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zeromage

Ghosts of Creuss

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I really love the theme of this race but I find them impossible to do well with.  Sure they can travel everywhere, but once they get there have can't do much.  By the time you've researched their racial techs, gravimetric drives, etc, other races have nigh unstoppable combat techs like defense grids, warsuns, etc, and their flagships which can actually excel in combat.  Does anyone have any advice for winning with this race?   

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Utilize your mobility by getting out and about on the map, take advantage of the fact that other players cannot fly through a worm hole to a system you control, and enjoy the benefit of your HS being a move further away from anyone else who would mean you harm.

adamwehn likes this

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If you pass a law that blocks all wormhole travel you effectivly make yourself invinceable, as there is no other way to your homeworld. You will be uneffected because: "You may always use wormholes, regardless of other effects or restrictions." then just grab your Dimensional Splicers and Slave Wormhole Generator, fight your way out and use your wormhole tokens for an extra hit on any attacking force

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Just had a great game with Ghosts (I love them too but too traditionally do poorly with them) but just tonight I think I unlocked the secret. Rush your Wormhole racial take, get it as early as possible before people have expanded and drop in key locations I just did this and was a menace all game, 

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I would agree wholeheartedly with EzraTwitch that the wonderful Slave Wormhole Generator tech is the key to doing well with the Ghosts, my favorite of all the TI races.  I do my best to get that tech by the end of the second turn of the game. 

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Another thing that can be done to make it a bit easier for Creuss (if your not using it already) is to make sure you play with the extra galactic system, I forget what its named, the one you can only reach via wormholes. Its a good planet and if you park a destroyer in that system no one else can get to it. Put a space port there (and a refinery if playing with them) and it makes a fantastic forward base and fleet staging area. With a large fleet there no one knows where you might strike.

 

The Creussian flagship is also pretty good with it's mobile wormhole, you can just keep sending reinforcements to wherever it is with ease.

Edited by Forgottenlore

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If you pass a law that blocks all wormhole travel you effectivly make yourself invinceable, as there is no other way to your homeworld.

While it is true that the Creuss Homeworld is accessible only by way of wormhole, iIrc, the mentioned law only stops travel through Alpha and Beta wormholes. The Creuss Gate is neither A nor B and thus would be except from said law.

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The law says "Fleets may no longer move through wormholes."  It doesn't mention A or B as being the only limits.  (Makes sense, since that law was made before the Creuss existed).  If that law comes up when the Ghosts are in play, players better think extra hard as to whether they want to give the Creuss that advantage.

Edited by sigmazero13

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