Early Strategy
from
Stardock Forums
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~
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~