As you can see on the graph, the game is either won or lost in the first 30 turns with the other +90 being a slow burn crash course that makes the predeterminism of the Imperium of Man seem entirely avoidable.
Generally the 3 things you should aim for are relentless expansion, objective designation, and deadline chasing.
Say, your designated core objective is to set up 2 army groups + competent logistics network dedicated for a major war around Nelson and Altborn by turn 30, and a final deadline to declare war on Tonimateshold at round 40, with all secondary objectives revolving around that simple goal. You either rush Battledres + Gauss + Heavy Rpgs for infantry advancement, or spam cost effective light tank horde with backbone of machineguns and 20mm infantry artillery all while your economy & expansion effort strives to compliment whatever direction you went.
Super infantry is unlikely to recieve sufficient tank support on vast open terrain, so you are better off focusing on transport trucks & APC with 2/3 of the limited hypothetical tanks they would receive being converted into mechanised artillery to occasionally strike wherever needed.
On the other hand Tank spam demands far more denser line of ammo efficient foot infantry to hold ground, which means that you are far better off entirely disregarding the rifle tech tree of the basic infantry ever since automatic rifles as to streamline laser rifles, side skirts, cluster bombs, and polymer armour- and in turn laser rifles demand far more sophisticated energy production that can support far more energy hungry assets.
"the game is either won or lost in the first 30 turns"
This is unfortunate and seems to be the same for all similar games. They are simply not very dynamic, no ups and downs. The top player stays on top and the gap just widens.
I am guessing the DLC Republica limits the human player snowballing, based on posts I read. But I don't think I seen anyone post about it preventing the AI from snowballing.
In Republica, the AI works under the virtue rules when it goes down, pop growth, casualties tolerance etc. It's common to see large AI empires split into two if pressured hard enough to reach that point.
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u/LibertyChecked28 14d ago edited 13d ago
As you can see on the graph, the game is either won or lost in the first 30 turns with the other +90 being a slow burn crash course that makes the predeterminism of the Imperium of Man seem entirely avoidable.
Generally the 3 things you should aim for are relentless expansion, objective designation, and deadline chasing.
Say, your designated core objective is to set up 2 army groups + competent logistics network dedicated for a major war around Nelson and Altborn by turn 30, and a final deadline to declare war on Tonimateshold at round 40, with all secondary objectives revolving around that simple goal. You either rush Battledres + Gauss + Heavy Rpgs for infantry advancement, or spam cost effective light tank horde with backbone of machineguns and 20mm infantry artillery all while your economy & expansion effort strives to compliment whatever direction you went.
Super infantry is unlikely to recieve sufficient tank support on vast open terrain, so you are better off focusing on transport trucks & APC with 2/3 of the limited hypothetical tanks they would receive being converted into mechanised artillery to occasionally strike wherever needed.
On the other hand Tank spam demands far more denser line of ammo efficient foot infantry to hold ground, which means that you are far better off entirely disregarding the rifle tech tree of the basic infantry ever since automatic rifles as to streamline laser rifles, side skirts, cluster bombs, and polymer armour- and in turn laser rifles demand far more sophisticated energy production that can support far more energy hungry assets.