Opening move

I would like to hear from other what your opening strategies are? How do you kick off your games most of the times and what aproach do you take in that initial stage of colonization and landgrabing. What tech would you research? Do you go for population boom or tax them good? Lets have it...

~SDC~
2,239 views 22 replies
Reply #1 Top
First thing I like to get is Trade so I can start sending out freighters. This also gets you Universal Translators and Economic Capital. After that it depends.
Reply #2 Top
I like putting all my picks into Speed and then rush for Stellar Cartography and then produce Colony Ships like they're going out of style and after I've expanded until I can't expand any more I pick what type of victory I want to go for and go from there...

~SDC~
Reply #3 Top
i first jump my tech to 100% and go for propulsion (gigantic galaxies) i keep it up till i can buy gravity accelorators, then i go for communication thru universal translator, and hopefully thru weapons and defense before the drengin come calling

rich


~SDC~
Reply #4 Top
As far as tax rate etc.

Tax Rate usually 50%
Spend Rate 100%

20% Social
40% Military
40% Research

I usually produce 1-2 scouts depending on the map before Colony ships.
Reply #5 Top
Oh forgot to mention my strategies are for map sizes up to medium
Reply #6 Top
Opening Move:
Soil Enhancement + Colony Ship (NO! Really?)
Tax Rate set to 45%-60%, depending on class of home planet, aim to keep morale above 50%
Spend Rate set to 100%
Research set to 60%
Social set to 20%
Military set to 20%

Research Goals:
Propulsion Theory, Cold Fusion, Impulse Drive, Artificial Gravity, Controlled Gravity
I sometimes choose, or am forced, to break for Communications Theory, Universal Translator, Diplomacy, and Trade, and I occasionally slip Medical Theory and Basic Environmental Control in there somewhere.

Initial Strategy:
I ignore scouts and use my Survey Ship. I like to build an extra Survey Ship or two, as well, since the AIs usually get to the good planets and resources before I find them (switch from building Constructor). I like the power that Survey Ships can deliver late in the game. (I label them XE and name them Asimov, Cherryh, Einstein, Zelazny, and so on.)

End transmission.

~SDC~
Reply #7 Top
I currently play as pacifict. I therefore rely on being left alone somewhat at least initially.

I spend all my starting cash on colony ships and one or two initial planet improvements as they come up- even entering into substantial loans to get a large fleet of colonists (I don't always fill them up as I still need the planets to grow -especially the low pop/low value initial ones). I then pump all my resources for the first few years into research.

I never tax if I can help it over the point where morale drops below 60% I believe productivity drops significantly after that and therefore taxing any further is counter productive.

I research straight away for stellar cartography and depending upon the range of teh planets I will then either spend a short while on researching speed and range then straight onto population growth until I get two planetary improvements, then trade and then production. After that it depends on what happens :)

~SDC~
Reply #8 Top
Gigantic galaxy and abundant planets (otherwise I would have to change the strategy).
Federalist party.
Most bonus points to speed. one or two to population growth and research.
Tax up until Earth's morale is at 50% or tax is at 60%.
Buy a scout. Use Hero and scout during initial exploring to find other good planets.
First three planets colonized build scouts.
Spending rate to 100% until treasury gets near $100bc.
Research: Get universal translater as quickly as possible, then go for speed, production, and morale project techs with heavy emphasis on trade goods and wonders.
All planets build colony ships until I think I have one for all of the planets I will be able to reach.
All colonies above class 17 build production, research, and economy projects an order that is somewhat based on the project costs.
All colonies class 17 and below build entertainment system first, then as for classes above 17.
Class enhancement projects as seems appropriate to enhance production capability, morale, and population grouth.
Build trade goods immediately as they become available, then wonders, then achievements.
Trade with minor races as quickly as possible. Tech and trade goods for money using care to keep my advantages in diplomacy and ability to build trade goods and wonders.
Discover and build star bases on resources as quickly as posible. Then build star bases in my sector with production upgrades, then mining upgrades. Add culture upgrades where effective against the other races. Upgrade resource star bases last.


Well, I guess that goes WAY beyond opening moves. I kind of got carried away there.

~SDC~
Reply #9 Top
Gigantic Galaxy, Common Planets, Technology Party, AIs usually on Bright or Smart
Bonuses to Pop. Growth, Research and Influence

Tech: I start with Industrial Theory, then, like Captain Bizzare, I go for Propulsion Techs until I can buy Gravity Accelerators, but often take a brake to get Diplomacy and Trade. Getting Industrial Theory first lets my home planet build a manufacturing center while I am researching impulse drive. If I am lucky I will find a minor race from whom I can get the early Military techs.

Spending and Tax: Taxes up until morale is around 52-55%. Spending up until I am making only 3-4 bc/turn. Social 20%, Military and Tech each at 40%.

Buildings: I start everyone on Soil Enhancement, unless morale is under 40%, then I start w/ Entertainment Network. Buy trade goods ASAP, then Wonders, then Achievements.

Ships: My home planet immediately builds a colony ship (on the longest lease). My first colony ship goes fro the first class 16 or 15 planet I can find, which builds a scout (and usually 2 more). I use my Survey Ship to find other good planets. Continue to buy colony ships to send to 17 and above planets as I find them. Colonize 15s and 16s with small colony ships built by newer planets. Each planet continues to build colony ships until I can not expand any more, then I build as many constructors as possible. I also build constructors early with my home or better planet to go after available resources. Especially Influence and Military Resources, with are, IMHO, the most valuable.

This is a good way to build a solid base. I like to be somewhat isolated at first, but it can work with someone on top of you as well. The only drawback is that I get attacked a lot, since the AI perceives me as very weak because I have no military. Once someone starts to attack, I switch to full defense mode, and go after Frigates and Battleships ASAP.

-Dave

~SDC~
Reply #10 Top
Jack, I was surprised that you advise upgrading resource bases last. I have found that upgrading military and influence star bases early in the game gives you a HUGE advantage. Adding defensive bonuses can also help, as the AI will go after you star bases early. Have a strong resource base a buffer can save you some time before your planets get attcked, and also have the AI waste a LOT of resources sending corvettes and starfighters to their death against your fortified star base. Any thoughts?

-Dave

~SDC~
Reply #11 Top
I generally do use one defensive upgrade right away but I find that I don't have much problem with the other races militarily later in the game. I also add on the repair base as soon as I start completing techs that increase hit points. Other than that the only time I add defensive upgrades is on star bases near enemies if they appear to have capital ships that might be able to damage a star base seriously.

~SDC~
Reply #12 Top
or if they have anit matter missiles it forces me to keep some ships near the starbases for protection.

"an anti miisile a day can keep their starbases away" ;)


rich

~SDC~
Reply #13 Top
Anti-Matter missiles, huh? Was that a joke that I missed, or one of the goodies I can look forward to in the Release version. As a lowly Citizen , I wasn't lucky enough to be included in the Gamma testing, and am still playing Beta 5C. ;)

-Dave

~SDC~
Reply #14 Top
Early game my first three goals are Diplomacy for diplomatic translators, Controled Gravity for gravity accellorators and Basic environmental control for aphrodesiacs as well as the useful habitat improvement. Since i play on a gigantic galaxy generally a military is not needed as often immediately.

After I get any one of those trade goods I will start tradeing for basic military techs from the first person I meet. Generally then I will grabs trade and nano metal construction and work towards the few other easy to get early trade goods and wonders. While I generally don't get all the trade goods or wonders this way the ones I do get give me a big advantage.

By this time generally have a good economy going and decient influence. I build a trading empire while also trading trade goods for more tech that I missed. Except when I play a really high AI intellegence or get very unlucky, it happens, I am usually tech leader or close to it by that point.

Then I switch into gear for whatever Victory condition I am aiming for. Either going for the influence and starbase culture if I want influence victory, adding Terror stars for my mobile culture stations. Rushing for diplomatic bonuses if I am trying alliance victory or go full military if I am trying military victory. I don't always win with this method, especially if I take a change from normal and try a small or tiny galaxy, but on my normal gigantic galaxy I can win more than I lose.

~SDC~
Reply #15 Top
I have a very new guy question. Is it possible to come back from a hoorible starting position. Few stars in your region and not many habitable. If they are habitable, they are 14s and 15s.

Do most of you tough it out or simply go ahead and restart? I am sure some of you experts can make something from nothing, but I have a hard enough time from a good initial spot against the dumb guys.

Thanks,
tj :) :) :)

~SDC~
Reply #16 Top
I have been experimenting using research as my tool for domination.

Technoligist party.
Maximum research points.

Set the galaxy up with few habitable planets so I do not have to waste alot of time colonizing.

Set the Initial spending rate to 100%
Taxes so I am not losing to much cash.

15% military
40% social
45% research

When I meet other civilizations I trade technologies for cash.

Use the new income for building ships and social projects.

Maybe since I am a Technician I think it is cool to win with technology.
Reply #17 Top
This is in response to Veteran Tyjenks. While I have not had a chance yet to do this with the current GC, I did play a couple of very memorable games in the OS/2 version of GC where I was restricted to a very small region originally, and it took a very long time to win the game. In the first one that I remember, I had a starting sector that had 4 habitable systems with class 15 and 16 planets (other than Earth which was 19). The only other sector that I could reach with the range that my ships had was colonised by the Torians before I could get there. I worked on tech and building up social projects until my range and power was enough to conquer the Torians, but I had a long haul after that to win the game. In the other I started off in a corner with only a couple of systems, and had to endure a long war with the Drengins before I had enough strength to take any of their systems. I only survived in that game by allying with the Yor and letting them take the brunt of the battle with the other races until I was able to overtake everyone with research.

So far my experience with GC/Win leads me to believe that similar scenarios are definitely possible, particularly with the new diplomacy and influence abilities.

~SDC~
Reply #18 Top
I'd tell you what I do, but I'm not sure that would have a positive influence on anyone :)
Reply #19 Top
I play on a small map. This changes things greatly since you have a seriously abbreviated colonization period.. and because the map is smaller and their are less resources, the role of space stations is enhanced. As a result, while I colonize what I can get at quickly, I find its at least as important to get some constuctors built asap to get stations on resources in your sectors. If I can get two resources at the early stage of the game, I am doing VERY well for the small map.

For techs.. I push to trade first.. the added income from trade routes makes up a much greater percentage of your income then it does on larger maps (I assume, never played more then 5x5). Following that I take a relatively balanced approach. Focusing too much in one tech direction can really be a problem since your research production is presumably lower then on a larger map. I sort by tech cost.. and try not to get bogged down researching things that take too long.

Regards,

Artuk

~SDC~
Reply #20 Top
I usually start as a technologist, but go for a culture win. I will additionally boost my research +20% so that my rate is +40% overall.

When I usually start, I put my governmental spending to 100% and put my military spending to 100% until I use up my 1000bc.

I usually aim for two things starting out: propulsion tech>>cold fusion>>impulse drive and communications tech>>universal translator>>diplomacy and buy/build diplomatic translators. Then I artificial gravity>>controlled gravity and buy/build gravity accelerators if I can.

Then I go 100% on military for 3-5 turns then alternate to 100% tech for 3-5 turns. I do the minimum on social spending until the colonization phase is done. The population is so low until then your morale is a non-factor.

I usually will put 200+ for 18 or better planets, but for 17 or lower I will put 100+. Depending on location, I will usually have the 17 or lower crank out 1 to 2 colony ships and then put them to work right away building constructors, unless the location is a prime one. I try to keep my population planets at 60b people or better, 100 if I can. I don’t let them get too low or it takes forever for them to get up to speed. I will colonize 14s after that.

The order of priority for the resources is influence(blue cube), economic(green sphere), morale(yellow cylinder), weapons(red cone), tech(purple pyramid). I usually cut out of the colonization cycle at 80% of the ones I could get, to grab the resources early. I will trade for influence starbases of other empires if I can to get them.

But the absolute key to this game is minor races. That is why diplomatic translators are so important. I try to find the minor races first and EARLY because they have 4000bc and trade techs for money.

The second major key occurs once you get into the constructor rush for resources phase. I Get trade>>interstellar business>>interstellar marketing and buy the restaurant of eternity (10-20% influence boost). Then get xeno propaganda and buy the propaganda machine(20% influence boost). When you get these plus two blue influence resources upgraded even halfway it forces the other AI's to dedicate 10-20% of their resources to propaganda and morale boosting resources.

Then, Go after the mining techs: Hyperspace, Interstellar refining, Large Scale Building and Nano Mining and build constructors to boost your resources.

For social projects I've found this order to be the best: Soil Enhancement, Banking Center, Entertainment Network, Habitat Improvment, Fusion Plant, Manufacturing Center, Stock Exchange. I Build Economy first, and then Morale, then after that go after Manufacturing.

I will build Culture Starbase Bombs toward the mid/end game, but you have to remember to build 2 groups of 10 constructors and have them mass in two places all at once, then send them......don't send them piecemeal or the AI will adjust to the gradual increase. Send the 2 groups of 10 into an 3x3 area in a cluster of enemy planets all at the same time and build the starbases all at once. Make sure you get cultural maximizing first though so you can build the culture palace. The radical shift in influence will tear them to pieces.
Reply #22 Top
Well, my strategy seems to be working on normal so far, so here's what I do:

1) spending to 100%, social to 0%.
2) bee-line my research for trading.
3) buy a scout
4) start cranking out colony ships as fast as I can, focusing on the better planets. Don't waste time with a 14 unless it looks like it might be a key system, or it's full of size 12-14 planets, and you feel like playing Precursor Lotto.
5) when I hit a 0 balance or when I have 3 or 4 colonies, turn social back up, and start work on banking then soil enrichment.6) when i hit a 0 balance, turn the spending down for a balanced budget with a slight positive cashflow.
7) when I start to encounter alien races, switch to constructors to grab any resources I've found (if I don't make contact early, I'll switch before then).
8) Once I've got a constructor on every resource, I find my best system for trading, and start pumping out freighters, everyone else continues to focus on constructors.
9) Constructor priorities depend on the location, resource, and general tension level of the galaxy, but tend to focus on starbase defense, resource mining, production boosting, and if on a trade route, trade boosting. Cultural upgrades in frontier starbases might get prioritized. Military upgrades usually wait until I'm expecting a war.
10) Keep at it. I'm usually cranking out more constructors than anything else, even when I'm at war.