Game Archetypes

These are the various game archetypes, as derived from direct settings of the game but also imputed characteristics, such as likely tech levels, timing of combat, or ability to scale up.
dbGame Archetypes
0
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Game Type
Settings 1
Settings 2
Settings 3
Exclusions
Recommended
1
1v1
Players - 1v1
2
FFA
Players - FFA (no recco)
Gives 1 extra point which opens up some new builds, not specced out in this doc. Esp good for rush and science
3
Allied
Players - Allied (no recco)
Gives 1 extra point which opens up some new builds, not specced out in this doc. Esp good for rush and science
4
Rush
Fight Timing - Rush
5
Hybrid
Fight Timing - Tight
Combinations of combat/growth/early production
6
FB Multiply
Speed - Normal
Empire Age - Normal
Speed - Normal
Empire Age - Normal
Fight Timing - Rush
7
BB Multiply
Speed - Quick
Star Count - Giant
Empire Age - Advanced
Speed - Normal
Tech Level - Einstein
Star Count - Tiny
Tech Level - Stone Age
Fight Timing - Rush
8
Thrifty Ok
Fight Timing - Tight
Specials - On
Galaxy Age - Young
Specials - On
Tech Level - Einstein
Leaders - On / Ban
Leaders - Tourney
Generally thrifty is very penalizing and should not be picked on longer games. Only if it can be fixed with farming or tech, incl potential ruins
9
No Money
Leaders - Off
Leaders - On / Ban
Leaders - Tourney
10
Money
Leaders - Tourney
At least some money - prosperous, unless super fast rush before leaders (40-60 turns)
11
Max Money
Leaders - On / Ban
Leaders - Off
Keep leaders forever, max money and growth important. Lender required, even BB/lender on quick large galaxy
12
Normal Grav
Empire Age - Advanced
Tech Level - Einstein
Leaders - Off
Tech Level - Einstein
Fight Timing - Protracted
Fight Timing - Rush
HG helps early game and get Exo 1 for leaders. HG really hurts in long high-pop full-tech games without early engagements. On advanced empire age, the Arid planet loses ~15 prod/turn = no go
13
HG Risky
Shape - Spiral
Tech Level - Einstein
Empire Age - Advanced
Fight Timing - Rush
HG is risky gamble on spirals (can get stuck) or fast tech maps where PGG comes early
14
HG Potential
Leaders - On / Ban
Leaders - Tourney
Fight Timing - Tight
Empire Age - Advanced
Fight Timing - Rush
HG best in non-rush, relatively early engagement, slow burn, leader games (Exo 1 instead of PGG)
15
Monster Ruins
Specials - On
Monsters - On
Fast explore center. Combat traits become good esp CP
16
Tech Tree Busy
Spying - On / No SCIF
Spying - Off
Leaders - Off
17
Tech Tree Clean
Spying - Off
Leaders - On / Ban
18
No BR
Spying - On / No SCIF
Spying - Off
Leaders - Off
Leaders - On / Ban
Leaders - Tourney
Star Count - Giant
Tech tree is messed up in settings 1 and 2
19
BR
Spying - Off
Leaders - On / Ban
Leaders - On / Ban
Leaders - Tourney
Star Count - Giant
Tech tree super clean in setting 1. BR still helps a lot with crowded astro tree with leaders.
20
Science
Star Count - Tiny
Star Count - Middling
Specials - Off
Leaders - Off
Empire Age - Normal
Shape - Spiral
Star Count - Giant
Science at disadvantage on ruins or leaders, and severely underpowered on most reasonably sized maps
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