" if not enough RP (and built Nano Recorders, then)

4.
Research "Diplomatic Relations", "Advanced Diplomacy " & "Expert Diplomacy".
Adjust taxes so that the elections will be won.
Be always mindful to adjust taxes once your economy is below 0, as this gives a moral penalty and at 19% a population decrease will occur.

5.
Adjust taxes back.
If you've lost the elections simply load the autosave and prepare for the elections to happen on this very turn.
Contact all AI's and trade for bc & for techs. After that, declare war on #1 AI.
Take all their research-treaties.
Everytime you run out of money quicksave, reload and contact the remaining AI's again to techbroker.
Research "Shield Defense Theory", "Deflectors", "Enhanced Deflectors" & "Advanced Deflectors".

6.
Keep building SB's and labs, buying ships.
Research "Xeno-Ethics" and "Good and Evil". Choose good alignment.

7.
Don't load the autosave this turn.
If you've finished building the 4 SB's check if the AI's do have any Factory-techs (besides "Xeno Industrial Theory" so that your Starbases can be upgraded.
If no more upgrades are available buy Cargo Hulls everywhere and send them all to "New Iconia", until 10 Cargo Hulls are orbiting there.
Then overbuilt all Starports with labs.
Research "Superior Deflectors" & "Shield I-III"

8.
Keep on buying labs'n'ships.
Research "Majesty" and "Total Majesty".

9.
Now you can sell all techs you want to all AI's, draining them out of their whole money.
However, don't sell any yellow Diplo-techs to them.
Research "Subspace Rebounder".

10.
Research "Space Weapons", Laser I-III".

11.....
Right now you have everything you need to end the game. However, if you still have money left, and/or the AI's do still possess money, then keep on building labs and research whatever you like.


-1.
No more research possible.
If you've run out of money it is time to finish the game.
Design a Cargo Hull ship with one weapon and all the rest Subspace Rebounder.  Built the Spin Control Center on New Iconia.
Upgrade all 10 Cargo Hulls under the SCC to this design.

-0/End.
This is the 2nd turn after no more research is possible.
Contact all AI's and trade for all their ships. Then declare war on all.
Quicksave and reload.
Contact all AI's again and offer peace in exchange for their homeworld.

Finish.

 

***

Going through it now I realize I did things a little differently back then.

- Good-alignment offers a diplomatic bonus when dealing with other good civs (your opponents could be ARCed/customized to it...) this will help getting most out of techtrade

- 'Subspace Rebounder' is more easily accessable & cheap than ZPA, however I wonder why I didn't go for 'Arnorian Battle Armor' (?), so this is more safe to secure the game can be ended on 8th April.

- Prolonging/extending this version to gain military score won't be worthwhile, but it'll be faster to play out during the main part

- Building 4 economic starbases in order to boost research seems to be a good way to compensate the absence of NLCs. Actually I think this could be worthwhile to the OP strat as well...

Reply #16 Top

hello man, long time no see,,, where have u been? you change your picture avatar?  i want to put a pick too , how do I make,,,

I wil lread your message,, i have managed to get 30 000 points  victory my maximum level was maxoquistic,, i think i will try to win over the torians is easiers...

i can won in around 9 years in huge galaxy..

Reply #17 Top

cool, so military star bases increase the wepons capacity.. good to know...

you said u build  100 thousand ships??? how long it took to build all those ships?? hehe

you didnt had money problems once the ships were build,, ? once i build several dreadnoughts or very large ships, my finances get problems... then i need more planets to build galactic stock exchanges..

Reply #18 Top

what is precursor library tiles??

Reply #19 Top

what is "research-carryove"?

Reply #20 Top

heyho^^ actually I've been here any day but I'm somewhat heavily occupied by trying to beat 1 million points in Dread Lords game, which is the most difficult version for scoreing purposes. and as I've playing, I became aware of several "details" or "game-mechanics" I must've overlooked previously, and which can be used (in combination with other strategies) to play really heavy-score games.

so I thinking of making some other strategies available, even if only for past documentation of what is somehow possible for MV play.  :d

you can change your avatar pic in your account (there's a link right above this thread)

you can also go to the MV and give your empire a picture (so all players in your empire get this icon as well) and your individual MV characters can have their own picture as well  :jafo:

seriously, you should try to win in no more than 13 turns. that will net you so much more score and can be done in 10 minutes. perhaps I'll write a Spore-ZYW step-by-step guide as well if you just hold on^^ there are several other guides coming today + the next days as well; BIG STUFF  :waaaa:  so watch out in the forums  :dur:

 

Reply #21 Top

"  Set sliders to 0/80/20 "


u mean manufacturing, social production and research?

Reply #22 Top

what is   "Tiny Hull  "?

 

Reply #23 Top

have you played GC 3??? i didnt find it very good,,  I prefer GC 2..

 

GC3 takes longer and is more dificult, the music isnt very good..

and once a planet is all built i cant go ahead unless i move the governo to all research, but then the other planets dont develops...

it was not made well the galactic civilization  3.

Reply #24 Top

what is SB ??? building SB? is that trade centers?

Reply #25 Top

ok, i see , SB is starbase.