early shipbuilding tips/strategies?
from
GalCiv2 Forums
in that newbies guide MKII, they said:
so, would these be good strategies for the first few turns of the game when you should make your first set of ships? I'm just wondering about it.
| FAST COLONIZER - In the ship designer, pick a cargo hull. Put a colony module on it and as many engines as you can make fit. If there is room left over, put on life support modules. This is the ship you'll send to planets near the other civs. Hopefully you can beat them there. There's nothing more frustrating than sending an armada of colony ships to an empty star cluster, only to have the other civs beat you there with faster colonizers twenty turns later. LONG RANGE COLONIZER - Once you get stellar cartography researched, look for planets a long way off with no other civs near them. You'll send your long range colonizers there and hope no one beats you to them. Put on one colony module, then pack it with as many life support modules as you can fit. Don't put engines, sensors or anything else. It'll be slow, but it'll be able to reach planets the regular colony ship can't. SCOUT MK II - The default scout is a piece of junk. Obsolete the design and build another one. Pick a cargo hull and pack as many engines as you can fit. I have found that it is much more useful for the scout to be fast than for it to have sensors, so don't waste space on sensors. Buy one (don't build it) as soon as the game starts and send it off to every star you see on the minimap. After that, switch to building new colony ships. If, later on, you can't get to an area because of range, either send a constructor to build a starbase or wait until a nearby planet is colonized. That will increase the range of the scout. Or, if you've managed to research miniaturization or better life support, you can upgrade the design for longer range. FAST CONSTRUCTOR - There are natural resources scattered around the galaxy that give very powerful boosts. A properly mined morale resource will let you tax your citizens at an outrageous level in an emergency. Try doing that without a morale resource and you'll end up with a revolt. Keep sending constructors to add more mining modules.
and someone else was saying in a reply When you first start, before you move a single ship, you have the ability to design a colony ship with 3pc move and still carry 1 of 2 basic life support, giving you an incomparable balance of speed and range at this point, because if you sacrifice one point of speed for extra range, you have nothing better than a standard colony ship. |
so, would these be good strategies for the first few turns of the game when you should make your first set of ships? I'm just wondering about it.