"Give Peace a Chance"

Obviously John Lennon's immortal song never made it to the 22nd century. Tried playing my first ever game trying to win via cultural conquest but got my butt kicked when the Drengin and Yor ganged up on me.
"Peace Through Superior Firepower" will be my motto from now on:)

This is the first ever strategy game I have played so have 1 question. My colony ship has a limited range after which it can't travel (something like 2 sectors). At the beginning of the game with cash being scarce and constructors being so expensive how can I expand my influence so that my colony ships can travel further afield to colonise other planets? BTW, I'm playing small maps only until I can get the hang of this newfangled strategy type gaming.

Cheers gents
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Reply #1 Top
There are 2 main methods.

1) The best method is to Colonize planets at the limit of your range which will then let you send another colony ship out further. If you need to you can 'temporarily' colonize a clas 13 or 14 planet to use as a stepping stone and destroy it later if you want.

2) research tech to gain range... takes time.

~SDC~
Reply #2 Top
I beleive you can choose a range bonus as a racial attribute also.
Reply #4 Top
Incidentally, as a beginner, you might want to turn off some of the AIs (select their portrait, then click it again), or change their alignments to something like Pure Good, which should reduce their bullying tendencies a bit.

And yes, superior firepower helps, even if you're just going for a cultural victory. They may even grovel and offer gifts to you. ;)
Reply #5 Top
Actually, I've had pretty decent luck in two games now going for an alliance, and not having much in terms of firepower. I do build up some, but I'm never the highest (usually 3rd or 4th, with all AI's). Haven't had much luck with cultural victory, however.

What I'd suggest doing is don't make an alliance until you can make an alliance with at least two major races, then ally with both on the same turn. I've found that if you ally with just one, you usually get dragged into their wars before you can ally with other major powers.. and of course, going to war with them just reduces your built up relations. ;)

Also, as much as it... ahem, hurt my pride, offer them bribes. Succumb to their tribute demands, if needed. I did that a couple of times to the Drengin, and they became my best buddies, oddly enough, because I kept giving them their tribute.
Reply #6 Top
I did that a couple of times to the Drengin, and they became my best buddies, oddly enough, because I kept giving them their tribute.
End of quote


The Drengin, either through being a willing lapdog, or a more powerful force, make some of the best allies in the game. They're a simple bunch and easily swayed.
Reply #7 Top
... or change their alignments to something like Pure Good, which should reduce their bullying tendencies a bit.
End of quote


Ah, no... that's not quite true. The pure goods ones tend to be a bit.. fanatic sometimes, when you're neutral, you're sometime considered "as good as evil" by the pure good ones.

Better set the AIs to neutral.

Reply #8 Top
Peace through strength is the best way to go. And don't forget to keep a few transports on call in case you need to make a point by taking a planet or two along the way. But be wary of being the paper tiger. Your power graph might look impressive, but the starfighter armada is not going to dent the battleships of the alien who decides you are not as tough as you look.

My play style does not involve bullying, or even putting war as a first option. I tend to trade a lot and slowly infiltrate the enemy with influence and by grabbing PQ 13 and 14 planets near the aliens. They culture flip eventually. But I do keep a real military.

If push comes to shove, it is time to take out a planet, half the alien navy, and any starbases I deem necessary (especially military resources). Then we go to the peace table, where they offer to pay me for the lesson I just taught them. If yes, then all is cool and I forget about the matter while laughing all the way to the bank. If no, then it is time to take the next planet or two on the list. (That's why there always should be liberal amounts of transport. Don't want to run out right when you need more!)