Newbie Question

I got a newbie question.

When I play I pick Populists, and pick Econ +20, Research +20, and Morale +20. 5 AI all at subnormal so comes to simple difficulty I believe. Large Map, Loose Clusters, Common Planets.

I have yet to finish a game but started a bunch so far, but like every game I am way ahead in economy, I have expanded as fast, if not much faster then the AI that I come into contact with, so I think I have the economy expansion part down, but my influence is horrid. I have planets and stuff that are fairly deep into other peoples sectors at times, and thats when I got the planet well before they had sector control.

Is this what I should be expecting early game? That some (few) of my outer colonies are going to be in enemy sectors and that my influence will suck at first?

I go 80/0/20 and build colonies from earth and maybe from one or two of my newer colonies, but they mostly make constructors or scouts.

I research to Trade then Impulse Drives then Basic Environment Control. All research at like 20% till I don't need anymore colony ships and then switch over to like 0/80/20 I build Diplo Trans, Grav Accel, and Aphro in top three planets and soil, bank, habitat in all other planets once I have.

All those starting ideas I have taken from searching these boards, and I seem to have a nice start moneywise and placement, but as I said they are well ahead of me in influence, does this matter at this stage in the game or should I just keep going? What do I build, or should I build, at this point in the game, to help my influence?

Also, after you have Soil, Habitat, and Banks on a planet, what do you think is like most next important building and why?

What is most important tech after Trade, Impulse, and Environment Control?
321 views 6 replies
Reply #1 Top
I never paid really close attention to sector influence until just recently (you can tell where the other races are by checking sectors in unknown areas).
:notsure:
I do keep an eye out on planet morality make sure it's above 50. I also make sure my taxes are 50 or below, so that population grows, so that influence grows. And in areas that are near enemy territory I make sure there are some influence developments on planets and maybe build cultural spacestations. around the planet and empty sectors surrounding the planets.
Reply #2 Top
Indie,
I have found (with only about 8 games,3 posted) that influence is hard to come by early on, but begins to expand quickly after a certain point. It seems at first as if you're going to be swallowed by another Civ's influence. You'll show almost no influence on the map until a certain point and then begin popping up all over.
Starbases help a lot!
I've found Diplomatic techs help a great deal, and as far as what's most important to build, that all depends on your strategy. Research improvments, defenses, culture. It's going to vary game by game. Be pragmatic.
Hope some of this helped. :)
Reply #3 Top
I'm only playing my first game, but using similar settings (medium, simple, populists etc). I've had influence out the wazoo...controlling a good half the map before I had any starbases. I've built a lot of news networks, embassies, and those sorts of things. they're expensive to maintain, but cultural exchange centers are fantastic (increase star influence by 25%). I have also built a couple of wonders that help with influence (galactic exhibition and the restaurant one). Economic exchanges are also great when you get them because they boost economy and influence with no maint cost. Keep a close eye on the building types, as there are several that will help.
Reply #4 Top
Do you guys use specialized star bases, like one that you put all trade stuff on, or do you also put military stuff on a primarily trade orientated starbase?

How many modules can fit on a starbase?
Reply #5 Top
Independent -- The one game in which I *really* cheesed out on starbases, I was cheerfully building starbases only for the trade route bonuses. However, I'd already had massively built-up starbases in those sectors so I didn't need more military or production bonuses, I just needed money to feed the machine. As for how many modules... unless the UP passes a limit (ouch!), you can fit one of every single kind on every starbase (which is to say, a LOT). The manual's a bit misleading when it implies that space is a consideration.
Reply #6 Top
Do you guys use specialized star bases, like one that you put all trade stuff on, or do you also put military stuff on a primarily trade orientated starbase?How many modules can fit on a starbase?
End of quote


So far I ahve not "filled up" a star base. I also noticed that they have an acumulated effect in one sector I ahd 3 planets each with a star base and when I added a Ship movement module to each one I got a +3 bonus.



~SDC~