HairyTheTaco HairyTheTaco

Beginner Tips?

Beginner Tips?

I just bought the game a few days ago, and i love it. One thing i noticed is that the game manual doesnt really help too much with new player strategies, my first 3 serious tries at the game ended in a hopeless loss. Im just wondering if anyone can give me some tips for newbies?

Im pretty sure i will win the game i am in right now, i learned some lessons during my 3 previous tries. Here are 3 tips for new players that i have learned the hard way (even though i havent won a game yet :notsure: )

1) DONT leas more the 3 (maybe 4?) colony ships at the very beginning.
2) Influence is a big part in the game, buying News Networks and Embassys (and those cultural moduals on your starbases) is a good idea, especially if the neighbouring sectors has aliens. These will help increase your influence, that way "your" sectors dont all of a sudden become a Yor sector. Also if there is some weak player beside you, they just might end up surrendering to you instead of the other powerfull player.
3) Starbases dont have to be built on resources, it is a pretty good idea to build one in a sector where you own several star systems, even if there is no resource, and to add some moduals to it that help in planetary production, that way your planets can get a small boost.


I dont know how correct my 3 tips are, but I hope it should help any newbies out there who are trying out the game for the first time. Also, if any newbies have any questions as to what to research -dont ask me, im clueless in that department :(

~SDC~
6,170 views 33 replies
Reply #26 Top
What are the cost of the rush build you are using?
What are your playing level? It is important because if you can exchange tech against cash, monthly fees for rush building isn't annoying. But at maso it could be another thing :)
Reply #28 Top
Terran Manufacturing. Something like 320 + 16bc for 8 months. At masochistic.
End of quote


That means at total cost of 488 bc. Not sure if the two turns gained are worth the costs since they can't be used to be in deficit during more turns. It could depend on the map setting.
And if you have a nice PQ 26 planet, you may want to have settle at least 1 colony in order to trigger an event on colonization.
I have this thing in my current game: when colonizing a class 26 PQ, I have the polar ice cap event. you know, the one where good choice leads to something like -40% production, the neutral to -20% and the evil to +33%. I don't know who will take production penalty on a class 26 planet .
Reply #29 Top
I don't know who will take production penalty on a class 26 planet .
End of quote


I would. I always, always choose good. (I'm trying to earn the prestigious 'white smiley'.) You can always cancel out the penalty later with a +40% factory starbase.

~SDC~
Reply #30 Top
I'm getting used to playing normal, maybe I'll raise my difficulty later when I start making more of cash earlier. Anyway, I never go for the speed pick, well, I might next game if I can spare the points from economy. Anyway, I have never had a problem with spending fixed at 100 until I'm sure I can safely buy grav accel without going too far into debt. I know I'll probably be paying for the rush buy until the game is over. I also tend to only colonize one planet per system initially until I'm sure I've settled every system left, then I loop back and pick up the stragglers (by then I've produced so many colony ships that I still end up having extras even if aliens start blowing them up). I find it helpful to colonize very low, pq 12. At first this gives influence throughout sectors and precious range to leap to the other side of AIs that happen to be in my way. Later they provide a little cash once they finally finish their improvements that make them profitable. If you're just beginning, remember, like most things it's all about the money, but don't forget that range and influence are important too.

(as a side note, military can kill your economy. Unless you've got aliens to impress, you're better off not building anything until you can make it impressive)
Reply #31 Top
Don't know if everyone caught Peace Phoenix's tip. It's a good one:

"And if you have a nice PQ 26 planet, you may want to have settle at least 1 colony in order to trigger an event on colonization."

That is, the first colony settled NEVER has a planet event, thus, it's good to aim for settling a lower PQ planet first, if you are going to consider neutral or evil choices. Good tip.

And I'll leave off the 'rush buy' argument now as well ;) . The issue is settled: "longer debt :vs: faster start"

-Smack
Reply #32 Top
In case folks have missed it over in the general forum, I am running a training day game as the next round in RB succession gaming. The game is designed for those looking to move up and beyond Painful difficulty, but I would encourage players to participate even if you are not yet at Painful level. The game is less about winning, more about learning about GalCiv. Check out my thread in the general forum.

Thanks.

http://www.galciv.com/forum.asp?BID=GF&id=146571
Reply #33 Top
What I've found is that rush buying is only good in extream moderation. Don't rush buy more than one or two colony ships. If you want to build fast, max out your military and government spending. If you have a 20+ planet at start you'll be able to build a colony ship in two turns and incur minimal debt.