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Post by Cory Trese on Jul 25, 2014 18:53:35 GMT -5
What order to you research techs for the early game?
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Post by Brutus Aurelius on Jul 25, 2014 18:58:12 GMT -5
I usually run to Planetary Construction 4, then Defense 1, and Space Colonization 2, for the Colony Module 2. Then, if my scouts show I have enough time, I go to Mine and Factory 2. Then I go to Starship Construction up to PI 2. By then, the war with the Alien in starting to ramp up, and I then can build my first offensive fleets.
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Post by Cory Trese on Jul 25, 2014 19:00:45 GMT -5
So you skip building Colony Ships until you've got PC 4 + some?
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Post by Brutus Aurelius on Jul 25, 2014 19:04:03 GMT -5
No, I do research SC 1 before PC 2. I colonize anywhere from 3-6 planets before I get the Colony Module 2, depending on what my economy can support. If I have you, I will leave a Colony Ship in orbit until i have about 700 credits to start the base constructions, which for me are a subsidized Hab 1, subsidized Factory on non Cadar/Thulun colonies.
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Post by Cory Trese on Jul 25, 2014 19:11:12 GMT -5
My last game I went for Spice Den and Colony Module 2 before making any Colony Ships.
It was different, yielded a stronger initial set of Systems (Primes) but left me vulnerable once the war started.
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Post by Brutus Aurelius on Jul 25, 2014 19:15:31 GMT -5
Interesting. Usually I expand quickly, but not enough that the Primes don't get population growth. I usually establish a border that is spearheaded by the Cadar or Song. It also allows me to boost my economy and research, while giving my Primes breathing room. On my successful games, I seldom need to build defenses for the Prime worlds. Early in the Alpha, I would build defenses on every system, but I quickly realized it was a terrible drain on my economy. Now I build them on border systems, then upgrade or demolish as needed.
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Post by terrik on Jul 28, 2014 17:17:54 GMT -5
I've still only experimented with easy AI on the tutorial map, but on the few longer runs I've done, I just get the first Starship Construction research so I can colonize, then do exclusively up the planetary construction branch until I reach the end of useful planetary research, or I start getting invaded and have to suddenly scramble starship research for a defense fleet (I should add that I ignore planetary defense since I'd rather save upgrade spaces for economic/productive uses and just use starships as my defense, although a few times I've had to scramble some planetary defenses if I have no ships to use). Although based on my experience from my last game, I should probably try to include some starship research a little earlier so I'm not got off guard so much when the Xenos decide to take a liking to my systems.
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Post by hlo on Jul 29, 2014 8:45:53 GMT -5
Go with the default research of "Planetary Construction 1" first as everyone needs the Factory 1. Then go for "Starship Construction 1" because I need the colony ship to expand. After that it is crucial you work towards Hab Unit 2 & 3, Mine 2 at least, and Factory 3. Lack of higher Hab Unit will kill your growth.
I play Hard and Normal. Hard is easier when the map is small since you cannot over extend yourself too quickly. It is also a matter of luck as to when you start getting Trade Wars, Embargoes, and Solar Wars in Hard. These nasty political situations kill when they come before your economy is well established. They don't hurt too much when you have $100K in the bank.
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Post by Genghis Hank on Jul 30, 2014 10:51:24 GMT -5
PC1, Starship 1, then run straight to the branch that gives mine 3 with the only detour being the branch to get exchange 2. I put up with using the starter colony ships and try to make due with the ships in hand until I can get my economy earning money. Once I have mine 3 I start looking for the starship tech to build good fighters, shifting back to economic research for a tech or two when too many of my colonies have nothing more to build or upgrade.
Note that I play on easy with 1 enemy. Harder levels may require entry into SC tech earlier.
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Post by jayte on Aug 1, 2014 7:42:16 GMT -5
having troubles with this issue on impossible difficulty. research comes so slowly that im tempted to build extra spice halls.
screenshot when i get home, but the war just started and i have four colonies. my tech tree was
planetary construction up to hab unit 2 starship to fighters 3 then got the first rank of cruisers working towards fast reactor seven but i'll have to live through this first set of xeno.
as their attack wave starts, i should be able to repel it with initial ships plus a few reinforcements that will come in about 5 turns
we will see tonight!
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Post by abysmal on Aug 1, 2014 8:56:27 GMT -5
A fun side note, but how does a bar (thats how I'm imagining a spice den) actually generate research? I would honestly expect the opposite.
Sent from my MB855 using Tapatalk 2
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Post by Brutus Aurelius on Aug 1, 2014 10:31:35 GMT -5
I believe it is because Spice Halls are not just bars, but places where everybody likes to gather and share information over a plate of euphoria inducing Spice.
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Post by phantombudgie on Aug 1, 2014 10:45:41 GMT -5
I can see that working for better diplomacy, when everyone is chilled out, but... better spacecraft tech...?
"Don't worry, this upgraded reactor will give you years of trouble free service. Dave, the chief engineer, was utterly off his nut when he came up with the idea for this one. It was that special new spice from Thulun Prime."
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Post by Brutus Aurelius on Aug 1, 2014 11:12:50 GMT -5
It says in the Library that Faction scholars provide the knowledge, maybe the Spice makes them more willing to share with the Empire, rather than just thwir home faction.
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Post by beuns on Aug 1, 2014 11:28:35 GMT -5
Think about it : imagine a world where scholars aren't able to cool down a bit after a day at work as other workers...and that's the point : the whole society needs to cool down to be able to think outside of the box. Just my opinion of course.
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