First, I am currently playing gigantic, abundant all, fastest research, suicidal. I play the Torians with all points applied to economy and population growth, industrialist party. Your strategy will need to vary some based upon your starting settings.
0) Okay, I moved this from #13 to #0: Complete this statement: "After the colony rush, the most importnant thing to focus on is..."
Upgrading factories, get survey ships running, find and claim galactic resources. Priority on Military, Morale and Economic galactic resources.
1) What do you consider the optimal tech path? I find it remarkable that I cannot find, anywhere on the web, a detailed discussion on the matter. Many generalities, but no actual listing, in order, of proven tech paths.
I usually have universal translators by turn 3 or 4. Immediately start trading with all alien races. If you have set the relationship slider during game startup, you will be able to trade with them immediately. The only tech I research is anything with a diplomatic bonus, the planetary invasion techs (I trade for the first one or two before researching the rest) and the sensor techs. I usually beat the game before the tech tree is finished. I will research planetary improvement techs, miniaturization, and the rest of the missile tech tree if I don’t have them by the end of the game.
2) When I start running out of cash, I reduce the industrial output and build trade centers to boost cashflow. I suspect this is where my demise 25 turns later begins. What is your rule of thumb for balancing taxes and industrial output?
I never turn down the industrial slider. I deficit spend pretty much the entire first year. Trade and survey ships carry me a good distance. About the time the survey ships start to run out of gas, I am usually getting at least one Morale or Economic galactic resource online. Some of the diplomatic techs are also cash bonus techs, so that helps some. Any planets that “get ahead” in their build queues either get specialized toward factories or economics, depending on the planet and my balance sheet. The very fast research setting also helps here, I can usually trade for social and economic techs with bonuses. Also I move the research slider up, this is always the weak link in my planetary builds, so increasing research spending, reduces my deficit.
3) Population and Approval:
i) Is it better to run a huge defecit at 100% approval rating in order to boost the population and tax base? Or balance the books by keeping cranking up taxes thus driving approval to 50%?
Always run at either 75% or 100%. 100% when I feel flush, 75% otherwise.
Nullspace has the right numberss on this, cut and paste his into this so it’s complete for what I do
Planetary moral at 100% gives doubled population growth. Above 75% give a 25% boos to growth. Below 40% and growth stops, below 20% (I think) population decreases. There is no gradient, just these thresholds. Once you switch to a representational government, you need approval to be about 60% on election day to stay in power.
ii) Are there certain thresholds to observe, like never have approval dip below 50%?
iii) I know there is some kind of population bonus at 100% approval. What, exactly, is the bonus? Is it a gradient bonus (90% approval gets 90% of the bonus) or is it all or nothing at 100%?
4) Do you adjust the research slider with each new tech being sought, to make sure you dedicate just enough research points to acheive it at xx weeks without spillover?
I do. Even if the research is not wasted I yo-yo my spending between production, social and research. Especially during early game, I’m looking for every BC I’m spending to have an immediate return. Unused research on a tech may not be wasted, but it’s not returning value either.
5) What is your preferred weapon line and why? Missiles seem to get the most bang for the buck, is there another consideration?
Always missiles. Best bang for buck reason. As soon as one race develops some missile tech, I seed it to the rest of the computer players to increase the likelihood of other AI’s picking up on it. I like to have at least two researching missile tech for me (yes, this is how I view it), just in case one is sluggish in developing the tech.
6) When it's time to move up to a newly designed ship type, do you upgrade your existing fleet? Or do you just build all new and leave the old ships in orbital defense roles?
I used to upgrade ships, I never do now. I don’t defend my planets at all. I move all older model ships towards the border of the AI that I am most likely to attack next and try to use them in taking the closest border planets. I use the newer ship designs for deeper penetrations.
7) I know population affects the tax base, but it also determines the social, military and research outputs of a planet, yes?
No
8) Do you try to balance your population after the colony rush by shuttling citizens from the homeworld to the thinly populated planets?
No
9) I'm always the low man on the miltary totem pole and the focus of early aggression, no matter how much industrial capacity I throw at shipbuilding. What am I doing wrong? How soon do you start building your fleet?
Get spin control. Start building military as soon as the AI does. One of my AI neighbors is almost always slow doing this. Instead of being jumped, see if you can be the jumpee. It makes a huge difference if you can jump an AI at this point.
10) After the colony rush, I always set the focus of each planet to social output, thinking that more factories will build ships quicker, and more trade centers will grow the tax flow and allow me to keep my industrial output maxed. What's your focus strategy?
I never use focus. If a planet is too much of a laggard, I simply let it sit until I get to the end of the Evil alignment special projects. Once I get the 100% economic bonus that lies at the end of that rainbow, I will go back and buy up factories on the laggard planets.
11) How does the AI research so quickly? I swear, 15 turns after the colony rush, if I go to trade with them, they all have 5 to 10 techs I don't and I have nothing they don't already have. And yet the all are able to field many, many more ships than I can by that point.
I agree. There is no way to keep up with their research. Trade is the answer, it allows you to greatly reduce your research and narrowly focus on only a couple of branches.
12) What is your preferred ship size and fleet composition? I just tried building only "small" swarms and lost to big battleships.
First war is medium ships, since I am usually jumping an unprepared AI. Two ships to a fleet will do it for most of this first war. Second war is large ships. I put them in groups that are only large enough to deal with what they are facing. Once again this is usually two or three ships in the second war. I rarely fill up my entire logistics ability, until I reach the point where I have extra ships with no duties…