WeaverofBrokenThreads -> RE: Midgame Major Power Rush - Advice Please (6/14/2020 12:48:25 PM)
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Yeah, I play on extreme exclusively, but I am certain those tips apply to regular and beginner games too. I have more, extreme-focused, tips, but that is probably just overkill for regular games. Going model council first is absolutely necessary on extreme difficulty. I cannot stress how important having light tanks is on difficulties other than regular. But on regular, even militia can just overrun majors. I suppose a few offensive tips I could share is: Motorized motorized motorized. Infantry and artillery on foot is useless. Do not build them. Unless you absolutely have to. If you literally have no choice, build them. And then scrap them when you no longer need them. Also scrap GR units. You will get a ton of high tech parts which you can sell. The units are powerful, but they don't really offer much in terms of warfare. GR MGs can be extremely useful on defense, but not by themselves. If you are gonna put a whole unit of MGs, next to the GR MGs, then you may as well scrap them. More often than not, the Major AI will make a stupid move, you will break through and drive right up to his city and take it. This is why you want motorized/mechanized forces. The sooner you end the war, the sooner you can go back to exploring and managing. Another more subtle hint is to build bureaucratic offices whenever you can. They're literally the most important building in your empire and will cost you a ton of manpower. In turn, they will allow you to upgrade your troops in fewer turns and to research tech that will obliterate the AI. Another, even more subtle tip, is profiles. Fist profile gives you extreme combat bonuses; things like Warlust and Esprit de Corps are relatively easy to get if you focus on fist, giving you +50% casualty tolerance and +25% combat stats respectively. If you are having trouble with the AI, starting a game with that profile focused might be a good way to learn mechanics and how the AI behaves. I like to go Autocracy, Government and Fist on extreme difficulty, as this gives me a good mix of combat and beaurocracy stats, as well as cards I can play against the AI in the midgame, like Call to Power; Autocracy also gives special ops subunits and lots of other useful stuff. Alternatively, Meritocracy is a very good profile because it gives you access to champions from the Martial Arts profile bonus, and they allow you to turn 50% of hits into a kill. Extremely powerful. It also gives you access to recruit Talent stratagem, which gives you very good leaders. The most subtle and most important tip is probably to recognize when you need an interior council. If you are starting to do well, and you have bureaucratic offices at level 2 or 3, you need an interior council, otherwise you will end up with a lot of councils and government positions unstaffed. You need leaders. All right, that's it for me. I think you are more than well equipped now to play through a whole game of regular and stomp the AI.
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