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AFAIK, the easiest Maso settings even in 1.12.079:
Alterans and Dregin NOT on top IQ (others on the top one)
Common planets
Lots of diplo (plus I take War party/+ATT/+Repair)
Strategy:
- Find the minors and the Alts/Dregs ASAP. Use them to swap techs, and sell techs to them. (The cash from this is critical.)
- Establish trade routes with the other majors - need the relationship help.
- Research priorities:
Habitat; Diplo; Manufacturing improvements (all of them); Government improvements (all the way); then research improvements + a bit to get Cultural Conquest (party palace). This sequence - as well as being somewhat logical - gives you lots of tech to trade.
- Stay with good rels with everyone - give them tech as necessary (always keep a tech or two in hand for the purpose). As usual, try to make sure the guy with the strongest military has someone other than you to fight...
- When someone has nothing you want (and no cash), use your tech to take warships from them: two games in a row I became militarily #1 before I built my first combat vessel (on the downside, the guys you do this to will probably be exterminated a little later, but heck, they weren't doing you any good anyway)
- Culture bomb the biggest concentrations: some of the planets you gain will be building modern ship types, which you probably don't have the tech for: dedicate these planets to that - you'll need them later. Enemy will sell off all improvements from some of the planets before they flip - you need to get some of the pop off (transports... which you will need later)
- Try to pick up as many resources as you can during this culture bombing stage: whenever a baddie gets his SB killed, try to be the one who gets it.
- Start a war when you are in the 12 month count down to cultural victory, and remain at war until you take the last planet: that makes sure it is a military victory.
Anything short of gigantic is easy this way (at gigantic it is hard to find the minors/alts/dregs to trade with - try using freighters as scouts for their longer range, and prioritize some range enhancements.)
Its a lot tougher will all the baddies on Incredible...
Comments/reactions/requests for clarification?
Alterans and Dregin NOT on top IQ (others on the top one)
Common planets
Lots of diplo (plus I take War party/+ATT/+Repair)
Strategy:
- Find the minors and the Alts/Dregs ASAP. Use them to swap techs, and sell techs to them. (The cash from this is critical.)
- Establish trade routes with the other majors - need the relationship help.
- Research priorities:
Habitat; Diplo; Manufacturing improvements (all of them); Government improvements (all the way); then research improvements + a bit to get Cultural Conquest (party palace). This sequence - as well as being somewhat logical - gives you lots of tech to trade.
- Stay with good rels with everyone - give them tech as necessary (always keep a tech or two in hand for the purpose). As usual, try to make sure the guy with the strongest military has someone other than you to fight...
- When someone has nothing you want (and no cash), use your tech to take warships from them: two games in a row I became militarily #1 before I built my first combat vessel (on the downside, the guys you do this to will probably be exterminated a little later, but heck, they weren't doing you any good anyway)
- Culture bomb the biggest concentrations: some of the planets you gain will be building modern ship types, which you probably don't have the tech for: dedicate these planets to that - you'll need them later. Enemy will sell off all improvements from some of the planets before they flip - you need to get some of the pop off (transports... which you will need later)
- Try to pick up as many resources as you can during this culture bombing stage: whenever a baddie gets his SB killed, try to be the one who gets it.
- Start a war when you are in the 12 month count down to cultural victory, and remain at war until you take the last planet: that makes sure it is a military victory.
Anything short of gigantic is easy this way (at gigantic it is hard to find the minors/alts/dregs to trade with - try using freighters as scouts for their longer range, and prioritize some range enhancements.)
Its a lot tougher will all the baddies on Incredible...
Comments/reactions/requests for clarification?