Understanding the Game Dynamics
Exploding Kittens is a game of strategy and luck, where players draw cards until someone draws an Exploding Kitten card, at which point they are out unless they have a Defuse card. The key to success in this game lies in managing your hand effectively and anticipating your opponents' moves. Ensuring you have enough Defuse cards relative to the number of players is crucial [3:3].
Choosing the Right Deck for Larger Groups
For those looking to play with larger groups (8-10 players), there are different deck options to consider. The Party Pack Edition provides a straightforward expansion of the original game, doubling the number of cards, while the Recipes for Disaster combined with Zombie Kittens offers a wider variety of special cards and gameplay dynamics [3:3]. This choice depends on whether you prefer more of the same or a greater variety of cards and strategies.
Adding Chaos for More Fun
To increase the chaos and fun, consider adding as many Exploding Kitten cards as possible so that no one is ever safe [3:1]. This can lead to unexpected twists and turns, keeping all players on their toes. Additionally, incorporating expansions like Good vs Evil can introduce new elements and strategies to the game
[3:6].
Game Setup and Rules for Large Groups
When playing with a large group, it's important to adjust the number of Exploding Kitten and Defuse cards accordingly. The general rule is to have one fewer Exploding Kitten card than the number of players and an equal number of Defuse cards to players [3:3]. This ensures that the game remains balanced and competitive.
Card Sleeves and Handling
Investing in card sleeves can make handling and shuffling the cards much easier, especially when dealing with multiple decks or expansions [3:1]. This small investment can significantly enhance the overall gameplay experience by reducing wear and tear on the cards and making them easier to manage during intense moments of play.
I am afraid of broken catapults because of that bug where sometimes if you on the catapult when it is destroyed, you get stuck inside it unable to move, die, or even respawn
Suicide your character and move on.
It doesn't work. At least for me. The only solution was repairing cata and destroying it once again by some other dude. God I was so thankful to that random dude from chat.
I've done this a few times. You're not invulnerable, I get killed almost every time I do it. Sometimes I destroy it, sometimes they spot me before I get the chance and kill me. It's the equivalent of hiding behind an object, and waiting for the enemy.
yes, however the point is that you're keeping the enemy catapult disabled or at least occupied without (potentially, that is) drawing as much attention to yourself, meaning you can also survive longer as a single person, which itself means less diverted forces. aka a great job for an engineer, like in the post, rather than about literal survivability,
Good point
From experience, you’re better off just breaking it and running away then coming back but this is a solid strat if nobody is near you or around to see you hide
Aww could've got it if you didn't go too far forward
This is goooood
Tip 1: If there is a blast ball next to you, always jump when it's about to explode. You'll be yeeted up, so you can direct your bean to a safe platform. Tip 2: At the beginning of the round, never stay near the edges, so you won't die from a blast ball that sniped you that came out of nowhere. Tip 3: when you throw a blast ball, don't jump nor jump-dive, always dive, so the blast ball will go directly where you want it to go.
I hope these tips helped you ;)
My tactic? Run round the orange ring, ignoring all blast balls until at least half the lobby is eliminated. People seem to ignore the lunatic out for a jog. Then go on the attack and hope for a lucky win.
Same. Then I set up camp at one of the respawn points and start tossing.
I’m not diving to throw a blast ball. Way too risky. You have so much more control with a jump. Dive is unnecessary. You can already place the ball anywhere you want with just a jump
Diving only to throw the ball is very effective if used correctly. If you jump and throw, the ball is in the air longer, which will allow your opponent to react to it incoming.
But if you dive and throw, the ball will travel to the opponent much faster, giving them less time to react. You have to hold onto the ball longer, dive and throw to the opponent and by the time it reaches him, it explodes.
Good point. But what can you reasonably do to react? Beans move slowly and there isn’t much avoiding it if it’s headed your way. Best thing to do is constantly move before the shot
This game seems so random on how much the blast effect. Sometimes I’ll be right next to it and barely move then sometimes I been a decent ways from it and get yeeted into the water…
Not so much random, but exactly as you have said (or at least used to be)
There's a blast radius around the ball. The blast has more pushing power further away from the centre and less push at the centre where the ball is.
You hold a blast ball as it goes off. You will barely move, but you can send an opponent next to you flying
It's not consistent. Sometimes you (holding the ball) fly away whereas a guy near you doesn't move.
Been there. Lost games this way
They really messed up the physics. It should be if you’re really close to it, then you get blasted far away Instead it’s like
Close = almost no effect
Mid distance = strong effect
A little further than mid distance = no effect
Even grabbing at the air when a ball is near you can help reduce the blast distance
I play defensively at first, even throwing balls off the edge. That way I can focus just on incoming shots. I can even use this as a fake out for my later aggression.
Grab and toss away blast balls about to go off. You can get them away from you sometimes.
It seems like the knockback from the blast balls goes up the further away you are until they don't affect you at all. I often dive onto one to keep myself from going to far. It's counterintuitive for sure.
Hi all, I recently played exploding kittens at a event and is amazed. So, I plan to purchase. Now with so many options available I’m bit confused what to buy. We have a group of 8-10 friends. I’m divided between two options to buy
I’m kinda leaned towards option 2 (RFD+ZK) with different cards to spice up but I’m not sure how to play it with group of 8-10 people. How to distribute deck etc.
Or I should just go with party pack edition.
Also, I’m open for other alternatives combinations that can accommodate group of 8-10 😁
Please provide suggestion on best way forward. Thanks.
I have RFD now and i want to fill it up for up to 10 players. Im thinking about to buy partypack to fill cat cards. Also im thinking about those dlc like zombie kittens, good versus evil and striking (to get curse of the cat butt and another streaking just in case). I think its easier to add expansions for partypack than RFD, but RFD have those recipes, which can add alot more variety to the game. I dont know yet what to do myself. It would make more sense to have more same cat cards than many more different ones in those bigger games imo. I might be overthinking. Anyway i like those recipes alot, because its multiple different games in one.
Ps. I might even buy 2nd pack of RFD
Haha. That’s an interesting take. Thanks. Now I’m more confused on my options 😂
I went a year ago for the RFD, but it lack support for more than 6 players (it says up to 5 but you can strech it to 6 or even 7 some cases). So i need to fill it abit with same cards so i can use those recipes but add cards when i add players.
The key thing is that you need enough exploding kitten cards for the amount of cards to be equal to the number of players minus one and enough defuse cards to be equal to the number of players.
Both options achieve this. Now it really depends on what exactly you want.
Do you just want more cards from the normal game? Then party pack is what you want as that's mostly an OG deck multiplied by two.
Do you want a wider variety of special cards? Then RfD and Zombies is what you want, RfD has cards from the Streaking, Barking and Imploding expansions and Zombies comes with a few new cards as well. Can also pick up Good vs Evil as that has some new cards too.
As for how to distribute the deck, most likely you'd be combining the Zombies cards with the RfD cards, you can separate them after you're done playing or just leave them together. Or you could pick and choose which cards you want to play with instead of playing with every single card, just need the right amount of exploding kittens and defuse cards.
Alternatively, just buy them all and play with whatever cards you want. Keep a notebook and pencil to write down your own custom decks for the number of players you're playing with.
Thanks. I’ll look into 🙏🏻
Option 2 will give you a larger variety of cards so now options and to add chaos. If you really want all the options get a good vs evil deck too since it comes with I think 3 or 5 new cards.
If you want it a lil more simple and less thinking about set up go option 1
Thanks. For option 2, how to find game rules that can accommodate for group of 8-10? Any help or direction would be appreciated 🙏🏻
I believe there are many people who post their own recipes for many amounts of people
Personally I'd just turn my brain off and play with everything in the box/boxes to make it a lil more chaotic
For a lil more chaos/fun, put in as many kittens as you can so that whatever happens, no one is ever safe. Makes for some fun shenanigans
Word of advice, buy card sleeves. Makes handling and shuffling cards immensely easier
The tail is a good weakpoint in a vacuum. But when they are close range, you have little to no chance to hit it. Now multiply that by 5 (higher if you're on higher difficulty). Still manageable at long range, then they go underground. And then your dinky light pen weapon cannot hit them while they close distance for free. Or, you could bring a medium pen weapon and click the fat always visible head one time and they die
nah see it's easy just shoot the armpits between the armour! Don't worry that they're constantly moving and being covered up and so close that the OTS aiming is starting to fuck up your shots and also there are 4 of them and your arm is broken and there are bile spewers shooting you and the Hive Lord is Slowing you and you're out of stims...
Hopefully AH doesn't listen to this sub when it comes to balancing lmao. Rupture strain is the most fun ive had with the bugs.
Light pen is fine for bugs but not the new ennemies, they should be weaker then regular bugs because they have other defensive abilities (they go underground)
It also wouldn't be such an issue if they didn't instantly attack you when they emerge
> It also wouldn't be such an issue if they didn't instantly attack you when they emerge
Honestly I think if, instead of the erupting out of the ground right on top of you if it was more akin to a hunter leap, even with medium armour, they’d be much more bearable.
If you run gas grenades, it's worth noting that gas will also knock burrowers out of the ground.
I'm not sure if it's only the initial detonation or if the lingering gas can too, but I've definitely done it before.
Honestly though, I'd probably save that for chargers or bile spewers. Chargers is obvious and bile spewers, IMO, are the most annoying rupture strain enemies. They stay underground for so long, only to peek their heads out for maybe 2 seconds. If they decide to spew at you, you're probably gonna have to trade damage with them. If you ignore them, they'll just spam spew and those AOE bile mortars if you're far away enough.
Pretty much the only time you can hit them is right as they're about to launch some big damage out at you, or if they're not targeting you.
It's the initial detonation. I'm fairly sure that it's demolishing force that brings then out of the ground, and gas nades have just enough to kill spawners so it adds up.
I never liked this implication anyways. I’m one of those dweebs that grinds Kovaaks. I can aim. That’s why I love playing Bots with light pen. Yet I still think (and have thought, even before this new subfaction came out) that light pen’s design is really screwy on bugs.
Instead of bots where the weakpoints are light pen and the rest tends to be medium (thus rewarding light and medium pen players alike for their precision, but being more forgiving of medium players for imprecision and/or off-angles), the bug front likes to make the weakpoints medium-pen. As a result, you get brood commander heads that are hurt more by medium pen, hive guard heads that are unreachable by light pen, and bile spewer heads that are unreachable by light pen (so light pen has to absolutely mag-dump the big green butt).
So I genuinely believe medium pen is the wiser choice on the bug front, even if you’re a crack-shot. And to me, that feels antithetical to the philosophy of light penetration weapons.
"bro it's easy bro just shoot their tails bro I do it all the time"
"what? oh yes I use hover pack pretty much constantly why do you ask bro?"
Main reason I posted this was because I literally could not see the tail on the ones close to me (which is where the become tangible in the first place after nuking half your HP)
Personal energy shield or ballistic? I found the energy shield to help a lot but I still got my butt kicked.
Running away is my most effective weapon against the bugs to be honest.
it's like back when incendiary devastators could one shot you from across the map and people would say "just get behind them lol"
Hi everyone, it is me again with the attempts to produce videos about Kittens Game. I got the general sentiment the last time that watching a let's play is not too entertaining because there is nothing spectacular to look at but I just could not stop :)
Elevator pitch: Are you a beginner and just don't know yet how to survive your first winter without too many casualties? Maybe you are a seasoned player that wants to help a friend to get started? This video tutorial has all the answers to the very basic questions and a tiny bit more!
https://www.youtube.com/watch?v=jhEcvK1MZ_E
It has two parts. The general explanation of what incremental games are and what is the point of them, and a hands-on practical example of getting started with a very first run of Kittens. I am sure that most people here don't need it anymore, but you may use it to get your friends play and enjoy it, which was my initial intention.
Cool. I'd love one about resetting strats, as I always forget what's best, then put it off, then stop playing for a while
This guide from the wiki is really helpful. Do you have any questions that we could help with?
There is a section about half way down named "OK, so I'm resetting now. What exactly should I do, and in what order?"
thanks, it helped me a lot :)
i was doing deep runs of several weeks (up to space beacons and antimatter and stuff)
Thanks for the idea. However, I probably will need to research this one before I can say anything about it. I have only reset the game once. So far I am only good at starting the game :)
So, a more serious reply now. First, it is really hard to make an incremental game interesting to watch, and I appreciate your attempt to do so. I also appreciate that you're fairly good at the game. Nearly every 'tuber I've seen play incremental games and make videos for YouTube are painfully incompetent at the game. You're good at both playing and making the videos, and gratz, you're the first such 'tuber I've seen! (This would include me; I tried to do unique stuff, and at the time, no one had made a Swarm Simulator video, so I did so. Is that why YouTube banned me? I have no idea. But I had a house fan cooling a laptop with a dead fan, a dollar store microphone and Audacity doing the noise filtering, so it was one of my worst videos from a technical standpoint. Also one of my worst performers in the metrics.)
Factorio vids are a dime a dozen, and it is interesting to watch. So if there's a niche modpack or strange way of playing that interests you, that could be a way to get some people coming to the channel to check out the Kittens stuff. Sorry, I'm not going to watch much of it because not only do I bore of watching Kittens, I tend to bore of playing Kittens eventually, usually take several months off, the inevitable purring craving returns, and I blow the old game flat because something new like policies has appeared, and I want to have a fresh experience. Now, if you do the burner thing, split down to yellow belts with the individual machines, or this happens. I've noticed even vanilla speed runners using red belts have a tendency to split down to yellow for the machines and inserters because it's cheaper. Ah, the simplicity of Kittens...
Thank you very much for your appreciation and recognition! It is especially nice to hear from somebody who knows firsthand the difficulties of making such videos.
I started the channel so that I could produce Kittens videos, and not the other way around. I guess, that is one of the reasons there is a certain level of quality.
Now I am trying to play some other games as well. As you noted, it could be easier to bring more people to the channel with something more widely known. I am making Volcanoids videos for now, but Factorio could work out as well. And when I play Factorio I tend to use yellow belts everywhere I can. Not sure why... Saving the environment, I guess :)
Ah yes. Red belts in a Factorio speed run. Outside of 100% they're used for very short stretches to get an extra couple ASM in the line, and to reduce latency of the final parts getting to the rocket. In other words, it's just penny pinching for time saves (speedrunning in a nutshell lol)
Me no understand "penny pinching" ...those things are expensive. The runs I've seen (at least the recent WRs) beacon the silo so hard that it can build the rocket faster than it can launch it and they hand inject all the parts. Where I see the most red belt is actually in the steel back end: They size it to fill a yellow conveyor with stone furnaces, and then once they have the steel/refractory furnace, replace all those furnaces with the double-speed variety, double the number of iron EMMs, and replace most of the yellow belt with red belt. Also, in 100% almost all of the red belt is used to bring together the iron and copper for the 48 green circuit front ends for the most ridiculous achievement I've ever seen in a video game. And it's in a video game that has an achievement for getting run over by your own train. (The funniest train accident I've ever seen was this guy who blew up a biter nest and had this medium biter following him for nearly a minute until it got splattered by a train. The player had no idea this was happening until I tagged him with the timestamp in a comment days after the gameplay.)
I've played quite the variety of incremental games, "idle" games, exponential games... I still don't know what "the point" of them is, haha. Entertainment I suppose :)
It is a very good question, indeed! If I am being honest, I usually start playing a new incremental game out of interest, and then simply cannot stop :) Similar to games like Factorio, etc.
And this is precisely why I hate the ending of Outer Wilds (not in the genre of incremental games.)
All fun and games until it jumps from phase 1 to EX then straight up ult only to finish then ult again 😔
whats ur enoki setup?
Getting pretty unlucky with the PAR rng but this is it atm
and this is the skill setup, after some number crunching, I went with 2 points in passive 1 and 2 points in passive 2 for decent burst damage without sacrificing non ultimate damage.
Check this image if you wanna see my findings (base dmg, no crit, enemy defense unaccounted)
https://imgur.com/a/enoki-zuHP5UV
My biggest issue with this fight is purely the AI's performance during its gold tree laser phase. The AI sometimes dodges the beams perfectly, but it's also just as likely to eat every beam despite dodging and die.
Blunders: An all time fave of mine was one year ago (I started back then, but only picked up 3 weeks ago where I left) when I made as many huts as possible and always had to put the new kitten into a farmer job because happiness was declining rapidly.
Tip for newbies: Building the same type of building until your resource cap can't afford another is called maxing. It's useful for the most important buildings, but huts can screw you up if happiness is too low. In that case, DON'T add more housing. Build something that adds happiness or reduces unrest from population. If you can't see those buildings, research.
Speaking of research, I pretty much abandoned it during most of my first run, when caps were really tight. Chances are that new players are too research-happy and run out of things to research with a limited Science cap.
Tip for newbies (amended, thanks XenosHG): Don't put too many kittens into science; try one or two try a few but keep checking how many science topics you can actually afford. If there's only one affordable topic, start cutting back on kittens, max the primary science building, and build science buildings and the things needed to get the required resources (like wood for libraries) faster. If there's no available topic (all need too much science or something else you don't have, like a relic), I'd even cut back to a single kitten, or none if the science figures turn red.
And then there are those "dead ends" which are not so dead later on, or maybe even VIT (very important tech). Early on, acoustics = meh. Later on, it's the VIT of its age. Before the industrial age, there are two "milestone achievements": solar revolution, and acoustics.
Drama is even worse: it's completely useless to a pre-reset economy. Later on, it can provide a good chunk of happiness at an affordable price.
Which takes me to another blunder: namely trying to get by with as few amphitheaters as possible. These are a bit on the expensive side when they become available, but something they produce is direly needed later on. Trying to save pennies here will hurt eventually.
The real blunder is that I did it twice.
Another tip: Use your Tempus Fugit during spring rather than winter. It's a straight 50% bonus to both production and consumption. If you use it during a catnip deficit, you can run out. Think of it as a way to get 150 days out of a season - bad idea to make it winter.
Another about trading: most offers are seasonal. Try to buy things when the terms are most favorable.
As someone with about 24 resets in 2-3 months on this playthrough, I find some of the points questionable, but the difference in our worldview is engaging.
I'm not there yet, but I guess that Chronosphere mechanics are a HUGE game changer. It's like a "skip early game" button you "charge" before resetting.
Regarding resets, I'd issue the "First reset rule":
If you're below 40 kittens and think you did lots of things wrong (or are already bored to death), consider resetting at exactly 36/36 kittens. That'll give you a clean slate and ~10% higher happiness (additive).
Otherwise, push on until you get at least 60 paragon (130 kittens). The first run will be painfully slow, but it'll get better quickly.
Yes they are, but also I personally disagree with your smaller points. Like, a lot of them.
Like, "Happiness too low because of too many kittens" isn't an issue in my opinion. 24 kittens with 80% happiness produce 1920 kitten%units and 26 kittens with 76% happiness produce 1976 kitten%units. So more kittens gives you more production, AND more versatility, because you can have 60 kittens and 7 farmers, but can't have 15 kittens and 1.75 farmer.
You can, of course, screw yourself by getting a ton of kittens before aqueducts, but once you hit them, cap kittens all the way - all huts, all houses... By the time unhappiness from 1 kitten equalizes with the workforce it provides, at about 60 kittens, you should absolutely, 140% already have amphitheaters and remove the limitation.
Research is your main means of progress - you work towards next science, get it asap, buy all upgrades you can to instantly boost your progression, and then build up the new featured buildings and work towards next science. If you aren't aiming for science, what are you aiming for?
"Don't put kittens into science", and the other players "don't lean heavily into one area" - also disagree. You can concentrate, prioritize, put almost all kittens into 1 job, achieve a result every 1 minute, and then watch it pay off for 59 minutes, or your can try and spread your resources wide and thin, to achieve 60 things at once an hour later, and have 0 pay off in that time.
"Acoustics = meh", another disagreement. Sure, you aren't getting 1000% production in any sane time on run 1, but whether you invest into acoustics early or ignore it as "meh" until you reach 1000% production, can mean achieving 1000% on run 5 - or run 14.
Technologies you can ignore early on are Drama, Ecology, Biochemistry, and of course Metaphysics/Cryptotheology.
Priests are certainly Meh, though, when you get more use from putting kittens to actual jobs.
Also, not a disagreement, but more of a funny note, the "later on" between "amphitheaters produce culture" and "You need culture to progress" is only 2 researches deep, theology is like the first point where you really need to plan to progress.
Chronospheres help a lot, skipping bottlenecks, and allowing you to have good upgrades, some of all buildings, and a bit of all resources, so you start with an economy that isn't perfectly fleshed out, but is still deep and extensive.
Main tip early on is just push science. Keep building libraries and then keep building observatories when you can. It’s easy to get sidetracked and want to build up your oil industry or whatever but just keep focusing on science until you reset
You don’t even really need to focus on building habitats or workshops too much just when you find it necessary because you really won’t need to do too much crafting overall
> just push science.
By maxing, or at least half-maxing the primary science buildings. One can have many scientist kittens, but they would run out of things to research soon, so don't. Instead, use only a few, and use the rest to get the necessary resources, like wood, minerals, and catpower.
I mean push science as your primary focus. The materials needed for your next science upgrade should be spent there instead of developing other stuff much. Kittens can go to wherever you need them at any given moment
Four very good tips.
I'll add another: as long as you don't have all price reduction metas, don't care much about unicorns. Build every unicorn pasture you can (the catnip reduction might even help a bit while your Paragon is low), and once they exceed 2500, build a single [spoiler] and do that sacrifice. That's another resource which won't get used up but still provides another 10% happiness.
You could build a whole lot more with those, but don't. During the first few resets, you won't get to the next stage yet (where you get anything else, not just "even more unicorns" or "more [spoilers]").
Essentially just balance out what you do. Pay attention to cause and effect. Identify what you need to build or invest in to keep progress moving along steadily. Keep in mind that 'steadily' does not mean quickly. Start with a crawl, seeing what's most affordable in terms of research or buildings vs what's most useful at the time. Build in stages, and make just enough to push progress forward. Max only when you can afford to with minimal side effects. Leaping too heavily into one area may slow you down and limit your growth or progess in another area. So find and maintain balance.
> Leaping too heavily into one area may slow you down and limit your growth or progess in another area
That's an important point. An early example:
When you get smelters, iron income is painfully slow. However, maxing Smelters would cripple mineral income, so it's important to keep mines well ahead.
Some other examples are less clear-cut. One resource is used in different competing ways. For example, minerals are needed to build smelters (iron and gold production) and lumber mills (wood).
In that case, lumber mills are self-correcting. If you focus on them, you get more lumber, which helps build more mines. The additional minerals will have to go into smelters if iron can't keep up with demand. Smelters OTOH would cripple mineral income, so your upgrade rate would diminish quickly.
> Identify what you need to build or invest in to keep progress moving along steadily. Keep in mind that 'steadily' does not mean quickly.
That's an aspect I found in many incremental games. Think about the long run, because if you only look at the short-term benefits, it WILL be a long run. For example, in Kittens, you have many dozen technologies and even more Workshop developments. If you only try to get to the next tech ASAP, you won't have a solid industrial base, ever. If you max the most important buildings (or at least half-max in some cases), the upcoming tech grab will be quic´k and entertaining - and you'll have an adequate infrastructure to attack the new, even more expensive buildings and techs.
I undervalued Workshops and Smelters for my first few runs.
The relative balance of oil and titanium is hard for me before space. I put too much emphasis on having oil available for space. Right now, I think breaking even on oil to support as many Magnetos as possible makes more sense. Get past the titanium bottleneck before really worrying about oil/space. Note: Since deciding that, I haven't gotten back into space.
> I undervalued Workshops and Smelters for my first few runs.
Good point.
Workshops sometimes "grow on their own" in that they become even more important later on. For example, beam and slab are two early crafted resources. Workshop count provides a linear bonus to them.
Later on, there are scaffolds and concrete, which use beam and slab respectively as ingredients. At that point, Workshop bonus is applied again, and the overall multiplier is squared. This just keeps going, until you hit 5^th order synergy with eludium:
coal > steel > alloy > eludium are 3 steps, and coal is often received from trading scaffold stockpile.
That's one of the reasons why resetting at strategic points is important: without resetting, there's hardly any paragon, and that means low caps including workshop level. If you only have half the intended level, your eludium economy might be stuck at 1/32 the intended power.
TL;DR: When in doubt, max workshops, then half-max producers, [spoilers], and science
> The relative balance of oil and titanium is hard for me before space.
Yes, trying both means chasing two proverbial rabbits and more often than not losing both. Titanium alone requires a carefully maintained economy; trying to add more than 1~3 oil wells is hard. I mainly added them to start a calciner ASAP for iron (and the titanium trickle didn't hurt either).
On my 1st run, I did the following: oil well, calciner, run out of oil, 2nd oil well, long wait, 2nd calciner, almost run out of oil again, 3rd oil. ;)
The most difficult part of a game against high level AIs is the initial attack. If you're feeling discouraged by it, this post is meant to outline a path to victory after you manage to hold.
The AIs are strong early and taper off later, but I haven't seen any explanation on why. While watching the replay, I realized that they are heavily constrained by their exotics. Although the impossible AI gets effectively infinite money and fast build time, they don't get more civilian slots. They will survey all their planets and have a large number of capitals early. However, if those die then the AI must rely on two or three exotics refineries for replacements. Given that the AI also likes to starbase every planet and full build items, this means the AIs:
Essentially, when you've exhausted their initial supply of exotics, you've weathered the storm.
If you're looking for tips on how to hold, here's my method for advent reborn:
The key for me is to continuously steal the AI's support cruisers (guardian, hoshiko, etc). The starbase doesn't do much damage but can tank, so you need cannons, tempests, and eventually illuminators to sit behind it. Good luck!
Trying to win the “return to war map” I just can’t seem to get an advantage. Any suggestions it seems your tips might be good on larger maps maybe I’m wrong.
I just played a game on return to war against impossible AI. I don't know if it's always true but I got Aluxian resurgance on the left side, which blocked it for the AI, so they could only come from middle and right. I had rotating planets off here:
I initially turtled on four planets: the home world-volcanic-astroid triangle and the ice planet on the right. The planets you need to defend can't be more than two jumps away from each other, so that's all I can hold on this map, but it is enough. You just need enough civilian slots to tech to tier 3 for both civ and military. I build shrines on all the planets and the +3 hostility shrine on the homeworld.
I aimed for the four planets and temple of renewal shield recharge by around the 15 min mark. Started 3 laser turrets and 2 temples of renewal at home world and ice planet. My fleet was rapture, 4 dominated javelis, 5 desciples, and 10 tempests with redirection. One trick is that you can rebuild your defense on the other side of the grav well as they're destroyed and rotate them over when completed.
At the point in the screenshot I have maxed starbases and phase jump inhibitor. The AI just threw its fleet against the ice planet on the right and it's basically over.
e: One other thing is that AI games won't ever feel even. You just need to reach critical mass from a turtled position and the AI will crack even if they have more of everything.
Appreciate the response. I’m actually trying to apply this to “nightmare” since it’s the last map of the small maps to complete.
I never turtled up always rushed to destroy ship factories and contain them
I’m trying to alter my strategy so I appreciate your input.
In my experience AI doesn't always seem to be constrained by exotics. I've seen them basically continuously feed cap ships even fairly early. However generally this idea makes sense because they have a wild eco advantage but exotics require additional infrastructure and time.
By constrained I just mean they are not as strong as they could be. For me, their initial attacks will have 6 or 7 capitals which is difficult to hold even with starbase. However, afterwards they will only include 2 or 3 capitals with many more cruisers and frigates. Those are not nearly as good against a starbase, so eventually you'll be able to hold their 2k fleet with only 800 supply at your starbase. This allows you to actually play a 'FFA' game with impossible AI where you'll inevitably get 2v1'd.
Having “played” a 4v4 with impossibles trying to grab the “No civilian research” achieve, I can confirm it takes the AI multiple hours to start accumulating excess exotics.
Umm..i am pretty sure AI builds refinery and produces exotics for caps and Titans.... only thing I saw is they don't put ship items which costs exotics Unless you donate some..
No one claimed otherwise? But they don't build enough and share their limited exotic pool with other things like items and starbases.
Yea I’ve done a few large map ffa on nightmare it’s actually easier than the smaller maps
2-0-4 mermonkey is a very good support for the ddts, so try that. Could also go for a moab glue or a snowstorm. Also, you can just exit to the main menu if it looks like you're about to die instead of wasting your money on retries.
Also just an advice: your glue placement rn is very bad. What's the point of slowing down the bloons towards the exit, when they're out of range of your towers? Place then towards the start of the map instead. You could sell the ones you have now.
They are at the entry the bloons are coming from the portal in the middle and thank you for the advice.
Apparently 024 mermonkey is better now because the pierce allows 2 moabs sucked in at once
Pretty sure black bloons are immune to moab elim and assassin. DDT have black properties
striker removes black immunity
Even without being in range? Didnt know that thanks
Idk i would try using bloon crush
Sell p mentor for mib
Moab glue maybe
My usual weapon slot layout:
A: weapon for self-defense / its ammo
B: rocket launcher / either rockets or no ammo
C: no weapon / atomic bombs
Turns out real-life firearm safety training carries over to games when it makes sense.
Just imagine someone on the street; pistol (for sleft defence), Minuteman ICBM (for other purposes).
Which real-life firearm safety training let you carry an atomic bomb?!
That's really smart that way you have it if you need it
I have self-defense, then rockets (nuclear), then the lightning gun
Last time this happened to me, a friend was passing some building materials to me and accidentally pressed space while I was close to him. I just yelled his name in anger, he franticly apologized, and our other friends (who were away from the factory doing colonialism) were confused for a few seconds, then laughed. It was pretty funny. The explosion bit part of our mall, but the bots instantly put everything back and none of destroyed boxes held anything too valuable.
Me: accidentally leaves a spidertron with a nuke AND automatic targeting enabled while working in a biter-prone area
Or try to delete stuff with grenades in your hand it's ruuuuufff
I’ve never done that though. Nope.
Nor put some in the spidertron with auto fire
Especially near your biter egg production lol
Exploding Kittens strategy tips
Here are some key strategy tips for playing Exploding Kittens:
Know Your Cards: Familiarize yourself with the different types of cards, especially the Exploding Kitten cards and the defuse cards. Understanding the deck will help you make better decisions.
Save Your Defuse Cards: Use defuse cards strategically. If you draw an Exploding Kitten, having a defuse card can save you, but try to hold onto them until you really need them.
Use Attack Cards Wisely: Attack cards can force other players to take multiple turns. Use them to disrupt opponents, especially if you suspect they are low on defuse cards.
Keep Track of Cards: Pay attention to what cards have been played and what your opponents might have. This can help you predict their moves and plan your strategy accordingly.
Bluffing and Misdirection: Use cards like See the Future to manipulate opponents' perceptions. If they think you know what's coming up, they may play more cautiously.
Play Defensive: If you’re in a vulnerable position, consider playing cards that protect you or force others to draw more cards, increasing their chances of hitting an Exploding Kitten.
Manage Your Hand Size: Try to keep a balanced hand size. Having too many cards can make you a target, while having too few can leave you vulnerable.
Endgame Strategy: As the game progresses and players are eliminated, adjust your strategy. Be more aggressive if you're one of the last players standing, but also be cautious of the remaining players' cards.
Recommendation: Always adapt your strategy based on the dynamics of the game and the behavior of your opponents. Being flexible and observant can significantly increase your chances of winning!
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