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Canadian Star Federation Empire Thread
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We can have lots of fun in a more active Empire. |
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Well - the Centurions are pretty active - and would welcome outstanding players...
Alex
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Sounds like this thread to me, speaking as a 'snack'!! |
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When you play a huge maso, how do you get by the opening moves? |
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Not entirely sure what you're asking there Tech.
Drop a bit more info in if you want a specific answer, and I'll pick it up tomorrow from work (gotta hit the sack now, it's 2:30am)
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After the initial planet rush:
100% Research Comms, UT, Diplo, Trade, Med and Habitation
100% Build Soil En, Banking, Hab, two best planets to diplo and aphro, Entertainment, then whatever.
After TGs, build 3 freighters (100% mil) then switch to 80% research 20% social. Get tax rates down below 20% and adjust spending to make profit (I often switch to raise cash to get into profit first)
Concentrate on economy to start with - yellow techs that give trade bonuses Adv Trade, Business, Marketing, Capitalism, Nano Elect, Inst Comm, Cultural Focus, Xeno Prop.
Then I tend to go for computers.
Generally pay bribes!
Alex
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Aah, OK Tech - here's mine.
1. 100% military, 43% taxes. Build 1 colony ship and 2 scouts. Happy with 3 systems, and leave it like that unless I find a PQ26 available.
2. Research / Social optimised for completing research in 1 or 2 turns. Research: Comm, UT, Med, Ind, Weap, Basic Env, Nano-elec, stellar cart, interstellar refining, sensors.
Build: Soil, bank, habitat, entertainment, man center, fusion plant.
Check relations every couple of turns and trade for diplomacy, trade, Adv. trade, all early propulsion techs, a few freighters, nano-metal comps and whatever else I can get.
Start building wonders / TGs in my following order of preference: GSE, Grav Acc, Eyes, Aphro, Diplo, Tri-stront, Frictionless. Will usually get 4 or 5 of these.
Once I get the GSE, the game's as good as over as I can afford to do whatever I want. I tend to ignore demands for tribute, and then just send them a free tech before leaving the diplo screen.
I would say, don't go balls out to get diplo translators, it's probably putting you too far behind early on. If I don't get it, I lease it off whoever did, then take them out. AIs love selling you transports from otherwise unprotected planets
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2. Research / Social optimised for completing research in 1 or 2 turns. Research: Comm, UT, Med, Ind, Weap, Basic Env, Nano-elec, stellar cart, interstellar refining, sensors. |
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One remark: Interstellar refining needs some propulsion techs. So they need to be gain via exchange.
I guess that Diplomacy and Trade are gained via exchange.
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Is the whole opening set of moves is pretty much the same for all map sizes? |
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I bet it would adjust on the galaxy setting and how soon you meet AI to initiate tech exchange. If you meet them too late, they will have all you the tech you have researched.
Rare habitability I guess.
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Do you do all the research first, then build? |
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Hi damoose! Up early today
I'm my own worst nightmare as I micromanage the sliders so there's just enough going to research to complete in minimum number of turns, with the extra going to social. I do this until Sensors is researched then move to 100% social (usually have at least soil, bank and hab on all worlds by this time).
My approach doesn't work so well on gigantic maps, as it relies heavily on early trading with the AIs. It works fine on huge, large, and medium - haven't tried anything smaller.
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One remark: Interstellar refining needs some propulsion techs. So they need to be gain via exchange.I guess that Diplomacy and Trade are gained via exchange. |
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Yes, and yes That's why I research stellar cart - to easily find the inhabited systems.
Rare habitability I guess. |
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Mainly, butI've used uncommon and occasional aswell.
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#1473
by Diplomat Technician - 3/29/2004 7:07:06 AM
100% military, 43% taxes. Build 1 colony ship and 2 scouts. Happy with 3 systems, and leave it like that unless I find a PQ26 available. |
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Very usefull I usually set taxes 60% early in the game, the moral does not drop too low, but when I meet other races my population is low.
On smaller maps I will try for 3 systems.
Start building wonders / TGs in my following order of preference: GSE, Grav Acc, Eyes, Aphro, Diplo, Tri-stront, Frictionless. Will usually get 4 or 5 of these. |
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Maybe the translators are not as important as I thought they were it is just in games I do get them Aliens seem to give me better trades. As you said they do waste time.
I bet it would adjust on the galaxy setting and how soon you meet AI to initiate tech exchange. If you meet them too late, they will have all you the tech you have researched. |
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My easiest games are when I meet Minor races. Sure they give you no cash, but the trade for technology.
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