Maiden666 Maiden666

'Super-Diplomat' ZYW strategy

'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 #26 Top

so buiding economic star bases can increase research?? wow, i  didnt know that,, and the more star BASES THE BETTER??

 

so you dont phisicaly destroy their planet ? u just demand it ??

 

so u buy their military ships?? for tech 

Reply #27 Top

so buiding economic star bases can increase research?? wow, i  didnt know that,, and the more star BASES THE BETTER??

 

so you dont phisicaly destroy their planet ? u just demand it ??

 

so u buy their military ships?? for tech 

Reply #28 Top

let me ask, the more AI enemy the more points u get?

Reply #29 Top

thanks ,man, i wil ltry there,  keep in touch..

Reply #30 Top

Quoting Orbital, reply 17

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..

actually I only build empty/bare hulls

a tiny hull costs only 25 production

a cargo hull only 55 production

you can set up most of your worlds to reach these levels of production easily if you pick the +50% military production increase at the game's start + build the Artificial Slave Center

I fill the rest of all my planets completely up with Stock Markets, although these planets should also have 2 farms + 1 moral improvement so that they can support around 18-20b people. And once this level of pop has been achieved - and all economic & moral resources are outmined, (+an EconBoom appears) you can make +1.000.000 credits per turn easily, and then you just lease-buy all your stuff using the longest term lease, and that actually holds for a while until the recurring demands from ever-increasing get too big for even this economic model

with 1000 planets colonized which produce such a hull every turn (or every other turn) that takes like 2 years game time. the most playtime is actually in colonizing all these planets, building them out, and then waiting for the turns to be processed once you have around 20k ships my computer starts showing signs of lag - which get worse with each turn  X(

or you play a NEGATIVE BALANCE strategy which is something I designed in order to still be able to produce ships while being in debt. I'm going to make this strategy also available to the public if you just hold on a bit  :time:

(my dang ImageShack picture account is closed so I need to make some new screenies! XO )

Quoting Orbital, reply 18

what is precursor library tiles??

well, if you didn't get this already then this is perhaps one of the reasons why you're unable to follow some of the strategies outlined here. guess the problem lies within me using too many ingame GC2 terms or words which make no sense to new players....

A PreCursor-tile is a bonustile which enhances the power of your labs by 700%. It is the most precious tile you can have for MV games! In DA there are only 3 present in a gigantic-sized galaxy, in some other game versions I'm afraid even less

Here's a picture detailing a suitable starting planet:

Quoting Orbital, reply 19

what is "research-carryove"?

let's say you reach the end of a branch of the techtree, for example currently researching "Total Majesty". Depending on your game you'd need only 500 research points to complete, but your total empire research output is 1000; or 2000 or more.

What happens with the rest of your research spending? The remaining 500 or 1500 researchpoints aren't forgotten, but stored at an invisible pool - and in the next turn those will be added to your normal research output.

A smart player can use this to get techs which otherwise would be unaccessable^^ well, at least, in just the 13 turns a ZYW usually only has... ;)

Reply #31 Top

I am having problems updating the picture,, because  it does not accept more than 50 mega pixels..

 

do you know where i can get some pictures to upload there??

Reply #32 Top

Quoting Orbital, reply 21

"  Set sliders to 0/80/20 "

u mean manufacturing, social production and research?

Yes, exactly

Quoting Orbital, reply 22

what is   "Tiny Hull  "?

you know you can design your own ships? there you can select the available hulls as the first thing you'll need to do so you got something to attach parts to.

Quoting Orbital, reply 26

so buiding economic star bases can increase research?? wow, i  didnt know that,, and the more star BASES THE BETTER??

so you dont phisicaly destroy their planet ? u just demand it ??

so u buy their military ships?? for tech 

Yeah I declare war on them, and if you have a real high military rating the AI will accept a peace-offer even when you demand all their planets as well... that's how I defeat the AI, not with ships, just with diplomacy  :rofl: :rofl: :rofl:

and yes, if you're superdiplomat and have high enough diplomacy rating you can get so much from them, their cash, ships, planets, most via techtrade or peace-offering.

Quoting Orbital, reply 28

let me ask, the more AI enemy the more points u get?

every enemy starts out with 8.000bcs of money. you want to have this money in order to fund your research --> in a ZYW it is your early research which makes the points. so more enemies = more money = more research. sometimes I have around 50.000 bcs in April and can do basically everything I want without going broke.

but you really need to end the game in the first year, as soon as possible, otherwise your score will go down again. :S

Reply #33 Top

Quoting Orbital, reply 31

I am having problems updating the picture,, because  it does not accept more than 50 mega pixels..

do you know where i can get some pictures to upload there??

you want an avatar with more than 50 MB?!?!?  :troll:

I've no clue what kind of picture you want.. but you could simply take any pic into a program like Photoshop or Paintshop and simply shrink it to avatar-size...

Reply #34 Top

hi, well , yes, i have some images , but it says the size is wrong,, some thing related to 50 pixels size,, i dont know,, i need to reduce the size...

 

no regarding the  GC 2  MV ,,  i managed to get a victory on crippling level,, that is good,,,

 but i could not win at the moment fast as you said and as you do,, for some reason , my civilzaion goes broke before 1 year,, i will try by seeling staff to the otehr civ... .

 thansk ,,,

keep in touch,,

this game is great, could even be better,,

i used to play  with dense stars and so on,, is harder and longer, but get less points.

Reply #35 Top

my friend, let me ask,,, have you ever considered making  and recording a game on youtube?

 

if you managed to do that let me know,, I will be happy to watch how u play,,,,

the shortest time  I made here was 3 years.. on level normal, medium map..

 

to do that u need a program called FRAPS  ,     so you can record the game,,, then there is another program  that can compress the files into youtube,,  i cant remember the name ,  but i can chase that one in case you decide to record a game,,

 I have over 20 games recorded on youtube...

Reply #36 Top

yes I know about Fraps but I prefer to write manuals illustrated with pics. I'm gonna try and write 1 or 2 every day, and ultimately link them together so that it's more like a book on score to browse through. the advantage of this is that I can adapt/change/correct my written words whenever I find better means to accomplish what I try to illustrate. because, as I write these texts, I usually have some games going on and occasionaly I find something out that is worth to be written down.

also, alot of the threads where I learned about MV games/scoreing are now closed, and most info did come out of the replys and not the original posts, so I think it's better if one puts all these infos together in a complete text.

actually I had alot of guides written a few years ago, but they were hosted at another forum which is now down so I'm gonna start from scratch^^

Reply #37 Top

I've been fooling around with permutations of this strategy in TotA, and as noted IT DOESN'T WORK for several reasons. 

First, no AI will make a treaty withing the first 2.2 years.  Not necessarily a killer but it denies an important source of money. 

Second, the Save/Restart action will not reset the AI's refusal to talk after a deal.  So you can bankrupt and declare war, but then you can't offer a peace treaty until he's had time to build up some money and probably build some warships.  With money or warships, he won't give up his Homeworld.

 

Several things learned playing with this, though. 

* Setting each of the AIs 'Friendly' at the beginning lets you see them immediately in the Diplomacy screen.

* How to Customize opponents, and that selecting a different homeworld has unexpected results.  BTW, does selecting Jupiter or Mercury do anything good?

 

Thanks for the info on the MV scoring.  How closely is the non-MV scoring parallel?

 

Reply #38 Top

Quoting DMF, reply 37

I've been fooling around with permutations of this strategy in TotA, and as noted IT DOESN'T WORK for several reasons. 

First, no AI will make a treaty withing the first 2.2 years.  Not necessarily a killer but it denies an important source of money. 

Second, the Save/Restart action will not reset the AI's refusal to talk after a deal.  So you can bankrupt and declare war, but then you can't offer a peace treaty until he's had time to build up some money and probably build some warships.  With money or warships, he won't give up his Homeworld.

I've played successfully a couple of TOTA ZYWs, but as I recall these were quite difficult games and the score was nowhere near the DA level. I think I also defeated the AI using the traditional sporeship-approach, and not with diplomat.

Secondly, I think the CU changed so much stuff that I'll have to go back to it (once it's finally finalized...) and search for alternatives. That's may actually be quite fun because of all the stuff available under the different trees. One thing is for certain the AIs in 2.20 militarize up much sooner and that is a killer actually...

At the time when I started playing for score the biggest submitted game to the MV was actually by Robert Hentschke using TOTA http://metaverse.galciv2.com/index.aspx?g=player&id=17099

so there must be alot of potential hidden^^

Quoting DMF, reply 37

Several things learned playing with this, though. 

* Setting each of the AIs 'Friendly' at the beginning lets you see them immediately in the Diplomacy screen.

thanks, I'm gonna add that to the OP - good info.

 

Quoting DMF, reply 37

* How to Customize opponents, and that selecting a different homeworld has unexpected results.  BTW, does selecting Jupiter or Mercury do anything good?

You can basically take all planets which are specified in CustomPlanets.xml but Saturn is your very best bet because it has a *ring* = +10% research planetary bonus. A planet with a *moon* is somewhat more common that gives +10% prduction, and the Sol-system has both of it. (the Custom-Race system actually is identical although it doesn't look so nicely....)

Thing is if you want to start out with 3 planets you'll HAVE to select/name one of the 3 common class0 planets - and none of them from the other systems actually has a ring.

Customizing opponents - it's not possible to specify their starsystem using the ingame editor. You'll have to work directly on the raceconfigxml or customracexml. ARC is also a topic in itself that can have huge impact on what you do ingame... and it's dangerous because any error may cause a cheat-flag.

I'm gonna try & build a set of pre-customized files and attach them to the specific guides. And perhaps write a guide for ARC itself...

Quoting DMF, reply 37

Thanks for the info on the MV scoring.  How closely is the non-MV scoring parallel?

I'm not sure if I understand what you're trying to get at?

Reply #39 Top

I don't use the MV.  I play for local score.  Is the local score calculated the same way as the MV score?

 

Reply #40 Top

Yes, the scoreing formulae is the same, because it's active right in your installation.

The MV simply checks (whenever you login) the correctness of your files. That's why you can't play a mod here... which, will obviously affect some of the increments to score and this may distort a proper comparison of MV score vs. sandbox score a bit (or a lot, depending onthe mod).

Please note that the score shown ingame under "High Scores" does also show any MV games, although this list is derived from 2 separate locations:

For TotA:

C:\Users\name\Documents\My Games\GC2TwilightArnor\SandboxGames

C:\Users\name\Documents\My Games\GC2TwilightArnor\Metaverse

Reply #41 Top

you build farms in your planet???? doesnt that prejudicates the morale of the planet? every time I put farm my morale goes very down.. so increasing popualtion increases productivity?

Reply #42 Top

cool, , let me know when you do that..

i will check your manual with pics.  Do you already have one?

Reply #43 Top

yes, is not easy ,I am having problems too,,, by the time the 3 or 4 week arrives  the AI already took many planets,,, and I am still researching the basics for all things,, and later takes some time to find their locatio and build ships to get there..

Reply #44 Top

what is TOTA?? tornament??  I cant post my tornament points on metaverse, i  dont know why. it does not acept.

Reply #45 Top

is there a way of custumizing the planets u start?

Reply #46 Top

If you want to build Farms for more people (a good thing) then you will need to develop Morale support, either with Morale starbases or morale techs and improvements (or both). 

Really, Orbital, this is very basic stuff.  How did you get this far without learning it?

 

ToTA = TA = Twilight of the Arnor.  [again]

 

No you can't customize starting planets.

 

Reply #47 Top

well, you could mod them, some great stuff is possible here (also graphically), for example in my personal one I made 4 homeplanets colonizeable in order to form a certain stronghold. some of the traditional homesystems seem rather weak when there are PQ36 planets which could be in a 5-habitable planet system...  that way even when playing rare setup you basically get a more balanced start ... but ofc for MV it won't be accepted...

no clue about the tournaments, that was a long time ago.. sadly it's not more maps to play there

orbital; more people = more score

you need alot of people so your pop score goes high

also your money comes from taxes which come from people, so more people = more money = more econ score

if you mine out galactic resources you can easily have 15b-17b people on every planet, then you build a Virtual Reality Center to support 20b people. then you stop

:beer:

 

Reply #48 Top

I know,,,    i need to put more morale staff to increase morale if I build population farm,,,

but I dont realy use farm, i like the way it is 6 bilion people,,, but  maiden 666 have mentioned that farm can increase production bonus, i dont know for sure if building farm is any good.. we need the other tiles to build tech centers and galactic stock exchange...

 

I managed to get some victories on mazochistic level,, and one above,,, on TOTA 1.97,,, now I am playing version 2.20,,

but appears to be a bit harder,,, i got 25 000 points today on metaverse winning on chalenging mode...

i dont think i can win on suicidal mode,, unless is dark avatar..

Reply #49 Top

thanks man, i will try that,, build some farm with virutal centers.. and morale bonus to increase morele and compensate..

 

have you played GC3?

Reply #50 Top

Orbital, I play like you on most races.  Keep the population down until you are ready.  This let's me go for other techs early (esp. Econ) and saves tiles until I can get some Terraforming done. 

 

Now on the older version of the game, the AIs would spend WAY too much effort increasing population, to the point that they would use +300% Research tiles for Farms and drive morale right into the ground. 

If you know this you can use it for easy conquest.  Use Information Warfare and up to half the population will defect to you, fighting the defenders with your combat rating.  For this reason, never put spies on the Farms of a prospective enemy.  It will kill off a chunk of population, granted, but it makes the planets tougher to conquer without using a destructive invasion technique. 

 

With TotA 2.20 the AI will no longer go crazy with Farms.  A lot of effort went into fixing that particular loophole.