Ways to win

Hey I wanted some suggestions about ways win,and staying on top of things like: having the biggest military,having everyone in the galaxy like,and want to join forces with you,and ways to make sure no one get's to far ahead of you.I'll enjoy seeing everone's reply soon! :)
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Reply #1 Top
There are four ways to win:
Cultural victory - which you research tecs and build items on your planents like embassies, cultural exchange centers and wonders that increase your culture. Essentially, you can see how you are doing by clicking the cultural button, which is next to your ship button on the mini map.
Alliance victory - This one is sort of ambiguous in the sense that the other players have to like you and possess the tech to actually enter into an alliance with you. Having the diplomatic translators trade item does help but doesn't gaurentee that they will want to be your friend. Of course, then you have to put up with going to war when someone else goes to war with your new ally.
Technology victory - This one you just have to research every last tech on the tree until you get to "Beyond Human" Once you get this tech researched you have about say 2 to 4 turns before the game is over. The cut scene is pretty cool. Your culture becomes this electrified white opaque entity.
Military Victory - Just wipe the map clean of everyone that has a planent. This cut scene for this is interesting too. The excited yet reserved lieutenant comes up to you and says to a pensive commander looking out the window overshadowing the obit of the home planet "I've just gotten word from the front sir.They're gone!, They're all gone!"

As far as ways to win - pick your poison.

Some thoughts:
Here are some things I've gleened from the intelligent and cunning players who grace these boards.

In the beginning of a game location is key. Create colony ships as fast as possilbe. I took this individual's advice and made my tax slider has high as possible until the morale rating was around 85 to 90%. And then moved the production slider to 100%. Now this gives you a negative credit, but that's okay. It will increase your planet and tech output. Set the ship and tech bars to 50% each and the social to 0. This will help you make ships in about 5 to 6 turns depending on the planet size you have and research techs in about 4 to 6. Colonize to planets the furthest away before you colonize to planets in the system. You start with one survey ship and colony ship. Use the survey ship to locate new planets and find goodies along the way. Unfortunately at 2 square a turn will take some time. Asteroids are always good to find free non produced ships to help locate and uncover space. The planets are unmarked but you have to know whats there first. Get a survey ship quickly. At about 3 to 6 turns you need that extra move to find planets and resources. They move at 3. I always research to get the Gravity Accelerator trade item. This make a scout from 3 to 5, a survey from 2 to 4 and constructors form 1 to 3. This is a huge difference compared to the AI. Once I have this available to me, I set the social to 20% and usually keep it there for a good part of the game. Then pick the biggest planet by production and quick buy the item. This ends up giving me a -450 credit. Now set everything so that you have a positive cash flow and work you way back to positive. This trade item adds 2 to your movement, which may not seem like much but he who arrives first gets the spoils. This philosophy is based on the idea that knowing where planets and resources are help you get there faster and first before the AI has a clue. Each planet and resource adds to you travel area. Planets add around 3 sectors to your travel radius and I think resources add about 1 or 2. Someone can clarify for me. It is also to your advantage that you have a decent start board. One time I had 5 yellow stars in the same area and 6 more is the outlying sectors. Earth was a 19 and sol a 15. Every planet was making colony ships and scouts.
When you know where your resources are, determine where you trade routes are. Naturally you need a trade partner. Pick the highest quality planets, either one by itself or multiple in a sector. I had a 33, 33 planet system trading to a 20,18 minor race with a research diamond along the way. Sent constructors to it and made some good cash.
Every ship for defense takes from your cash. The better defense the more it costs to maintain. Given. Depending on where the AI is, minimize the defenses on planets to help boost cash. Obviously, those planet systems that are of most value should get defense regardless, but that's a personal call.
Since the 1.04 version, the computer gets a serious jump on most things, especially population which drives the economics of planets and production. You will catch up eventually. It took me some time but since I had way more planets and resources, I passed them up.
Hope this helps a bit. The boards are great for knowledge and check out the GC bible on the link. Later
Reply #2 Top
I am still new myself but I recommend staying neutral or borderline before going evil. The bonus are tempting but it just ruins your reputation in galaxy. also try to get as many of the trade goods as you can and then hoard them. I've found that keeping them away from aliens is more beneficial then merely having them yourself
Reply #3 Top
Morale must be 100 at the start no matter what.

~SDC~
Reply #4 Top
Shame there isn't any bonus techs for staying neutral.... there should be SOMETHING.

I find myself trying to shift towards one end just to get the goodies.
Reply #5 Top
It starts at 100% but in order to balance out the high production rate to prevent depleating all your funds, you have to raise the tax rate a bit. You have to have some funds left to quick buy the Gravity Accelorator trade item and not get below -500 bc, or everything will stop until -500 or better is reached again.
The biggest reason planets have low morale is because of planet size. 14 or 15 size planet with huge populations get cramped and have low morale. You can increase morale with soil enhancements, habitat improvement and tranformer techs. Add to this the ent. network, multimedia center and few other social trades items, wonders and buildings, you can keep morale around 80 to 85% for a good part of the game. Naturally, having the yellow cyclinder resources help as well. Morale also dictates to some degree population. When I had really low morale my population didn't grow much even with the techs that increased the rate. Keep them fairly happy and they will grow nicely. One good way to get a quick boost to morale is to make transports that are headed to planets to conquer. This reduction in population will boost morale, but will take away of the economics of the planet.
And speaking of morale from the evil or good side. I really enjoy the object bar and robot changes that happen when you move to either good or bad. The interesting paradox about good as that every event that pops up always has some nasty event for the first check box and is generally bad for the planet and conversly the third check box always has something relatively good for the planet but is bad for your governing morale. It takes less checks to become evil than it does to become good. Interesting design. :)