Help with start of game.

So, I've completed a lot of games on challenging. Won some, and lost some.

I think that from what I've read that I'm going to have to get off to a better start than I do in order to compete at higher levels. And now with asteroids and research helping you colonize an extra planet some times, I think I should revise what I do.

First planet you get, do you split it up, like 2-3 factories, 2-3 labs, 1-2 moral ect?

How important is it to specialize planets? Like, should I go Starport, 7 factories, Manufacturing Capitol, and Moral Building on a 10 quality planet? I usually just build a little of everything on each planet, but I'm starting to see problems with that.

What are some other types of Speciality planets, and how important are they? Like Economic (farm, moral, trade center) or Research? Does an Infulence planet do better with large pops on it? and if so, does it expand my over all influence?

That was a lot of questions, and I have more, but Ill be sure to read and consider every little tip any of you could give me. TY for reading!
12,004 views 21 replies
Reply #1 Top
Some advice..

don't mix research, production, economy on planets. perhaps just one factory for econ and science planets to help with upgrades, no starbase needed.

you don't need high population on research and production planets, so no need to waste space on farms and morale.

Econ planets benefit from high population, not sure about influence? I normally don't concearn myself with influence on planets except for fending off AI influence.

Usually i will have more economy planets than anything else. just two or 3 manufacturing planets is usually all an economy can support depending on how many planets overall you have. along with 3 or 4 science planets
Reply #2 Top
Yup, econ, tech, and manufacturing are the big three. Usually any low grade planets with no bonuses become my econs. Tech and manufacturing get split down the middle. Generally it works out to roughly Half are manufacturing, one quarter tech, and one quarter econ.
Reply #3 Top
You're talking about the start game, so I think it's too early to start thinking of specializing planets. My early game, I'm thinking two things: colony rush, and which planets do I want to build first. I don't have the money to build them all, so my class-5's often will sit there producing nothing for awhile. Planets with manufacturing tiles are getting Starports and putting out constructors, colony ships, and Diplomatic Translators. Research tiles are getting Xeno Labs, period. At opportune points I research Planetary Improvements, Ion and Impulse. And then I may be eyeballing rushing my nearest neighbor w/ Planetary Invasion or Spore, depending on my race & strategy.

Later on I start giving thought to where I put my capitals (my Econ and Political Capital tend to go on my home planet), but that's usually after the colony rush is well underway, if not over. I don't consider that game start. If you're doing fast tech setting or playing Gigantic/abundant/abundant it'll be different, though.
Reply #4 Top
My precise strategy for crippling level is as follows...

rush buy factory or two on earth, produce colony ship every 2 turns, 3 if geography permits. economic slider set to zero for civil production, 99% for gov spending, 33% for tax.

my favourite early tech path is universal translator through to trade. Followed by researching or trading techs to get my economic and science capitals. After that everything changes from game to game.

I wont build much during the colony rush except to take advantage of good bonuses in planets to be capitals. I will try to develop my economic capital first followed by scientific.

i won't be building any ships aside from colony ships followed by freighters.

Military ships, development of non capital planets and my production capital happen after my finances finally eventually, exaughstively finally eventually turn green.
Reply #5 Top
Interesting strategy Mystik, is that for DA or for DL? Back in DA I rushed the engine tree, but now I am in the process if rethinking my opening game.
Reply #6 Top
Interesting strategy Mystik, is that for DA or for DL


DL, sorry forgot to mention it.

also forgot to mention that i only build starports in planets with a production bonus. because it is more efficient to have another lab or market instead. (may change depending on how starbase development progresses)
Reply #7 Top
My own strategy (which is always being revised, heh)

1. Tech tree
Xeno Research -> Stellar Cartography ->Sensors

After that its (lately) the two military production techs (for shipbuilding),
then a mix of diplo tech (including the Translator), economy, and engine techs.
As soon as I get new propulsion techs I'll upgrade every ship I can, especially colonizers and constructors.

2. Surveyors
I use the Abundant setting for anomalies, and they fund my initial "deficit spending" mode until I get my economy up to speed and establish trade routes.
I have a "Discovery Prototype" ship, cargo hull, engines, life support, basic sensor. Then I have a "Discovery MK 1" that's the same model with a Survey sensor.

I build these alongside Colony ships and Constructors (to grab galactic resources quickly). The Prototypes get upgraded as soon as I get Sensor I. Great thing about these ships, if you find a super plum planet, or Econ galactic resource, you can upgrade them to either a Colonizer or Constructor right there & grab it quickly if need be.

Naturally, use Auto Survey.

3. World Development
I always mix up improvements in the beginning. The only time I specialize, early, is when I come across Class 12+ worlds and have a Captial improvement in the wings. Otherwise, its always a mix of factories, starport, trade (2 minimum), one farm, entertainment, and lab. I like each world to have an Embassy if there's room, influence pulls in those tourist credits.

The only constant "rush buys" I make is the first factory for each world, to grease their production. I do this until I run out of money.

-------------------
I can't empathize enough how important galactic resources are, especially the greenies. Anymore when I spot those I rush out a Constructor or even sacrifice that surveyor and claim it.
Reply #8 Top
There are some great strategies here.

There really needs to be an official forum strategy guide or something put up - because it would be a lot of use. Even just little things that people share are very helpful; but they're tossed about in so many threads, it's hard to find them all.

I'm really bad at this game. I have no idea what to do; and I usually quit after 30-40 turns because I've no idea what I'm doing. My planets will be unhappy, I'll have random buildings on planets, I'll be losing money, and I'll have no idea what I should be doing with research or ships. I never know when to start building ships for battle. I have no idea how to really use starbases, so I never make them... Things like that.

It would be great to get a thread put up and organized with lots of strategies from users.
Reply #9 Top
Is spending tons of money to extend your colony rush as long and far as posible the only way to win on higher difficulty levels? There seem to be plenty of different play styles, but to extend your self dry and then make up for it in trade seems to be the strongest start overall.

How much does asteroids and different environments change the first phase of the game?
Reply #10 Top
Teching up the engine tree up to Impulse I during the colony rush is most definitely still a viable strategy in DA. The +1 Speed alone is worth it; it's not just your colony ships, it's your survey ships.
Reply #11 Top
I Am almost always using the 70% Growth bonus (I think it is the best:)) and moral(sp) bonus. First I lower taxes until I have 100% on the worlds I want to grow. (My homeworld + any gems I find) I buy a factory on my new worlds but thats it.
I build moral buildings so I can raise taxes and keep growing.
I turn my low class planets into research.
Med into production.
High into Prod Cap, Econ Cap and Tech Cap and Econ/trade planets.
I use the money in the treasury and in Anomalys to pay for running low taxes. Once I have my Econ planets at max pop I raise taxes untill 75% moral on the planets that can still grow then tax until 45% moral.
Reply #12 Top
The 70% pop growth bonus got severely nerfed in DA Gold.
Reply #13 Top
I don't quite understant how the pop bonus works in DA or DL. Say you picked the 70% population bonus for an ability and you run your moral at 75%. Does that mean you get 70%(Ability) + 25%(moral bonus growth) = 95%???????

Please help me understand
Reply #14 Top
Last I read, all pop growth bonuses except the approval bonus get added together, then it gets multiplied by the approval bonus.
Reply #15 Top
Is spending tons of money to extend your colony rush as long and far as posible the only way to win on higher difficulty levels?


For DL, absolutely not true. I suspect most do run the colony rush as far as possible, but I end my colony rush while there are still planets that I am sure I can claim. I instead switch my focus to galactic resources and internal development so I can get out the military chute before at least one of my neighbors. Basically, I switch from rushing colony ships to rushing transports. Transports net me planets that already have some improvements VS a freshly colonized planet.


Reply #16 Top
I like each world to have an Embassy if there's room, influence pulls in those tourist credits.


But a market will always be more profitable than an embasy?

I can't empathize enough how important galactic resources are, especially the greenies. Anymore when I spot those I rush out a Constructor or even sacrifice that surveyor and claim it.


I rarely use galactic recources, since galactic recources are rarely in a convinient location strategically. Bottom line is that I prefer not to create starbases that are destined to be used for AI target practice! There is really no point to it at all, galactic recources - bah humbug!

Teching up the engine tree up to Impulse I during the colony rush is most definitely still a viable strategy in DA. The +1 Speed alone is worth it; it's not just your colony ships, it's your survey ships.


I have heard this strategy sugested allot... i dunno what i'm doing wrong but i find little benefit to this strategy - the colony rush is usually mostly over by the time i get any speed benefit. Thats on huge maps too!
Reply #17 Top
But a market will always be more profitable than an embasy?


Not always. I don't like every world to have either, but sometimes the embassy pulls in more on the bonus squares. And you've got the flipping, which is far more valuable in DA.


I have heard this strategy sugested allot... i dunno what i'm doing wrong but i find little benefit to this strategy - the colony rush is usually mostly over by the time i get any speed benefit. Thats on huge maps too!


Without getting too long-winded, you're probably building lots of speed-2 colony ships. Impulse 1 turns those into speed-3 ships. That's a 50% speed increase. And it means 33% more anomalies for your survey ships.

I do agree, though, I usually don't research Impulse 1 till the colony rush is ALMOST over. If you have enough planets, you can usually take 2-3 turns and research it (when your colony ships are probably in transit anyway), as opposed to early on when it'll take closer to 8 turns.
Reply #18 Top
you're probably building lots of speed-2 colony ships


Na, i build speed 3 mostly or if i'm going to rush buy then 1 speed colony ships for less contested worlds.

Speed 1 or 2 colony ships will still take the same number of turns to build as a 3 speed ship which makes them totally useless except when rush buying, and even then the savings are miniscule.

Reply #19 Top
I always rush throught the engine tree to Impulse III before the end of the colony rush. Though I usually don't finish impulse III until the colony rush is almost done survey ships can then take advantage of the speed (survey ships with speed between 12 and 16). I usually get about 1/2 of the anomalies on a common anomaly setting with 5 opponents. I think its a huge advantage (especially if you have the creative pick and hit a lot of the civilization graveyards), plus if you tech trade you can usually trade the impulse techs away by the time the colony rush is over so the AI really can't take advantage of it.

So my tech tree goes:
Xeno labs--->(assuming you ion already)Impulse I----->Impulse II------->Impulse III----->Sensors I-----universal translator----->Trade,ethical alignment

Be warned, if someone declares war on you before the trade and ethical alignment you are boned.

Reply #20 Top
I instead switch my focus to galactic resources and internal development so I can get out the military chute before at least one of my neighbors.


Heh, that's words of wisdom. Reminds me of that joke about two campers pursued by a bear. As they head for a distant tree, one pants, "Do you think we can outrun him?". His buddy replies, "I don't have worry about outrunning him, I just have to outrun you". The first civilization to really fail the initial colony rush or military+diplomacy tech is always the first to get eaten!


But a market will always be more profitable than an embasy?


Markets are definitely higher on my list. I usually only build embassies on med/high-Class planets, or planets near another civ's border. Or, sure, if there's a nice Cultural bonus available.


Reply #21 Top
I always rush throught the engine tree to Impulse III before the end of the colony rush. Though I usually don't finish impulse III until the colony rush is almost done survey ships can then take advantage of the speed (survey ships with speed between 12 and 16). I usually get about 1/2 of the anomalies on a common anomaly setting with 5 opponents. I think its a huge advantage (especially if you have the creative pick and hit a lot of the civilization graveyards), plus if you tech trade you can usually trade the impulse techs away by the time the colony rush is over so the AI really can't take advantage of it.


I take it this is DL? I have to have Hyperwarp before I'm able to achieve speed 12 in DA. I haven't found much benefit to researching past Impulse I in the colony rush in DA, but I'm open to ideas. But yeah, you can trade Impulse II and III to the AI's and they won't get the +1 Speed bonus. It's sweet. And you can trade Impulse I to minors, 'cause who cares--they're not going anywhere.