Early Strategy

I was inspired by Galactic NoNo's excellent post ("NoNo's starting research and queue lists, 4/19/03") to give my own recommendations on a start strategy for the benefit of novices like myself.

This strategy was developed on large/huge maps, but I feel it is appropriate for medium as well. (Small and Tiny may require adjustment, eg, since distance is not such a factor, speed-type techs may wait if enough colonizable systems are in immediate reach.)


RESEARCH

1. Industrial Theory (Mfg Centers)
2. Interstellar Refining (Fusion Power Plant)

Rationale: Speed is vital in GalCiv. But it is not only speed of ships that is important; speed of production and value of research is as well. These two techs are some of the cheapest in the game. For only 250 beakers total, you get two basic buildings, both of which increase production points (PP's). (plus it sets you up for Nano-Metal Composition & your MFG Capital mid-game: the first capital you should build.) More PP's = faster completion times on anything built. I would build these two improvements in reverse order (after completing soil enhancers), as although the Fusion Power Plant is 3 maintenance, it is half the PP cost of the MFG Center. (And even early Empires can generally afford one 3gc building on all of its planets, since you're running Imperial and can set taxes high.)


3. Communication Theory
4. Universal Translator (Banking Center)

Rationale: For only 75 beakers, you now get the ability to negotiate with any AI's you might encounter, and banking centers will greatly assist in balancing your budget. Early on, you should be running your economy at 100% spending and sliders set to 80/10/10 (or 100/-/-) to produce colony ships. Once you have colonized 4-6 systems, you can (if desired) switch to 10/80/10 to build Fusion Power Plants/MFG Centers/Banking Centers and increase your income & PP's (the fundamentals of any economy). Once those are completed, your 1000gc initial treasury will be close to depletion, and you will vary your tax rate and spending according to personal preference.


5. Diplomacy (Republic)
6. Trade (Freighters/Routes +1)

Rationale: Developing a sufficient income while balancing colony development is critical to success in GalCiv. To assist in balancing your budget, switch over to Republic. This will give you a +20 Econ boost across your entire Empire. Although you will now have to pass elecetions, it is relatively easy to set taxes at a minimal level and run a deficit for 1 turn, to obtain an 80%+ popularity. Once the election is over, you can resume your standard tax/spend rates.

Trade is greatly beneficial in GalCiv - it increases your income (frequently more than social improvements can) and promotes favorable diplomatic leanings with your partner(s). Put every route permitted you into operation asap.


7. Propulsion Theory
8. Cold Fusion
9. Impulse Drive (+1 speed)

Rationale:
This time frame frequently sees research given a lower priority in favor of Mil/Soc spending; thus, I select the Engine path to boost my colonization and trade efforts. Should you follow Horatio's strategy and select +1 speed as a trait, you may consider this block of techs optional (to be completed later).


10. Medical Theory
11. Zero-Gravity Research (Research Labs)

Rationale: At this point of the game, one or two AI's will generally have been encountered, and the starting treasury will be spent. For only 250 beakers, you can get Labs which (like libraries in Civ3) multiply your beaker production. Additionally, they are low-cost, low-maintenance and help generate influence (preparing you for the first UP council (which can be a game-ender if you are outvoted on something like giving 1000gc's to another Empire, or getting the Zoo/Prison in your backyard).


12. Defense Theory
13. Deflectors (Defenders)

Rationale: Having a good Military is vital for keeping the AI's from extorting you. Defenders are the first viable ship for protecting your planets. Their increased HP's help raise your military ranking, and their defensive bonuses for defending in orbit generally render any early-game offensive vessels (StarFighters, Corvettes) obsolete. They are good until BattleHammers appear.

Note: A viable strategy is to trade for Deflectors and plan on getting Shields to produce BattleAxes as your first defense force. Many veterans prefer this approach instead.

By this time, you are in the mid-game, and should be poised to commence either your first war or your second wave of colonization.








~SDC~
1,853 views 26 replies
Reply #1 Top
Mine is quite similar, but I do leave Industrial Theory and Interstellar Refining til the end of that list. I also move Medical theory up the list and do my best to grab Aphrodisiacs.

While keeping your tax rate high early game reduces your spending deficit, a low tax rate (high morale) increases your population growth. I think having that population increase in the early game is important - especially with Earth being drained to colonize other systems.
Reply #2 Top
I have found that in the inital phases of the game (the land grab phase) I spend so little on social that they complete only after the phase is over.

Thus, researching anything for social improvements in the early game is of little use.

Thus going down your list I would suggest only keeping the following (keeping your order)

1. Communication Theory
2. Universal translator
3. Diplomacy
4. Trade
5. Propulsion Theory
6. Cold Fusion
7. Impulse Drive (+1 speed)

Although, honestly I have found that speed is more important than trade at 1st.

So I would change your order to :

1. Propulsion Theory
2. Cold Fusion
3. Impulse Drive (+1 speed)
4. Communication Theory
5. Universal translator
6. Diplomacy
7. Trade

Actually now that I look at it, that's a damn fine starting tech order.

On bigger maps I go for:

1. Propulsion Theory
2. Cold Fusion
3. Impulse Drive (+1 speed)
4. Antimatter
5. Warpdrive
6. Hyperspace

since speed is so important. Although there is merrit in going for Controlled Gravity for the Gravity Accelerators after you get impulse drive. That's a good plan too. Altough I personally don't like switching my spending to social so early.

and if I have not found anyone by then go for nanobots. Hard to beat that Phase III factory.
Reply #4 Top
Stellar cartography has been, in my experience playing on every size of map, useless.

~SDC~
Reply #5 Top
I agree that Stellar Cartography isn't worthwhile. By the time it's available, I've already found my borders. At that point, knowing where the yellow stars are isn't very useful - the computer will have them colonized.

Now, if it was something that could be researched right off the start... it might add a further strategy to the game.

If I've met any minor races, I always go for Gravity Accelerators and lease them from Mitrosoft - then trade them to the minor races (they don't leave their sector, who cares if they move quickly?).
Reply #6 Top
I have, on large, huge, and gigantic maps, had quite a few stars that the AI didn't even go near when I researched stellar cartography (usually because the UI would have something pop up in front of the tech selection screen, drag me through a half-dozen planets so I can confirm that "yes, I still want to build constructors/dreadnoughts/whatever here" and then click turn without remembering to change it). It's still useless, because in every instance where there were still "unclaimed" yellow stars on the map, there was a minor civ there when my ships arrived on the scene.

~SDC~
Reply #7 Top
here's mine:

1. Communication Theory
2. Universal translator
3. Diplomacy
4. Trade
5. Propulsion Theory
5. Artificial Gravity
6. Controlled Gravity

controlled gravity lets you build/lease "gravity accelerators" which give you +2 speed. they can also be sold/traded to minor civs (and if you're confident, any weak major civ) for HUGE amounts of cash and tech.

you need to send out scouts to find those minor civs for this approach to work. trade goods are, IMHO, the key to winning on higher levels.

cheers

h
Reply #9 Top
Actually, I find that diplomacy works best first, esp. if it results in diplomatic translators. After that, I go for gravitic accelerators, tri-strontium steel, frictionless clothing, and aphrodisiacs.

Of course, I like trade goods. :)

~SDC~
Reply #10 Top
Huzudaddi,

Some excellent thoughts in your reply. I consider myself a novice, and am just now experimenting with the "speed" approach and setting sliders at 100/0/0. I agree that it is very powerful on a Large or Huge sized map.

I concur with Baerd and Phaedyme re: Stellar Cartography. Although useful, it is not critical...and thru judicious employment of scouts (which are very cheap, very fast "1-turn" units) you can circumvent many of the problems not having SC can pose. I usually research SC only when playing on a Large/Huge map and drinking :) (Boy does it help when you're pulling a one-man kegger!)

Horatio is a player after my own thinking, and his very balanced approach has much to commend it. Should I be in a corner (and thus know I am quickly to encounter at least 1, if not 2, AI's), I generally mix my research like he does, to preserve my options.

~SDC~
Reply #11 Top
Huzurdaddi,

I am playing two different games now, and I am trying both strategies. One thing I like about the listing I have posted is, it produces a very good manufacturing base of 4-6 planets, all with +PP, +Econ, +Research and +Morale improvements when my initial treasury is spent and I must readjust my spending and tax rate. This gives me lots of options when I encounter an AI ... I can pursue the Comm path and develop trade and diplomacy, or I can research the Military/Engine techs and build a warfleet.

In the second game, due to my speed advantage I have a far larger Empire. Although I only have 3 more colonies, it is clear this Empire will be greater, because I have plenty of yellow stars "behind my lines" to backfill and settle. Should I be able to maintain the peace (so far, I haven't encountered an Evil race), I will be able to surpass my first Empire without going to war.

However, two problems I see are: (a) it forces me into a "peaceful" mid-game. I do not have the pp's to deploy the number of BattleHammers I like; and (b) an early encounter with the Drengin or Yor (std settings) would prove difficult. (In my first game, I am able to handle both relatively easy, because my military is equally powerful to either one.)



~SDC~
Reply #12 Top
Baerd: the minors will leave their sector, they just don't colonize outside of it. Of course, I'll still sell it to them :)

Horatio: That tends to be my research order as well. I like grabbing diplomatic translators, and can usually pull off gravity accelerators as well. In fact, in most games (I'm up to challenging) I manage to pull off all but one or two of the trade goods. Occasionally I'll put industrial theory in before the propulsion branch of research, though.
Reply #13 Top
Def Zep,

Yes, I find that if I go for a lot of engine tech and basically 100% military for the start I have a good sized edge on the computer in terms of # of planets.

I then have (usually) a breif period in which I am vulnerable to the computer after which I am in a pretty decent position.

The only hitch I see so far is that I usually have a rough time getting gravity accelerators. Which would be very nice to have.
Reply #14 Top
#13

Agreed, Huz. In my second game, I am open to extortion by the two AI empires I have encountered. I have even been forced to cede a border system to keep the peace with the Drengin, who exceed my military by ~2x - 2.5x.

I believe the problem is, I elected to pursue the military path vs. the comm path after my engine research was completed, so my diplomacy skill is relatively lacking.

Gravity Accelerators are also the one trade good I really miss, too! I am so use to building them asap, it is (almost) a different game playing w/o them! >:(

Overall, I am still partial to my original order. Although I clearly do not expand as quickly, it leaves me far better able to protect what I have. I also find that my representation in the UP is stronger. But I am intrigued by your strategy, and do intend to try it again. I believe many of my problems the first time around are due to my inexperience with it. Thx for the insight and recommendations!

~SDC~
Reply #15 Top
I am going to have to try some of these different strategies. The very cool thing about this game is that is works MANY ways. Experimentation is a blast.

What I've been doing lately is:

1. Crank military and build colony ships and a couple scouts.. (taxes at around 50, spending as much as I can). I have research at 15% typically at this point, and learn comm theory by step 2.

2. Once enough colony ships are out to colonize all the nearest systems (from 8 to 12 depending, usually), I crank up the research to full. I nab the following techs:
- Universal Translator
- Diplomacy
- Industrial Theory
- Nano Metal Composition
- Medical Theory
- Basic Enviromental Control

3. As soon as those are done, I crank military just for a few turns, to get a few more colony ships out. They go to whatever systems I've uncovered during the 7 or 8 turns I was researching those techs.

4. I crank social to 100%, leaving the others at 0 (lost productivity.. what can one do *sniff*). I have my top 4 social producing planets crank out aphrodesiac, diplomatic translators, tri-blah steel, and frictionless clothing. I also crank up my spend rate until I am losing about 30bc a turn (deficit spending.. woot!). Typically, I can make all of them at 16 turns and under (the longest taking 16.. the other taking less, usually the lowest being around 12 turns). Once the last is done, I crank my spending back.. I usually have at least 500bc by this point (I shun early leases).

This has worked at least so far up to AI at bright. Usually I make all 4 trade goods before anyone else. Once in awhile, some noname race makes aphrodesiac before me.. *grrrrr*. But that is rare. But it seems close enough so that I don't study the tech to get fusion power plants. I set all my other planets govenor to make soil improvement, habitat control, banking center, manufacturing center. Typically, they are all done by the time the cheapest trade good is done. Those that were making trade goods can usually also get a couple of those social improvements before the longest trade good is done.

I usually have a pretty good revenue, and some excellent planets, not to mention 4 trade goods by the time I get done with phase 1 of my game. The next phase is all about what sort of victory I am going for.. and I am actually still trying different methods. The tech tree is so awesome, there is a bajillion ways you can do it. LOL

fleabitfox
Reply #16 Top
#15

Fleabit,

I agree. This game has far more viable opening strategies than Civ3 and others I have spent way too much time on for my GF to be happy with.

I am also rethinking my starting build (social improvements) strategy. I am starting to think that, although the production bonuses are very nice to have in place mid-game when your populations begin to fill out, early on the benefit you gain from, say, a manufacturing plant is still only 2-3 pp's.

Thus, I am considering: (1) a 100% Mil slider strategy, or (now that the PQ bonus trait has been changed under 1.03) and (2) buying +PQ improvements instead of colony ships.

Should be interesting!

~SDC~
Reply #17 Top
I always nab the PQ upgrades.. by the time my trade goods are done, most of my worlds are class 20 or so. They all have the ability to produce more.. and since I just nabbed aphrodesiac (unless some cheesy no name race or the Broccoli Heads nab it first), their pop goes up nicely. Also, nabbing the one that gives you Aphrodesiac gives you habitat improvement.. might as well use it early!

I do a lot of 80 to 100 % slider stuff early in the game. 85% military to start.. then 100% research.. then 100% military again, and finally 100% social. You COULD give 10% to the research and social sliders.. but it takes a bajillion turns to make something, so I usually don't bother with it. I only do it right off, because I learn comm theory by the time my colony ships are done doing their thing.

But there is probably a ton of viable strategies to start the game. Your starting bonuses make a big difference, as well. For instance.. if you took +1 speed as a bonus, you may well consider nabbing all resources around your sectors before anyone else. I often do this.. I'll have a few systems crank out constructors and grab those resources, and I usually get there first.

All in all.. this game is going to stay fresh a LONG time. woot.

fleabitfox
Reply #18 Top
I'm trying Fleabit's strategy on my first real game, and it seems to be working out fairly well thus far. I normally don't like "maxing out one bar" - is there a diminishing returns effect in this like some other games, where maxing a bar out is very wasteful? But I liked the idea of what I could get, when, and I got all four of those trade-goods.

The AIs got a bit of a pop lead on me during the course of all this, but I've taken the lead in everything else and pop is coming along.
Reply #19 Top
Fleabit, that works *great*. Thanks!
That's just the kind of hint I was needing to get off the ground. That and "Don't build all the improvements on every planet."


~SDC~
Reply #20 Top
Yer welcome! I'm hardly a 4x expert, although I've played plenty of them. I've admittedly played more GalCiv already than even MOO2! I've yet to even FINISH a game of GalCiv though, not yet. I'm a tester.. I love trying out new strategies. I think I've gotten my opening game set, and so now I am moving on to midgame strategies. I probably picked this up in chess darnit. >:(

But at least doing this strategy, by the time I roll out of the opening game, into the thick of things, I seem to have a leg up pretty much in all categories expecting military, which of course, the Drengin have the lead (they go big time in the red it seems, to get this technology fast, and lease ships, and then use extortion tactics on the other races). But with those trade goods you nabbed, you now have a slight advantage in diplomacy, pop growth, ship design later on, and morale. So all things considered, it seems sound. Additionally, you can trade the ones to the lesser civs for a goodly amount. By the time this is done, you typically will have met a couple, and you can start wheeling and dealing, making a good amount of credits in a hurry with leases.

Yea.. I don't build all improvements either, it isn't wise. I try to build my shipyards on border planets that will be cranking out ships. Also on your home world and the first couple worlds with decent PQ you get. This is because later in the game, your ships have a nicely increased range, and even on the larger maps, you save time in the long run cranking out the more expensive ships on your starter planets, which will have the best production rates. I build morale improvements only if needed. Maintenence costs add up quickly! I try to trade ships I no longer need, to reduce maintenence and get more cashflow.

As far as wasting production, you are not. There is a waste of production that hasn't been figured out yet in the game, but it has nothing to do with this strategy. If you say, set your research and military to 0%, you are not wasting the production.. you are simply redirecting MORE cash to social projects, and getting them done quicker. You are trading lost time in one category for a gain in another. The only time this doesn't work well is if the cash you are spending goes beyond what your planets can produce, but I've not had a problem with this yet, at least not in the early game.

The sliders are a valuable commidity to, later on. Instead of wasting money on a lease, if you need a constructor QUICKLY to nab a resource say, then you crank your military to 100%, and then change your other planets to ships you need fast. You can often build a bevy of ships in a hurry, get your contructor, and then even our your sliders again. Same goes for techs, etc. If you need a tech quickly and have reserves in credits.. change your spending in research to 100% and *also* change your spend rate so you are losing anywhere from 20 to 50 bc a turn, whatever you can afford. Make certain to switch back and forth between the 'months left' and your economic tab, to see if it is making a difference. If I have to spend an additional 20bc early in the game to nab a tech one turn earlier, I won't, unless I really need it *fast*.

Hopefully I'll have some midgame strategies down later on. I am of the belief that the most effective game is one in which you carefully watch everything.. every BC matters. Wasting credits because I am being careless with the sliders makes me cross. :p

But my strategy is just one of probably a bajillion useful early game strats. This game has a lot of potential! Unlike some games where there is only ONE smart route to take, it seems you can formulate many plans of action, which is really cool imo.

fleabitfox
Reply #21 Top
If I had played chess as hard as I play some 4x games I'd be Bobby Fischer. :)

The usual tech trading with the AI and standard military tactics seem to apply. I'm still trying to wrap my head around the fancy bonus points system. I'm not used to Scouts that can suddenly fight back.

The best special tactic I've used so far is to give good defensive ships to the Drengins' weaker enemies. A couple of BattleAxes won't win the war for the Altarians but it'll put a dent in the Drengins. Not to mention the Brownie Points. :)

Then later, when they *ask* for help, you *sell* them the ships.

~SDC~
Reply #22 Top
One thing I'm not sure about is diminishing returns. I'm just not sure if there is any! As I crank a slider up to 100%, does it get less efficient (or is any sort of penalty enforced) between say, 80% and 100%? Not sure.. maybe a guru can answer. LOL

Yea.. those Drengin can be real jerks. grrr. One thing I have NOT tried is small gifts to keep them happy. Perhaps offer them tidbits. Enough to keep them off your back, and also perhaps prevent them from for asking for a tribute (i.e. bullying you out of your money).

fleabitfox
Reply #23 Top
I understand from somewhere that if you manage to devote more cash than the manufacturing capacity of a planet it'll basically go to 10 for 1.

Giving the Drengins presents when they're strong would probably make them even more likely to threaten you if you don't keep up the goodies. It would me. :)



~SDC~
Reply #24 Top
#22

Fleabit,

Brad has an article in the Encyclopedia in which he documents how there is a "point of diminishing returns", whenever spending too much in any one slider produces more than 10xPQ (? - iirc) production points (pp's). You do get faster competions, but by using a more balanced approach (e.g., 60/20/20 or the classic 33/34/33) you gain more pp's out of the planet overall.

~SDC~