Year 1 Strategy - Tiny Map, good start

This is intended to give players an idea of what they can accomplish in just the first 12 turns of the game on a Tiny map. I prefer this size because the games move more quickly. This particular game had an outstanding starting position, so it is instrumental as a "best-case" scenario. This strategy will work with a typical starting position as well.

Game configuration:
Tiny map, scattered density, abundant planets, all races "Intelligent"
Racial picks: +20 morale, +50 research, +25 creativity
Party: Industrialist (+20 to social & military prod'n)

Starting position:
Earth: class 20, top right quadrant
Nesro: class 16, 4 squares away

First goal: colonize Nesro, find AIs, and rush to Diplomatic Translators

-- MAXIMIZE SPENDING AND RESEARCH ALLOCATION
Feb. 2178 - Nesro colonized
Mar. 2178 - Communication Theory discovered
Apr. 2178 - Universal Translators discovered
Jun. 2178 - Diplomacy discovered - switch to Republic

-- MAXIMIZE PRODUCTION, BUILD DIPLOMATIC TRANSLATORS ON EARTH (7 turns)
Jul. 2178 - Entertainment Network (Nesro)
Dec. 2178 - Banking Center (Nesro)
Jan. 2179 - Soil Enhancement (Nesro), Diplomatic Translators (Earth)

-- TRADE TRANSLATORS TO ALL KNOWN AI'S
Torian Conf - received Deflectors, Industrial Theory, Medical Theory, Propulsion Theory, Weapon Theory, 20 BC for 20 turns,and 35 influence points
Yor Coll - 44 BC for 20 turns + 20 influence points
Altarians - exact same as Yor
Alexians - 127 BC for 10 turns + 4 influence points


Result after 12 turns:
I have 8 techs (3 researched)
949 BC in treasury (no rush builds)
235 BC in tribute for 10 turns, 108 BC for 10 turns after that

Notes:
-- I kept my tax rate at the maximum allowed to maintain 100 morale on my planets. Spending was always 100%
-- When researching, the tech slider was at 100% until it reached "next turn". Then it was set at the minimum level to complete research and the Social slider was raised to compensate. Reverse this when building trade goods.
-- never, ever trade for Defense Theory. It makes a 20 BC/turn difference in the trade but only costs 35 BC to research.
-- I trade Diplomatic Translators to everyone so that it has the net result of benefitting no one (except me and my wallet :) ). Plus, no one has Universal Translators yet so they can't use it anyway. Never trade this tech or Comm Theory for this reason alone!
-- The Torians had the least amount of money (and most techs), so I gouged them for techs
-- The others I gouged for money to hinder future rush builds for trade goods, and accelerated payments from the Alexians since they had over 3000BC in their bank
-- I expect more tribute when my ships find the Drengin, Arcaens and the Carinoids
-- In 3 turns, I'll begin building Aphrodisiac and be done with that just as the Alexian tribute is completed :)
-- By the time I get to Nano-Metal Composition (with two trade goods), I'll have enough money stockpiled to rush-buy one, if necessary.

Anyway, I'm in pretty good shape after just 12 turns.
636 views 8 replies
Reply #1 Top
-- TRADE TRANSLATORS TO ALL KNOWN AI'S

Noooooooo!!!!!!

This is one of those techs that you can reap huge benefit from throughout the entire game! This gives you +20% diplomancy. That can be the difference between 100bc for 10 turns and 100bc for 12 turns EVERY time you trade. It's too valuable to trade. You would be better off buying the next trade item ytou can find. What you should really have done at this stage was

switch back to full research. research medical theory. researh enviromental.

BUY aphrodesiacs

SELL aphrodesias to all minors and other races (if not planning war).

There are a few trade items worth NOT sharing. These are
Diplomatic translators - never trade
Gravity accelerators - only trade to minors
Tri - strontium alloy - only trade to minors

Paul.


~SDC~
Reply #2 Top
You don't understand. The whole point is to get the AI under my economic thumb as soon as possible. At no point in the game will the AI ever be able to afford 100 BC per turn for ANYTHING.

As besides, when you become the undisputed leader in tech, manufacturing and military, you have no need for diplomacy (see: real world)
Reply #3 Top
While I agree with your approach I'm very surprised that you can maintain it at all races intelligent. From this point (and especially above) it is extremely unlikely that you can keep all races economically dependent on you.

You already mentioned that this was a best case starting scenario. All it takes is for one race to have a better starting position than you (more planets within range or poor quality starting planet) and you'll need that diplomatic bonus later. On a tiny universe it is fairly common for you to NOT have the most planets. You can easily have only 1/3 the number of planets of the best race which makes holding onto the important trade good very very useful.

Paul.

~SDC~
Reply #4 Top
"While I agree with your approach I'm very surprised that you can maintain it at all races intelligent. From this point (and especially above) it is extremely unlikely that you can keep all races economically dependent on you."

Extremely unlikely? Have you tried this? You just have to stay on top of the AI. Once I get the first 4 trade goods, then my goal shifts from just winning to getting all of the trade goods and wonders.

I've done this twice, with worse starts and have had to wait until the AIs regained a positive balance before sending them another trade good. However, I will admit that it is possible for anyone to get screwed over with a bad starting position. I believe this strategy minimizes that risk because it primarily relies on the starting planet, choice of techs, and ability to meet the AIs as soon as possible (easy on a Tiny map).


"All it takes is for one race to have a better starting position than you (more planets within range or poor quality starting planet) and you'll need that diplomatic bonus later. "

You'd be surprised at the diplomatic bonus that is attached to the end of a gun barrel. ;)
Reply #5 Top
Tried it many times.

The problem is staying on top of the AI. Unless you get an excellent start this will not happen and you're constantly playing from behind.

Nowadays I always play on genius or masochistic level and this may skew my feedback somewhat. Getting all the trade goods is damn near impossible as the AI normally gets a few before you've even ressearched the techs. I seldom ever manage to hold the most planets, and even when you do the AI advantages keep it at higher production, research and population than you. Hence keeping the advantages you do get (especially diplomancy) is crucial.

Tiny Masochistic games tend to be all about holding out, biding your time, grabbing single planet minors and majors when possible. The most valuable trade good is Diplomactic translators.

Paul.

~SDC~
Reply #6 Top
Well, one reason I that I play "Intelligent" is so that I can spot AI problems. I have this wild notion that if I see something weird or find something that can be exploited, I can report it to StarDock and they'll consider fixing it. :)

For that reason, it's important that the AI and I play by the same rules. If they outproduce me on higher levels, I won't know if their production bonuses or the AI was responsible.
Reply #7 Top
I tried something similar on masochistic tiny, rare yellow suns. The suns were so rare that no race had two stars before we started bashing one another and the minors.
I didn't trade diplomatic translators early, but just about everything else. It worked very fine. It wouldn't win the game all by itself, though, but provided huge cash flows and lots of techs (I researched about 23 techs in 90+ I had at the end). I think this is very efficient except you have to be careful to get NanoMetal Composition first. If you do, you can sell Frictionless clothing, and maybe TRi-Strontium to the minors. If not, you are stuck and have to fall back on another strat, which may be hard if you haven't got a good research.
It was my first win at masochistic, too, so I think this strategy is quite efficient.
Reply #8 Top
Ever since I began using this strategy, I have been able to build every trade good and wonder. Once you get the first 4 goods (Translators, Aphrodisian & the two with Nano-Metals), everything is downhill from there on. Once you get to frigates, it's just a matter of deciding whether you want to win militarily or play simGalaxy.

I even used Control-N to come up with the worst possible scenario I could find (class 17, corner sector, 1 habitable star in sector) and it still worked. I did have to rush-build a scout (to speed up contacts), but that was about the only change.