Just finished my first MV game as the Terrans on a small galaxy, challenging difficulty, all abundant, rare extreme planets and tech brokering off.
The final score of approx 20000 wasn't too bad, but it did put in perspective the efforts required to get large scores. I don't think I will be doing that. I noticed a few things: - The AIs were pathetic, absolutely pathetic. I am hoping the Tough one will be a LOT better. The Draths were actually building defenders with only defence! It is possible the tech inflation got to them. - My approval rating was 100% at 49% tax rate for a large part of the game, with just one morale resource. In fact, even when a a vast majority of my planets were nearing 14B, I had 92% approval with Evil alignment. That neutralises a big advantage of going neutral.
-With lots of planets, trade is just a diplomatic tool.
-Tourism is very good until your taxes get going. Even later, money from tourism was small but not insignificant.
-High taxes are still the key source of money
-Tech inflation really hurt the AI. As does disabling tech brokering.
-The MCC alone justifies Evil alignment. I mean, when you have to mop up scores of planets, it might be fastest to just run through the influence module techs and build influence starbases. A single starbase can flip 5-6 planets. I doubt if it will give you a high score though.
-Miniaturization is a very important tech.
-I see no benefit to having 20B pop instead of 14B. The increase in tax is nominal and easily offset by the extra morale buildings required. Better to put a couple of stock exchanges instead. Except for building up invasion forces quickly. And a larger score probably.
-I still don't know how to manage my sliders efficiently. Except when I put them on 100% research!
-Either I had really bad luck or Creativity isn't as useful as it is made out to be. Still worth the 1 point though.
-Economy and Morale are still the best abilites to put your points into.
-Federalists and Technologists are the best. Not sure about the Luck+Universalist combo.
-This game is a lot of fun, just like Civ4!
-It can be misleading to make some observations based on just a single game.
-Well, they are just observations, after all;)
-Thanks for reading
Don't worry about the other races being too easy. It sounds like you have lots of growing room with your current difficulty. You should try a game at sucidal just to see how insanely fast the races move out. The game is very hard to beat on the highest difficulty and the AI *will* kick your butt if you're not managing every resource to the nth degree.
Approval should only be an issue in the early game. Once you have a few morale resources, you should be able to run taxes at 79% except when cranking up approval to 100% for short periods to quickly build population. You can also lower taxes just prior to an election then raise them back up after you win. On the Civ Manager government page, it tells you how many weeks till the next election. One oddity with the morale ability, it has a cap. AFAIK, it's the only abilty that is capped in the game. The cap was added later. Before the cap, it was possible to get your morale ability high enough to run taxes at 79% and still get 100% approval on most of your planets.
The neutral morale bonus really helps early game, but yea, if you don't research ethics early, that advantage is much less of a help.
I agree trade is weak economically. It's best used for diplomatic purposes. Lining routes with economy bases with trade modules installed helps, but it's still not worth the number of constructors it takes.
Tourism income can be a big help, especially when "should we fully open the tourism market" passes at a UP meeting. There's also a random event that doubles tourism income, that helps a lot too.
Yea, properly managing the tax slider is key.
There's a noticable difference in the AI with tech trading on and off. They're stronger with it enabled. It also makes the game more interesting.
The MCC is a game winner. Yea, that alone justifies going evil.
Running one farm with more economy buildings versus two farms and several entertainment buildings is like 6 of one, half dozen of the other. Higher populations make more money, but so do more economy buildings. However, higher overall population helps score so on higher quality planets, run two farms and a few entertainment buildings.
You can do a lot with the sliders. Knowing how to use them properly makes more difference than anything else. It takes a few games, but you pick it up.
I put all my points in economy and morale first as well. Creativity is a good one. You can win a tech here and there for free. It can make a huge difference when you score one that's going to take a number of turns to research.
I always use Federalist, again, economy rules.
Yea, this game is lots of fun, been playing off and on since Dread Lords was first released and I've played both expansions quite a bit as well.
Thanks for reading and offering your comments
What is MCC?
The Mind Control Centre - it is a galactic achievement available only to those with Evil Alignment. It is cheap to build and has the following benefits:
-In ToA, it just makes sure that those planets of the other races which have a possibility of flipping, will flip almost instantly. It is an unbelievably helpful tool in Influence and Conquest victories. The planets that you get don't start with close to 0 pop either
-In DA, I believe it also gave +100 economics bonus to your ability! INSANE!!!
The economic bonus the MCC provides in DA is intense, but as far as I know, it does not provide an influence bonus as indicated in the building's description. It was corrected to work as intended in TA and I might go so far as to say it's even more powerful that way. I believe it has remained uncorrected in DA because everyone got used to it working the way it does there. Either that or Stardock didn't see a need to fix it. Though, I haven't played DA for a quite a while so that may not be the case anymore.
I haven't really played DA, so I don't know if it works or not, but I agree that in some situations the flipping bonus would be more useful than the +100 econ bonus. Mainly conquest and influence victories, I would think.
It's true that it has remained "broken" in DA.
Just finished my 3rd MV game. The funny thing is that my 2nd and 3rd games have exactly the same score - 32900!
Finally managed to finish my 3rd game and was promoted to Lieutenant.It is a bit disappointing because there is no improvement in my score, even though this was slightly higher level (Painful) and I was definitely more powerful than before. The funny thing is that the score was EXACTLY the same as last game - 32900! :mrgreen: I tested by finishing the game a few turns earlier by getting an alliance victory and found the score to be 15200! oh: But it was a very nice game in terms of gamplay - I was boxed into a corner with most of the best planets in the middle grabbed by the Iconians and Drengins. But I had a precursor mine and a precursor library, each equipped with an additional +300% production bonus tile. With the super-breeder charged economy, I managed to build on those tiles very fast - after that it was a breeze. The Koraths are very good, I have to say that. They don't have the diplomatic weakness and the +25% morale bonus is awesome. They have two downsides IMO - the lack of +1 speed and the bad econ buildings. But their 'corrupted genetics' line of techs is quite nice. Dark influence is a very handy building too - +200% influence and not at all expensive to build/purchase. I built about 20 of these in one turn and two turns later the Drengins and Korx disappeared!Here is the score table:The population line says it all - Super Breeder is too good!Next game will probably be with the Yor, even though they are probably relatively weak in TA.
I observed some things:
Any game you run long enough can end end due to planets flipping your way, even without the MCC. If you can build a re-education center, you can give the planet it's on to one of the races and run the game out until you're ready to finish it. I don't play Metaverse anymore, but when I did, that's how I'd keep the games going.
Long leases are good early game to get projects, achievments, and trade goods you would otherwise not be able to afford. You can use long leases on normal stuff with some discretion and I do. You just have to balance how much you use them with how strong your economy is. Even if you run up a couple thousand in leases, it's really not that much once you get your economy going. Usually, the term lengths are much longer than the game and I only pay them off when I need to get my bank under 20k to avoid the corruption and graft penalty.
Mining resources are key. It can take a numer of games for a new player to realize how powerful they are. Always get them and add all the mining modules as soon as possible. Defend them above everything else.
I once got the exact same score on two consecutive games. It happens when you end up with all the key ratings the same. It's entirely possible to play two games the exact same way and that's what I did when I got a duplicate score.
To work the score, build your military early and strong. You can use starbase arrays toward the end to really hike the military rating. I like to build gun ships and leave them parked in orbit. Starbase arrarys were always too much work for me and ships in orbit get a rating boost. Always build the Spin Control Center and park heavily armed ships around it early.
I spent countless hours playing metevarese games and working the score. It was loads of fun. I've cleared my characters a few times so you don't see my full history, but I've posted a boatload of games.
Have fun!
Wow, that point about re-education centre is very interesting. But unfortunately, it looks as though only the Terrans have the tech to build it. And the spic control centre too. At least the Drengin, Korath and Yor don't get it.
About the leases, my senior fellow Kzinti have also said that using them is a good idea, as long as you choose wisely.
Luckily for me, my instinct has always guided me to capture as many resources as possible. I now choose whom to declare war keeping in mind where the resources are. I attack those first in whose territory resources lie - whether mine or not. I also played around with Starbase defences but have come to believe that it is probably a waste of resources. Better to just build a fleet and order it to defend resource starbases. I also trade techs which give me lots of mining modules. Heck I am ready to pay 2-3 times to get them as the payoff is substantial.
I am currently playing a Yor super breeder game at Cripling difficulty, and for the first time the AI is keeping me at my toes. That +10% bonus does matter. It is probably applied to the final outcome, which would be a substantial boost!
Thanks Craig for reading and responding. I will keep posting my MV game observations here and hopefully keep getting helppful responses from you and others
You're welcome.
I play the Terran tech tree a lot in TA so I usually have the Re-education Center and SCC. I only played a handful of Meteverse games in TA, but yea, it depends on what tech tree you're playing with.
To grab mining resources, I bribe the other races to go to war with eachother. They usually go after the mining resources right away so they open up pretty quick.
I pretty much forget what race has what in each tech tree since I play with a mod I did where I reworked all the tech trees. It makes for a totally different game. Right now, the mod is posted here;
http://webpages.charter.net/chblock/Marklar.zip
I haven't played through all the changes yet, but I think it's all good. Give it a try if you want. I hope to post it in the mods section eventually.
Thanks, I downloaded the mod and will try it when I decide to take time off the MV
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