"Hybrid" Game Strategy

So I all this a hybrid strategy cause I feel it uses a few different play styles.   But has been very successful for me.   The rough idea is:

1. Expand quickly
2. Kiss everyone’s ass
3. Culture flip your home sector
4. Grow superior tech
5. ONLY THEN build a military with your superior tech
6. Conquer (if you even need to)

Race:  Custom

  • Traits:  Clever, Influential, Likeable
  • Starting Ships:  Colony Fleet + Survey Ship
  • Abilities:  Intuitive, Wealthy
  • Ships:   Influence  (but other's can work)
  • Homeworld:  Single planet with most tiles possible

Turn 1:

  • Culture:
    • Use your free culture point to get "Ambition" to make leaders cheaper
      • Buy the leader with highest intelligence and set them as Research Minister
      • If there are any leaders with "Free Culture Point" buy them (and put them to good use somewhere)
      • If there are any leaders with "Finish Current Research" make a note of them
        • Probably wont want to buy them in first few turns, but keep your eye out for a tech with long research time, and then use $ to buy the leader to complete it and give yourself a tech jump-start
  • Research: 
    • Starbases  (even if it's not on first screen)
  •  Homeworld:
    • Rush an approval building next to your capitol (or on an approval bonus if you have one)
    • Choose "Coerced Colonization" policy
    • Rush build a probe to help your colony ships find good worlds
  • Colonize:
    • Use control to buy 3rd colony ship
    • Send all 3 colony ships out
    • Do NOT colonize nearby "poor" worlds (there will be plenty of time for that)
  • Explore:
    • Send your survey ship to any visible ship graveyard.  More ships is better!   (If no graveyards visible survey anomalies until graveyards are revealed)
      • Hopefully you get an extra survey ship (set it to auto survey)
      • Maybe you get a constructor (claim best resources early)
      • Any other ship, will help in your exploration for good worlds

Turn 2: 

  • Homeworld:
    • Rush Build another approval building (approval should now be > 70%)
    • Queue some production tiles with max benefit (rush one of them on turn 3!  You have the money)
    • Rush build a colony ship, and queue another one
  • Colonize
    • Use your probe to help find good planets
    • Your goal is to SPREAD OUT and get the large (ie non "poor") worlds as far from your home world as possible, while still keeping your territory rather contiguous
    • Skip worlds with "-2 population cap" unless they are your only choice
    • Do not turn any of these worlds into core worlds!  (Use them to feed production to your home world until almost all it's tiles are built)
  • Explore
    • If there are other ship graveyards, repair survey ship until you can exploit them
    • If not survey anomalies and let survey ship repair on it's own

 

Early turns:

  • As soon as your constructors tech is done, find Durantium!!!
    • Promethium is next if you can find it
    • Priority of other three core resources are player's choice
  • Continue to exploit any ship graveyards ASAP
  • Hire a leader to be a commander of a survey ship, and start collecting.
  • Keep building manufacturing, unless your approval drops below 70-80.
  • Research anything that gives you culture point or policy as soon as it comes up.
  • Colonize the best worlds you can find
  • Don’t bother with Asteroid mining unless you have more asteroids accessible besides the ones in your home world
  • Rush more colony ships if you have found more large worlds to colonize, if not focus on getting the 5 core resources with constructors.

Next turns:

  • Continue to use culture for free colony ships, and begin to colonize poor worlds
  • Be nice!
    • Everyone you meet…give them Open Borders treaty for nothing in return!  (and make sure it doesn’t expire)
    • Setup trade routes with the most difficult neighbors
    • As soon as possible get the “Good Neighbor” culture skill (you’re gonna have a lot of neighbors)
  • Keep your eye open for good leaders to buy
  • Improve your influence with techs and game events.   Don't use tiles on influence.
  • Any time you get the opportunity to obtain Harmony Crystals, do it so you can keep your leaders happy
  • Once your home world is functioning well choose ONE world to assign a leader to.   
    • Try to pick one in a position such that both that world, AND your home world, will continue to get resources from other colonies.
    • Don’t make a 3rd core world until the second is decently operating.  (or if you really need to, to fend off opposing influence)
    • Rush-build the first couple manufacturing and approval add-ons like you did on home world  (you should still have money from your starting 3000)
  • When you can, build small defender ships, and put at least one on each planet you own so that you aren’t “ripe for conquest”

Long Play:

  • Continue to expand your culture
    • Build a few cultural star bases.
    • Don’t put them right next to other races, cause it will piss them off. 
    • Set them up to fill in the gaps of a contiguous territory.
    • This will allow your worlds natural culture to expand “faster”
  • Keep all your neighbors happy (even if you have to bribe), it will be too late when you culture flip their planets.
    • Turn down ANY trade request they make!!!  (unless it’s something you REALLY need and it’s a fair trade)
    • Turn down any “war for pay” offer
    • Turn down any request for money (unless they are a threat to you and relations are failing)
    • Add diplomats where needed
  • Keep your military small, except to deter aggression.
  • While your culture is expanding….research what you need to balance/expand, saving most military til last.   
    • I prefer to steal for military tech with diplomats
  • Keep an eye out for failing civ’s.
    • Trade with them for tech!
    • Build good relations with them!  (if it wont piss off anyone who’s a threat to you)
    • Hopefully when they are defeated they will give you their planets!
  • Don’t worry about going to other sectors until it’s convenient. 
    • If you don’t have a chance to colonize worlds in neighboring sectors before they are gone, you will setup culture starbases that are very powerful and culture flip them.
    • When you do this, just like in home-sector, don't put them right next to opponents.    I usually put them in the "unclaimed space" right on the other side of the sector entrance....and let it expand out from them.   This seems like it would take a long time,  but 2, 3, 4 starbases with max'ed influence works pretty fast.
  • After a while you will be on a path to culture-flip your entire home sector!
    • You will know this is gonna happen LONG before it does.
    • This is when you shift gears to building a military
10,377 views 5 replies
Reply #1 Top

Interesting stuff. What difficulty do you play at? Also, do you go for a prestige victory?

 

Cheers,

CB

Reply #2 Top

Been doing this with Genius and Incredible.    Incredible is harder when I am not accustomed to the galaxy layout, so I drop down to genius when trying new galaxy config.   (I have used this on "a few" sectors, but lately only playing binary because of the bug)

I don't go for prestige (usually).   Sometimes I will if it is quicker to win.   But truth is, timing seems to work out such that when one race is getting close to prestige victory,.,..that is when I'm fit to do some mass culture-flipping.   This reduces their prestige pretty quickly.

 

Reply #3 Top

Added to custom race description:

I use a home-world with a single planet, with most tiles possible.   This plays into the idea of "feed all production to home world"

 Usually my home world ends up being my main manufacturing, main economic....and sometimes also my main research planet.

Reply #4 Top

A note on influence star bases:

The influence add-ons work mostly by a % increase.    What this means is that early in the starbase life, add-ons like sector scanners and defenses actually give MORE influence benefit than the influence add-ons.   You also want to have them in late-life of starbase because they amplify the % increases by having more base influence.

Example:

  Starbase:  currently producing 10 influence
     Influence add-on that gives "+1 influence and +20% influence 
          (10 + 1) = 11 + 20% = 13.5

     Sector scanners = +5 influence
          10 + 5 = 15
    

Reply #5 Top

I fired one up the other day on Incredible difficulty using this: https://forums.galciv4.com/512126/page/1/#3850956 (Sycloness' guide) for the first 25 or so turns. I have put scanners on starbases and I agree that's helping to spread influence quite a bit.

I used the largest galaxy size and I'm glad I turned off Prestige victory as I was too far from the Mimots to have slowed them down much before I think they'd have won by that method. Since I've met less than half the other civs, someone else could even be doing better. I started off in a corner of the galaxy. I'm still behind on points but I think victory is inevitable as my manufacturing and research are way better. The Earth is by far my largest manufacturing and research planet--it helps to have numerous colonies feeding it.

The only problem is I may not finish this game, as it is starting to get clunky and turn processing takes a while. I even have 32GB RAM. The second largest galaxy size setting works fine on my rig, though, so I'll probably stick to that in the future.

Cheers,

CB