I struggle in small, managed to win once in medium, get my ass kicked in large.
Examples
Have world with 5 levels of social specialisation and 4 broadcast units in space. Has 3 spacelanes, 2 are mine, one goes to comet. Both my border worlds have max social and at least 3 broadcast units.
Enemy culture creeps through comet system to my world and it turns.
So, I try to take the comet system, but it is full of ships. I have class 10 Titan, 5 class 4 Dreadnoughts, about 10 robots and likewise Arcova carriers and build a starbase which I eventually get max weapons and defense before it is whittled away and destroyed.
Battle lasts for over an hour, he just keeps sending wave after wave capital ships and carriers.
Eventually Titan comes. I destroy the Titan but it just keeps coming back increasing in level until I am overwhelmed. By then I have lost too many of my planets and research units to keep building.
I cant leave the battle to try to ameliorate other losses as the moment I stop micromanaging all the ships they do stupid things and get destroyed.
Ships I send for repair immediately turn around and attack the Titan, Arcovas of curse won't launch any planes and just attack nearest ship and get destroyed. I have even had them "argue" while I am controlling them. Tell it to g for repair, it starts turning away and then turns back t attack, I send it again, it turns back again.
And, whenever i right click to set a target, it tilts the perspective until I am edge on and some weird angle and am forced t try to pan it back, usually lose a ship or two while distracted.
It has been awhile sine I played, but I don't recall it being THIS hard.
Its all about your tactics and how you defend and play the game. I win on 60 plus planets systems all the time. Maybe you need to change your tactics? Build more defense and get your research first before expending to quickly. also build choke points and defend the crap out of them. once you get your fleet sizes large, then push back one system at a time leaving defense in the those systems.
Starbases are your best friend.
Agreed, really think about your tactics.
Generally I am fighting two races in two systems simultaneously, two "choke points".
Even with every weapons technology, both offensive and defensive researched, a full complement of level 10 dreadnoughts split across the two systems and fully optioned starbase in each, I lose in a war of attrition.
Clearly I haven't enough civil resources to fight two battles simultaneously, non stop for over an hour even though every star system I control has trade unit either separate or in starbase and every planet is fully optioned on civil advances.
This seems to indicate that rather than holding back to research and develop, since I am already fully developed in these, I need to expand even faster to seize even more territory, but I can't see how.
Anyways, I have shelved the game again and will wait for the next GalCiv III update.
Thanks for the pointers, but it seems to be basically the tactics I have already been trying.
Couple of tips that should help Goresh.
1) CARRIERS! Build these en masse. The best late game fleet you can have is a leveled titan, a leveled colonizer cap ship, and a leveled siege cap ship, with the rest solid carriers (seriously, don't build any more cap ships). Make only enough fighters to overcome the enemy's fighters, 25-30 is usually plenty, then go mass bombers. Leave the cap ships behind (they are vulnerable), and fly your titan into the enemy grav well, then fly your carriers in on the other side. Let your titan fight their fleet alone, and fly the carriers away from any hostile ships, while you manually tell the bombers to destroy key targets (cap ships first, titans second, starbases third). This requires at least 5 or 6 fleet supply upgrades, but once you've hit that, you can break any planet. Repeat, DO NOT use other types of ships. With this composition, you can retreat if you start to lose, and literally not lose any ships. 120-150+ bombers can shred pretty much anything in short order. When the enemy is dead, move the cap ships in to siege, and move on with the fleet.
2) Don't split your fleet. Build heavy duty starbases, and maybe a few carriers to defend your back, but don't split your fleet. You need it to overcome fortified planets. Once you've mauled one opponent, move on to the other. Build tons of tactical structures at the other side, but remember, they are just for slowing down the enemy. You will lose a planet or two on that side, but you need fleet to beat him, and it needs to be massed.
3) Be more aggressive. You need to be moving aggressively long before enemy culture starts pushing on you. Prioritize planets with lots of logisitics slots (desert, barren) so you will be able to put out more culture.
Hope that helps!
Agree totally with the previous poster, Carriers will make a really big impact to your game, also keep your strengh concentrated and not too split up
I usually play the Terran's (not rebels) For defending a choke point on large games, I build a star base (or two if deep into the game and complete the research). I max out the fighter, missile, and hull point slots. Just behind it I place another 4-6 fighter bays (all bombers) with defense module, a repair facility or two, and cannons (maxed levels with defensive missiles). Don't rule out minefields, they can channel the enemy where you want them to be (replace them when their lost). All these items need to be placed where they will do the most good, preferably between the jump point entry and the planet. A smaller force can hold off a much larger one easily. Usually 2 capital ships, and as many long range Javelin's as you can crank out. Resist the temptation to move into the enemy fleet, let them come to you. Keep your ships close to the star bases and repair facilities, they will repair as they fight slowing the damage they take.. Unless you're trying to build up a levels or are waiting for a star base to finish building, your wasting their awesome offensive capabilities. Star bases put out a massive amount of fire power if leveled up. Insure large enemy target are in a crossfire and force to spread their weapons among multiple targets. The enemy will usually concentrate on star bases and capital ships first, leaving smaller craft and defense platforms free to fire. Pause the game if you feel overwhelmed, need to issue lots of orders, or check other locations.
Offensively, if broadcast towers and culture creep are getting you, create a strike fleet, move it into the enemy gravity well right next to the broadcast and take it out, if opposition is very strong retreat. It's a good idea to have a decoy fleet strike another of the enemies planets, even if they can't do much damage. It will keep the AI guessing and might keep them from sending reinforcements. Coordination is key. The decoy fleet should arrive a minute or two before the real target is attacked, best case scenario pulling away enemy assets from the target, next best case, keeping the target from receiving help. In any case if it's bad, get out of there. Don't rule out pirate raids. They are a good diversion, and even better if you know their route of attack. Send a scout ship to the star (it often has the starlane to their home world) keep your distance and follow them to learn their path. Avoid taking planets along their route if possible, otherwise your ships will attack them, even if they aren't your target, while taking pot shots at you. You want them to arrive at the other player/IA target with their full strength.
The boarding party feature on the support capital ship is nice. You can pick up a few enemy ships to add to your fleet. I avoid the demolition ability, so they don't blow up the prize ships. When you defeat a fleet with a world or asteroid after a battle capture the planet, even if just to build a repair facility (that should be first). Have production from your ship building worlds move/rally at the newly captured gravity well . Think of it as island hopping in WWII. Repair, reinforce and press on, keeping the pressure on. As stated, carriers are great but weak on their own. A capital carrier ship is good as it has much more hit point and other abilities. Bombers/fighters are also great covering a retreat. they cost you nothing (as long as its carrier is safe) to make and replace. I rarely build siege frigates. They are weak against other ships, and a large fleet can take a world out relatively quickly. Repair ships can be brought in after the major battle, while mop up is taking place, to begin repairs until better structures can be completed. More than one enemy? Don't fight the enemy that isn't fighting you. It might seem logical to help the little guy against the stronger one. Problem is you'll most likely do all the fighting while he's rebuilding and researching. Depending on the big guy, the little guy might be your equal or better when his time comes. Clean up the easy picking first, let your capital ships level up and look ahead to plan good choke points to capture. Don't hold worthless systems or those that would be problematic defending. Better to raze them, let the enemy take them, then hit them from time to time and raze them again. let the enemy sink credits into holding bad real estate.
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