Hints on starting moves

Hi all;

I have been playing the Beta for awhile now, and would like to get some tips on how to advance my starting position quicker than I am doing now.

I am comparing my starting advancement with the AIs. They are on "Bright", which I think still means they are given no advantages.

With my first test game, I tried the approach of buying colony ships as quickly as possible, and shipping them to any good nearby stars. I kept the taxes and spending set to keep my expenses in line, but with setting up 8 colonies too quickly, I was 300 credits in the hole when I meet the first AI. Doing some trading with them, I could see it had the same number of colonies (8), and 600C in the bank. It also had numerous military ships, and significantly more tech than I did. This was around 30 turns into the game.

So for test try #2, I tried to manage the buildup more efficiently. I bumped my spending to max, my taxes I kept low so that the approval was in the 60's. I then set it all to military. I was able to pump out a colony ship every 5-8 turns. By the time I had bumped into the first AI, I couldn't talk to them yet, as I had no tech. But I could see how many colonies they had made by looking at the growth curve bumps. They had 8 colonies, while I only had 6. So I was still significantly behind again.

So after all that, my question is how to improve my growth curve? The next couple of games I will try to fiddle with the approval rating, and see how that changes anything. I did notice that I was putting 10 credits/turn into military, and only the capital was building ships. The colony ship was 50C, so it should have taken 5 turns, but I was seeing 8 turns. So it looks like something else effects it, maybe approval.

This is what I like most about the game, learning all the tricks within it ;-)

435 views 4 replies
Reply #1 Top
Any chance for the Gamma beta peops writing a Newbie guide covering the starting turns and what we should be doing exactly? :)

Sith
Reply #2 Top
OK... here is how I start out. It's probably not the best of strategies but here goes. This is usualy wat I do on larger maps (medium and higher)

First I adjust my income distribution sliders to 60% military and 20% each on social/research and government expenditures to 100%. I leave my taxes on the default level for now. First ship to build is one scout (takes 2 turns to build) while I send out the starting ships to colonize/explore.

As soon as the scout is done I purchase a colony ship with the longest lease and keep doing thet until I am down to about 200 cash. Now is the time to adjust the taxes a bit. With default tax rate of 33% my approval rateing is quite high (in it's 90's). The thing with taxes is the higher the tax rate the less population growth you get. If you raise it to high you will get cash but will stun your growth. So I would raise the tax until my approval rating is around 70%. This will reduce the amount of money I lose per turn to reasonable amount to keep my spendin high for as long as I can.

Now is the time to send all those colonization ships out and grab as much planets as I can. The first colony that I build produces one or two more scouts to be able to explore the map faster. I find the zig zaging with my scouts does the trick when exporing.

Most of the colonization ships I send out have only about 20 mil. people in them and few with around 100 mil. The ships with 20 mil people are for 15-16 class planets and the ones with 100 mil. are for the class 17 and up class planets. I try to leave as many people at my starting system as I can, that way my production will not suffer to much. Once I colonize those high class planets I let them produce colonization ships while the others start working on constructors and maybe few more scouts if I need more.

Once I finished colonizing most of the worlds I can get my hands on I swith my production to other ships depending what political party I am playing. I usualy go with Poplulist party (that 20% morale bonus really helps ;) ), and continue to crank out constructors to get my hands on as many resources as I can and also build starbases with production bonuses in the sectors that have 2-3 colonized planets.

You have to keep your eye on your cash and don't let it slip in to red. Being in red for a while is ok but longer you stay in red the more your approval rating will sufer. I would adjust my taxes so that my approval is around 60-70 in best case scenario. I try not to let it slip in to 50% if I can at all times.

thats it.. I would like to hear how others kick off their game... especialy Frogboy ;)
Reply #3 Top
The most improtant decision about how to start you game is the initial settings. What size universe and how common are planets? I like playing with rare planets as it makes each one more special and gives less management and production ability. Also important are your initial points (put a few into speed to help capture those initial planets if you're having problems) and the AI intelligence, play on lower levels where the AI can't buy ships until you get a good feel for the game. I usually max points on a single topic like research or influence, depending on how I wawnt to play. I also usually play on intelligent AI settings.

Initially I set my spending to 100% and increase my taxes. I don't care about approval at first, only moral, so I keep moral above 50. This will cause a slower growth rate, but I don't initially care.
On the smaller galaxies (medium and under) I set military to 25%, social to zero, and research to 75%. I instantly start researching propulsion (the third tech gives me a speed boost and transporters). Once I get this I shift production to 75% military and 25% research. I then switch research to commumication.
By this time I have built a couple of scouts and am starting on colony ships.
I now use my increased speed to capture colonies BEFORE the AI takes them. I also use the nasty trick of scout surrounding colonies I want (3 scouts can usually block a planet from 1 AI). If any minor races are within range I send a transport (my scout ship goes for military upgrades and asteroids to get a fighting ship to clear the planet for invasion). Any AI close enough also gets a transport if they fail to defend.
Finially I switch to constructors and use the same tactic. My increased speed and lots of scouts hold thse until my constructors arrive.
Once all resources and planets in range are taken I switch production to 20,40,40.

Dangers: running out of cash. Sell tech to a minor!
Major declaring war: you may have to sell a planet. Keep an eye on relations.
Not getting any attacking ship or +ATT upgrades. Bummer!


These tactics work best on small and tiny galaxies.

Paul.
Reply #4 Top
Here is my current approach. It worked very well with the beta versions, I was very surprise with my score. But with the latest release I'm having difficulty, so I'm still fine tuning my approach in response to the AI difficulty adjustments.

Here goes...
I rarely play other then galaxie, and my strategies are to win by peace, cultural, technical.
My initial settings are mainly in speed, research, then defense and influence.

Depending on the distribution of the planet, I send the colony ship to the point that will provide the largest number of stars considering the range at that point.
I tax at 50%+ and spend as close to 100% while maintaining a morale of +50%. I want the slow population growth to minimize future morale issues.

I use the survey to explore stars in a different path than the colonist. I dont take time on collecting garbadge unless it is in the path of the survey ship.
I construct immediately a colony ship, but I usually buy on the 2nd turn, to save on the purchase cost. I then load 25-50% of the colonists so I can distribute my population more evenly to the next large planet I find.
I try to avoid buying, since I maintain very little cash, 200-500$.

I refuse to pay bribes and let them intimidate and attack. By the time they are ready to invade I am usually ready to defend myself.

My first techs are: propulsion, cold fusion, medecine, habitat, warp.
I avoid social projects that have maintenance cost as much a possible, while maintaining the morale in the +60%.

If I was going for a military conquest I would do things differently.
Good lick :)

~SDC~