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Do you still think GalCiv 1 is fun even with GalCiv II out?
758 votes
1- Yes
2- No


NoNo's starting research and queue lists
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by Citizen Aldebert - 4/18/2003 8:18:39 AM

Here are my dream lists for Huge Maps and Early Game which have proven efficient for a few tough/painful games.
Don't tell the AI.
And don't use that for small maps unless you want to get crushed early.

Research
1. Communication theory
2. Universal translators (for banking)
3. Medical theory
4. Basic environment (habitat)
5. Diplomacy (republic)
6. Trade (trade !)
7. Propulsion theory
8. Cold fusion
9. Impulse drive (speed)
10. Production theory
11. Interstellar refining (fusion plant)
12. Zero gravity research (labs)
13. Anti matter
14. Warp (speed)
15. Defense theory
16. Deflectors
17. Advanced trade (economic exchange)
18. Artificial gravity
19. Controlled gravity (accelerators)
20. Hyperspace (speed)

Social Projects
1. Soil improvement
2. Banking center
3. Habitat
4. Fusion plant (on “good” planet)
5. Entertainment network
6. Research lab
7. Economic exchange
8. Embassy

Must Have - Wonders and Trade Goods
1. Gravity accelerators
2. Galactic Stock Exchange

Best starting bonus
1. 15% population (this one is far too powerful)
2. 20% morale


                  
#1  by Veteran Za H - 4/18/2003 9:30:36 AM

I would suggest moving Diplomacy up the list, as it can significantly increase your income and spending cap. You'll end up reaching Basic Environment Control earlier that way unless your empire had difficulty expanding. Deflectors are pretty easy to trade for as the AI doesn't seem to value it much, so that is an alternative to spending two turns on it.

The benefits of improved planet class easily outweigh those of a Banking Center on new planets. Not only do you improve the base income by a larger margin, you also increase morale, and probably production. Constructing Habitat Improvements before a Banking Center is the better choice to go. Embassies are a little expensive to build en masse early on, especially when influence doesn't play an important role yet.

I still think +15% PQ is the most powerful bonus in game as everything else can be acquired with wonders and trade goods. The Eye of the Universe is the first wonder I would rush for as well. Sensor drones that can see 18 squares into deep space are just too good to ignore

      
#2  by Veteran Za H - 4/18/2003 9:48:48 AM

I should add that as far as required technology for research go, you only need to possess the immediate prerequisites in order to proceed. In other words, if you traded for Deflectors, you can start researching Shields even if you don't have Defense Theory. You can, for example, rush for Warp Drives and Aritificial Gravity and just let the AI worry about Interstellar Tactics. Once you pick that up fromt hem you can get a head start on Battleships while they're still mulling around.

      
#3  by Citizen Aldebert - 4/18/2003 10:03:22 AM

I get your point for raising the priority of diplomacy and habitat.
Of course, this list has to be adapted for each game and most of the time some of the techs can be traded with the AI (deflectors).
I didn't include nano-electronics and sensors (so no Eye of the Universe). I put the emphasis on speed instead which helps your exploring a lot as well as many other things (trade, military).
Embassy comes # 8 (after economic exchange which takes ages to build), so not very early and at a time when the slight economic bonus given roughly balances the maintenance cost.

About the starting bonus, sorry I meant 15% PQ (and not population) of course ! (I cannot edit my post ).

NoNo

                  
#4  by Citizen matso - 4/19/2003 4:45:56 AM

I'd argue that you should go propulsion-artificial grav-controlled grav and buy grav acc. This gives you 1 extra speed and one sector extra range over impulse drive at the same research cost, and grav acc is a must buy in any case.

I find little reason to research medical, as its one of the non-restricted early researches (ie, the AI will trade it to you for a reasonable price).



                 Posted via Stardock Central
#5  by Citizen Aldebert - 4/19/2003 4:55:23 AM

Again, it's a technologies list and not a "research" list. If some of the techs can be traded, fine .

When I build grav acc, it gives me +2 speed. I try to avoid purchasing of social projects. I'd do it for soil enrichment and habitat improvement to early-boost poor planets though.

                  
#6  by Citizen melteye - 7/10/2003 3:54:14 AM

I don't see a +15% PQ anywhere... Only 7%

#7  by Veteran vincible - 7/10/2003 4:21:14 AM

They were playing an older version of the game (note that all their posts are from April). The +15% PQ pick was eliminated in some patch because it was too powerful.

                        
#8  by Citizen Robert LeMaster - 7/11/2003 1:22:24 AM

what do you consider a 'good' planet?

                  
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