February 24th, 2005, 01:24
Posts: 3,037
Threads: 49
Joined: Mar 2004
Where Silicoids fall in the ranking depends on the map. I find that they tend to do better on larger maps than smaller ones because losing any given planet is relatively more affordable and because it's easier to leapfrog all over the place; one or two asteroid stars are less likely to block your progress entirely.
Expanding as fast as possible is just as important with Silicoids as with everyone else. Because you will be spread out all over the place and growing your worlds more slowly, missle bases are less useful than with, say, Meklar. Your core worlds should be focusing on expanding your reach, not missle bases; the fight will inevitably be at the periphery, and you want to stop it before it reaches your core, not when.
Diplomacy can be a very powerful tool. If you ask the AIs to go to war with their neighbors often enough, eventually they will agree, regardless of other factors, even including alliances. If you are not ready to face a dogpile, this is one key way to avoid them. It's more effective to do this before you annoy your neighbors enough that they start declaring war on you, though better late than never. This will also tend to short-circuit the early alliance behaviour and cripple the AIs ability to reach distant worlds.
One important thing to note about Silicoids is that their innate advantages are most useful early in the game, and you must make the most of them at that time if you want to have the best chance to succeed. Dathon is right that you must play with an aggressive mindset as Silicoids; you should be constantly scheming to expand your territory and the size of your population. Turtling is definitely not the Silicoids' style.