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Fallen Spire Questions

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zoutzakje:

--- Quote from: LintMan on May 15, 2012, 01:52:45 PM ---Another tip is to try to limit your expansion while going after the shards:  Each shard appears several planets deep in AI territory.  If you take the intervening planets, the next shard will lilkely appear even further away, and the slow return trip gets longer and longer, with more and more territory for you to defend.

--- End quote ---

This is not entirely true. The more shards you've collected, the further they will spawn yes. But that's always counted from the homeworld. It doesn't matter how many planets you take or just neuter for this, since the shards will always spawn x hops away from the homeworld, with x increasing as you're collecting more and more shards.
How this works with multiple homeworlds I do not know.

Minotaar:

--- Quote from: zoutzakje on May 15, 2012, 03:57:52 PM ---
--- Quote from: LintMan on May 15, 2012, 01:52:45 PM ---Another tip is to try to limit your expansion while going after the shards:  Each shard appears several planets deep in AI territory.  If you take the intervening planets, the next shard will lilkely appear even further away, and the slow return trip gets longer and longer, with more and more territory for you to defend.

--- End quote ---

This is not entirely true. The more shards you've collected, the further they will spawn yes. But that's always counted from the homeworld. It doesn't matter how many planets you take or just neuter for this, since the shards will always spawn x hops away from the homeworld, with x increasing as you're collecting more and more shards.
How this works with multiple homeworlds I do not know.

--- End quote ---

LintMan is correct here, the shard will spawn at a set number (2..6) of hops into AI territory (from nearest human or neutral planet), not from the homeworld.

zoutzakje:
really? Guess it was just coincidence then that the shard never spawns at more than 6 hops from my homeworld in any game, even though I have other planets much further away.

lemons:
The exact mechanics are on the wiki. Basically it always tries to spawn the shard at least (2/2/3/4/4/4/4/6) jumps away from any non-AI system (neutral or player controlled). If there are multiple options available it will always chose the system closest to the homeworld. If there isn't a system at least X distance away it will then try to find one at X-1 and pick the one closest to the homeworld, and so on and so forth until one is chosen. There is also some stuff like it won't make you cross a Mk4 world early on, or a core world/AI homeworld until the end, but it's usually not that important.

As you might expect, this is very highly exploitable. If you plan from the start you can get those final shards pretty much in your backyard thanks to selective elimination of AI worlds to make the algorithm work with you. If you leave 3 AI systems near your homeworld untaken with the 3rd one at least 3 jump away from any system, you only really need to "take" (colonize or leave neutral, it won't matter) every 6th AI planet to eliminate all planets more then 4/5/6 jumps away and of the planets 3 jumps away your little cordoned off area is the closest to the homeworld so it's always selected.

Also remember that the waves come from Warp Gates, so start neutering rampantly to try and corral enemies into the right area. Feel free to neuter planets several systems deep on sections of the map that are harder to defend. Turns out that once you get far enough along the spire route AI progress becomes a lot less scary than those uberwaves coming in your backdoor.

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