[0.61]. I skipped Beta 2 for real life, so Beta 3 is my return to actual gaming.
Terran, large (all default settings), 5 Godlike. Colonizable planets are few, but not too bad. On turn 78, I have 6 colonies, which is just about a tolerable burden for my micro style.
- I still micro everything. Some habits I will never change
- I am playing my default growth/weenie style, not (yet) influence growth.
Alas, I have largely ignored (so far) almost all of the Beta 2/Beta 3 additions.
- I have met 3 other races' ships (not Altarian yet).
- UP has not yet convened.
- No trade routes. I have not built any freighters (and probably won't).
- No diplomatic trades. I have not abused negotiations to buy out AIs for cheep. (Krynn's survey ship severely punished me by stealing 3 Artifacts. That's 3 fewer chances for His Head Explodes.)
- I met Iridium's survey ship, and promptly shot it down (which declares war). Then I used a halfway mining starbase to extend my weenies, and Iridium is no longer space-faring.
- I am 4th (of 5) on the Power scale. Iridium is in last place (of course).
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Gameplay Grumbling: Strategic-level Decisions (and why there are so few of them)
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Other than micro-hell draining all of my attention away, around turn 75 I hit one strategic decision point that actually caused me to stare at the wall and think for three minutes without twitching. The micro-level decision was fairly innocuous: What shall Earth's shipyard build? But for the first time in the game, this question had no knee-jerk answer.
- no empty planet to colonize
- no starbase to upgrade
- Iridium backfield already owned
- three sensor-wagons already en route (with full overlapping coverage of my border)
- I don't build freighters, nyah nyah
There was literally nothing (simple) left to do. Hence, this one ship-build should spawn and advance a new strategic-level plan. I could not think of one!
In a more open-ended game, I might chafe at the monotony of having a paucity of grand options for things to do. But given that GC3 is a 4X, and I'm trying to win the game by subjugating AIs, I suppose it's tolerable that the game should steer me toward a small palette of plans that involve beating another AI.
Hence, for a challenge and a field test, I think I've just decided to open a two-front war vs. Drengin, who happens to be #1 in power with about 2x power over me. I actually expect this to be not-enlightening in uninteresting ways. The placeholder AI still does nothing with its combat strength, and seems to be blind to each individual race's peculiar abilities. I expect the AI/Drengin to play exactly the same way that AI/Iridium et al. have been playing. (If I discern any differences, I'll post.)
So now I'm in a fun tech-race to catch up to Drengin's massive lead in weapon techs + ships in play. I just need to take down his air defenses once, and then I can prevent him from rebuilding. (Which is the same cheesy anti-shipyard trick from Alpha 0.31, but let's look beyond that and assess the tech-race itself.)
Things will improve once I hit Age of War and invade all of Iridium. Then I might open two more fronts. Bring it on, I laugh (benevolently) at your diplomacy.