Great video, thank you! The Muaat fanboy in our group usually avoids researching PWSII, in favor of prioritizing a second warsun ASAP. It is the more expensive route, but only by two TGs and the resource investment creates significantly more strategic flexibility (two warsun fleets supported by Gravity Drive means your warsuns, cruisers and destroyers can keep pace with one another). Popping the Hero adjacent to Mecatol Rex allows for potential winslay actions in the late game. 🖖
That's a good point, and I agree. If you can make good use of 2 warsuns before upgrading them, then it's definitely the way to. This was one of the dilemmas I struggled a bit with, when making the video. Muatt needs so many resources, so should you build your 2nd war sun first? or research the unit upgade first :)
Im playing my second ever TI game tomorrow, and I picked muaat in the draft on the grounds that they look a lot of fun. This is really helpful, hopefully I can remember it all for tomorrow 😅
@essersgamingcave as someone who isn't really good with the political side of the game and usually taken advantage of politically its fun to throw that out the window and make the demands that people usually buckle to or they sit and do nothing as the early wasun goes into their slice.
This was really great. Thanks especially for the simulator footage. Maybe for future videos we could see even more "real world" examples and situations? (Specifically for the Embers.) Keep up the great work!
Thank you for your feedback! Please let me know what kind of examples you would like more of. Im thinking of powerful moves with your War sun or Hero. Or do you have something else in mind? :)
U don't need a sarveen tools at all 100%. U use production only one time to build the second warsun in 2d round. And then U build big ships with your agent and use starforge only
I agree. You could use AIDA to skip Sarween, and research a 3rd Red tech instead. I guess the best Red tech would then be Self Assembly Routines. But I thought you might as well get the discount from Sarween, those few times you actually build in your home dock
Any advice for a new player playing a version of the game without leaders? Eg, no Umbat. Does the first round strategy differ significantly from what you've suggested here?
Are you still playing with the Prophecy of Kings expansion, but just without the leaders? Or are you going to play the base game? Muatt is harder to play without the leaders and especially Umbat in the first round. You will have to fight harder for resources, and you will need as many as you can get. I would probably still go for Trade and use the 3 TG to produce a carrier, so that that ship and 1 infantry can take another planet in the first round, but only if someone else takes Warfare so you can move it out. And if you play without PoK, then you don't have access to the AI Development Algorithm technology, then you need to focus on researching 2 more red technologies and 1 yellow, so you get access to the Prototype Warsun II. So go for a slice with either a red or yellow techskip in it. Or even both. Good luck! Feel free to ask again, and let me know how it went :)
@@essersgamingcave if U want to play for Muaat always take the speaker first)) Take the Technology strategy card and now U are in very comfortable position) Use the Agent first: carrier and destroyer. Then fly to the center system with the carrier and 2 infantry. Then with the warsun and destroyer to the left system. Don't fly with the destroyer to your neighbor - he must fly to U, don't spend the tocken))) use the secondary of the Diplomacy and U can buy two techs for 6 resources: AI and duranium armor. And U leave 1 tocken in tactics and 1 in strategy pool for the second round. In the second round U will buy the warsun 2 technology and should build the 2d warsun and 2 mechs using the warfare. Take the last central system with the carrier- there is the blue skip on it - it's great - it's your gravity drive in round 3. And then take the Mecatol with 2 warsuns and 2mechs. Then use the agent and build 2 mechs. Now U have 4 mechs with the duranium armor on the Mecatol and can starforge for infantry and 1 extra tg U have the warsun with speed =3 and can protect any system
I enjoy your guides. Not sure the depth you're trying to go to, but if you build action 1 as a 4r faction, almost any experienced player is playing tech secondary right there while your broke. There are so few factions that can handle t1 tech, for one to give it up is too much temptation.
These vids are freaking awesome man.
Thanks im glad that you like them 🙂
Great video, thank you! The Muaat fanboy in our group usually avoids researching PWSII, in favor of prioritizing a second warsun ASAP. It is the more expensive route, but only by two TGs and the resource investment creates significantly more strategic flexibility (two warsun fleets supported by Gravity Drive means your warsuns, cruisers and destroyers can keep pace with one another). Popping the Hero adjacent to Mecatol Rex allows for potential winslay actions in the late game. 🖖
That's a good point, and I agree. If you can make good use of 2 warsuns before upgrading them, then it's definitely the way to. This was one of the dilemmas I struggled a bit with, when making the video. Muatt needs so many resources, so should you build your 2nd war sun first? or research the unit upgade first :)
There's only one answer: 2d warsun in round 2)) no matter: 12 or 10 is the price) U need to activate your commander cause he makes money for U
Im playing my second ever TI game tomorrow, and I picked muaat in the draft on the grounds that they look a lot of fun. This is really helpful, hopefully I can remember it all for tomorrow 😅
Good luck with the game! I hope you win, and make sure to buy some command tokens, so you can spread fear with your Warsuns :)
Loving this series! Thank you so much for the time and effort you put in to these videos.
Thank you for writing, your comment motivates me to keep going
My favourite faction. Love the early aggression and scare factore the warsun provides early game
I agree! the Warsun scare factor is fun :)
@essersgamingcave as someone who isn't really good with the political side of the game and usually taken advantage of politically its fun to throw that out the window and make the demands that people usually buckle to or they sit and do nothing as the early wasun goes into their slice.
Thanks alot for that great video! 🙂👍
I'm happy that you liked it! Any plans on playing muatt anytime soon? :)
This was really great. Thanks especially for the simulator footage. Maybe for future videos we could see even more "real world" examples and situations? (Specifically for the Embers.) Keep up the great work!
Thank you for your feedback! Please let me know what kind of examples you would like more of. Im thinking of powerful moves with your War sun or Hero. Or do you have something else in mind? :)
U don't need a sarveen tools at all 100%. U use production only one time to build the second warsun in 2d round. And then U build big ships with your agent and use starforge only
I agree. You could use AIDA to skip Sarween, and research a 3rd Red tech instead. I guess the best Red tech would then be Self Assembly Routines. But I thought you might as well get the discount from Sarween, those few times you actually build in your home dock
@@essersgamingcave 2 tg would be a maximum))) 2d warsun and the flagship))) sarveen - no way))))
Great guide, keep them coming :)
Thank you 🙂
Any advice for a new player playing a version of the game without leaders? Eg, no Umbat. Does the first round strategy differ significantly from what you've suggested here?
Are you still playing with the Prophecy of Kings expansion, but just without the leaders? Or are you going to play the base game? Muatt is harder to play without the leaders and especially Umbat in the first round. You will have to fight harder for resources, and you will need as many as you can get. I would probably still go for Trade and use the 3 TG to produce a carrier, so that that ship and 1 infantry can take another planet in the first round, but only if someone else takes Warfare so you can move it out. And if you play without PoK, then you don't have access to the AI Development Algorithm technology, then you need to focus on researching 2 more red technologies and 1 yellow, so you get access to the Prototype Warsun II. So go for a slice with either a red or yellow techskip in it. Or even both. Good luck! Feel free to ask again, and let me know how it went :)
Good job!
Thank you. I appreciate your feedback 🙂
Awesome stuff, very much enjoyed!
Thank you Max Mick
Welll done! Id love
To see one on Titans
Yeah, I'm looking forward to make that guide. The Titans are so fun to play
@@essersgamingcave Looking forward to it! Im having a BIG game here soon and plan on trying them for the first time.
Good luck and have fun! :)
I love it!
Thank you!
Nice nice))
Let med know what you think :)
@@essersgamingcave I 'm excited with yours background - very beautiful))))
About game strategie I will tell later))
@@essersgamingcave if U want to play for Muaat always take the speaker first)) Take the Technology strategy card and now U are in very comfortable position) Use the Agent first: carrier and destroyer. Then fly to the center system with the carrier and 2 infantry. Then with the warsun and destroyer to the left system. Don't fly with the destroyer to your neighbor - he must fly to U, don't spend the tocken))) use the secondary of the Diplomacy and U can buy two techs for 6 resources: AI and duranium armor. And U leave 1 tocken in tactics and 1 in strategy pool for the second round. In the second round U will buy the warsun 2 technology and should build the 2d warsun and 2 mechs using the warfare. Take the last central system with the carrier- there is the blue skip on it - it's great - it's your gravity drive in round 3. And then take the Mecatol with 2 warsuns and 2mechs. Then use the agent and build 2 mechs. Now U have 4 mechs with the duranium armor on the Mecatol and can starforge for infantry and 1 extra tg
U have the warsun with speed =3 and can protect any system
in late game: can use the agent to build 2 infantry to skip the turn)) when U have a lot of ships
I enjoy your guides. Not sure the depth you're trying to go to, but if you build action 1 as a 4r faction, almost any experienced player is playing tech secondary right there while your broke. There are so few factions that can handle t1 tech, for one to give it up is too much temptation.
Naalu collective first turn guide pls
The patreon members nominate the next factions, you are welcome to join us there as well www.patreon.com/EssersGamingCave
w guide
Thank you for the comment. What does the w stand for though? 🙂
Same way it's used when someone says w rizz.