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Looking for some suggestions regarding... war

Posted: Sat Oct 24, 2020 7:18 pm
by Chris0War
Oke, been in the following situation the past day.

this is a normal difficulty game, start position the rocky mountains, almost no metal in sight apart from 2 scrap opportunities and currently in a slow war which after 20 turns almost made the front move about 400 km's in my advantage.

Played out the sneaky high tech stratagems such as killer androids, walkers and bee drones but, while they do add to the damage there is almost nothing conclusive about using those ( unless i manage to hit a unit from 2 sides with the walkers that does add up )

Militia troops are pretty weak of course but somehow i fail at managing a larger regular army from the start due to money constraints and weak citizen support. [:(]

Now in the past 2 games i got over run by a slavers empire living right beside me fielding a bunch of motorcycles, lots of troops and even a couple of old tanks before turn 20 now in turn 32 i do feel i'm managing and certainly with sort of friendly minors rigth besides me that either where approached by my envoys suing for peace or made the offer them selves but there remains that feeling of missing something in the starting 10 turns of the game.

for now i go with the idea of installing the military research option as soon as possible with economy and models right behind. city building is as expected with resource gathering and production as priorities though in this game i forfeited a factory with the 'lack of metals' in the neighborhood which actually works quite fine for now.

Stance wise i seem to prefer fist and a mixture of meritocraty and some sound options which gains the most favor or stops decreasing one leaders reliability rating any further.

The whole enemy strategy of aiming at weak points, trying to cut supply lines and surround units is also understood.

if anyone could add some pointers critical for those early turns i would gladly read them