My first DA game. Please help

Alright,

I purchased DA and I stink at it. I don't know what those new treaties do. And in my first game(sandbox) I got, as you americans say, creamed. Because of those new colonies techs I got 4 colonies compared to the AI's 10 to 14 on a medium galaxy with four opponents (Custom opponent: Tyranan Alliance(not terran), Thalan, Korx, Krynn and Korath) on 'tough' because this is my first game on DA. When I started researching them(radioactive world col.) I fell behind technologically. Because I was so weak I traded with everyone. Which to me is abnormal since I don't do trade. I fight. I always fight.
And in my entire DL experiance I only lost once.

Anyway, the point is I lost. My economy never even went past 100 bc in the first year.
IN THE WHOLE FIRST YEAR. And I was in dept. My factories don't produce stuff as fast as on DL. I have to spend more on less. I don't have a clue of what I'm doing. Then all of a sudden the korx, my neighbors and most prominent trade partners declare war,
because I really am the WEAKEST race in the galaxy. Even the Snathi are more advanced. And they are rodents!

I have a total of 8 warships when the korx attack and a healthy set of starbases. 3 of my fleets one of 3 ships second of 3 ships and third of 2 ships attack the korx. the korx lose 2 out of three. TWO!. And the thalans join in bringing in two fleets of 8 one went to iconian space and the other got my starbases(4 of them). Two months later I am in dept churned out two fleets of 2. Both gone. Transports come in and kill me.

I don't need advice on what I should have done I need advice on how to play.
Tried second and third game. Didn't work.

Am I gonna have to try this on normal? How low have I fallen?
My lowest difficulty ever was my first game(biginner) and ,yeah, I lost.

Could someone take me through the ins and outs of the game? Or share their super cool unbeatable startegies which are foolproof and made for beginners.

P.S I haven't downloaded the 250 MB tutorials through my 56kbs temporary connection.
7,393 views 10 replies
Reply #1 Top
super cool unbeatable startegies which are foolproof


I don't pretend to have any of that.  I would have to describe my playing style as more 'workmanlike' than 'super cool'; but, like car paint primer, it generally gets the job done.

I'll start with the most glaringly obvious difference between DL and DA - the player's economy. In DA, your economy is designed to suck balls. DL economy was a Porsche, and now you've been downgraded to a budget-model Chevy.

I have managed to keep my economy afloat in DA by always maxing out the ability points I can spend on Morale. This will give you the ability to tax more. Econ is another good ability pick, as is Population growth, but Morale is the most important. Secondly, I have made almost all of my smaller (below PQ 10) planets into economy planets with two factories, an entertainment complex, one farm, and the rest of the tiles are econ buildings. I used to make these my research planets in the same way, but now I only put labs on about one in five.

This leaves your larger planets to concentrate on starship production. On a PQ 10+ world, I usually have a starport, an entertainment center, a farm, a power plant, and the rest are factories. I build two farms and two entertainment buildings where I can, as long as I have at least six factories on the planet, which I consider the minimum for robust starship production (along with the power plant). One of the large planets becomes my research capital instead. Sometimes I make one into my econ capital, though often I build that on my home world.

To sum up, ability points and specialization of planets are my main tools for survival in DA. Now that the latest patch has basically eliminated tech trading, though, I think I am going to adjust some of my econ specialization back to research so that I have a hope of keeping up...

Good luck!

Reply #2 Top
I think the two biggest gameplay changes in DA are the planetary environments and the super abilities. So make sure you use those two things to your advantage.

You said that you like to fight, so here are my suggestions:

Pick a good superability for fighting. Super warrior and super dominator are the obvious ones, but I haven't been too impressed with those. Super hive is a nice all-around ability for production, and super breeder will make sure you always have troops and a tax base. Isolationist and adapter start you with some colonization techs, so you might like those, too. But my favorite is super annihilator because it is great for a rush attack. Super annihilator lets you research germ warfare (costs about as much as planetary invasion), and germ warfare gives you the spore ship. The spore ship lets you conquer a planet without using any soldiers, and turns the planet to a toxic environment. Super annihilator also starts with the first toxic colonization tech. So, by using the spore ship, you can utilize every planet on the map, without researching any colonization techs besides advanced toxic colonization.

Even if you don't use super annihilator, if you want to fight, I'd suggest ignoring the colonization techs early on. Let the other guys colonize the hazardous planets and try to build them up with the 50% production penalty. You can invade any planet you want even if you don't have the tech for the planet's environment. When you conquer a planet like that, it will have zero production, but it will still grow pop, pay taxes, and research. You might even get lucky and capture the right tech.
Reply #3 Top
I never played DL, I went straight to DA, so I cant compare.

One thing I´ve always done is trading. Very early. I dont see how its bad. In the start, even those 7,8 credits can help a lot. When you get a good trading method, you can get more than 1.000 credits/week on trade alone, which is awesome at least until the near end of the game.

I dont think morality racial bonus are worth it. Ok, they may be good at the start, but once you start to get technologies that enhance your morality, this bonus becomes less important. What I do think is important are bonuses on Economy and Research.

Also, I dont think a lot of points in war advantages is usefull. No matter the bonuses, if you do have better technology, you will probabily win. If you have more ships, you will probabily win. Also, if you have diplomacy skills, you can get important technologies easily, and can make sure those guys you dont want to mess with yet stays away from you.

So, I think the deal of the game is to focus on your economy and production. War is secondary, because your power really comes from your production, not your fleet.
Reply #4 Top
Hi!
Could someone take me through the ins and outs of the game?

You may find this thread usefull.

BR, Iztok
Reply #5 Top
Good points already... I'll add mine, for whatever they're worth (and I certainly don't claim godlike status - so no supercool strategies, either.. I'm very workmanlike).

The economy is MUCH harder to manage than it used to be - I would ALWAYS be swimming in cash (at least - up to the ~20K limit higher levels tossed at you). Now - I had my first game ever where I just got stuck... negative cash flow in debt, virtually no hope of getting out it. I agree with the econ bonus - didn't use it DL, I think it's almost a must have in DA. I prefer econ to morale (I use both - but max out econ rather than morale). I think, too -- you have to pick and choose your worlds to colonize - if the colony rush was on life support with the planet types twist - it's now DOA with the gold econ engine. Early on - I only grab PQ 11/12 planets or higher - unless there's a real strategic need to go lower (taking an asteroid system, etc).

I would also suggest that you now need to hit the governments branch of the tech tree MUCH earlier... I used to wait till I had most of the wonders/trade goods built... no more - gotta get a better and more profitable government earlier. Sounds like you're more of a figther than builder - so bully for you that might not even care about the wonders and trade goods.

Always, always, always ask for cash even if straight up tech trades - even if you can only snag 10, 20, 30, etc credits -- string a couple of them together and you can finagle another turn or 2 of high Industrial efficiency before sliding down. Sell techs to the minors as often as you can - and sell multiple techs in a single turn (but NOT in the same trade). You can offer every tech you have and the minor AI won't generally give you more than half their credits... However -- trade 1 tech at a time for cash - and you can clean them out (i.e. half of 1000, then half of 500, then 250, etc). Like I said - same turn, though - as there's now the 'dead period' between diplomatic missions. The AI LOVES offensive techs, too... Don't be afraid to sell them, especially to minors.

Along with the econ and morale bonuses - I would argue for at least a point of diplo bonuses. You'll get better deals.

Get sensors and build survey ships -- the AI never researches sensors - so they play with a single survey ship all game... If you have 2, 3, or 4 survey ships running -- you can dramatically out survey the AI. I do have to admit - I didn't like the nerfing of the 'money anomalies' -- so I have changed them back to the DL rates... it's an exploit/cheat - but hey, the anomalies are there for EVERYONE

Despite being a warmonger - don't neglect trade. As soon as you discover trade, get a fleet of freighters flying - and send them as far away as they'll go. If you're warfaring, I think the Galactic Privateer is one wonder worth building- even for a non-builder.

Personally - I think (and very much like) that this is one '4X' game where wonders ARE worth shooting for. Even if you're warlike -- there's little point going to battle before you have planetary invasion. This means that you should be able to AT LEAST get the diplo translators trade good (it's usually my first trade good/wonder) - hold off on trading anything until you get them. Then - hit up the minors first (to get the low level techs you may not start with) before the majors.

Do take heart -- even on the higher levels - econ is hard for the AI, too -- I've noticed... They hit a wall with research and building just like me, it seems.

Reply #6 Top
As others have said above, don't be suckered into spending huge amounts of time researching extreme colonisation techs. If you see a particularly good planet near your territory that you want, there's no harm in having a fast colony ship on standby at a nearby planet of yours. The AI doesn't necessarily think ahead like that and you'll be able to beat it to the planet even if you launch your colony ship after they do.
Reply #7 Top
Well, the trick really is to balance a lot of things. Here are some very basic tips that might help you (not necessarily super cool though)...

Assuming you are starting a game on a medium map, there are, I think, four things that is helpful to focus on in the first year:

Early game economy: Early in the game (the first year, as you mentioned) is the most important time to build an economy, or figure out some way to make money. Here are a few simple strategies:
- Take the Super Trader Ability. Not only does this let you start building freighters right away, it also lets you build an econ capital from day one. Building your economy capital on a world with 15-18 billion people will help.
- Take the Super Breeder Ability. If you are colonizing a lot of worlds, this can really help. It only kicks in when you have 100% approval, so watch those sliders. This is a good way to get lots of people in the first 3-4 months, which will help set up your empire for the rest of the game.
- Spend your bonus points on the three economy helping stats. With 10 points you can pick the +30% economy, +10% morale, and +40% population growth abilities. If you have a custom race, that still leaves you with 5 points to customize your race (I personally pick up +1 speed, or go to +20% morale and pick up +10% planet quality). If you don't have a custom race, those basic ten points will add on to whatever bonuses your race already gets, so you should be fine.
- Set anomolies to "abundant" in the map setting. Early on research sensors (and to a lesser degree impulse drive). For medium maps build 2-3 more survery ships in the first month and set all of your survey ships to "auto-survey". Anamolies can give a variety of boosts, but the instant cash ones (+100,+250,+500 and +1000 in DA) are the ones that will help your early cash reserves.
- Don't spend all of your initial 5000 credits on rush buying things. Instead, drop your taxes so that your people are at 100% approval so that they breed faster. Keep some money around so that you can handle 100% production while you "buy" approval. When your colonies get within about 2-3 billion of their max, or when you run out of money, then raise your taxes up to a higher rate (as needed).

Research early game:
Unless there is a world you absolutely must have, the colonization techs are generally a waste of time. Some people disagree, and it does depend on how many of any type of environment spawns on your map. There are a lot of directions to send your research, but it can help to try and catagorize techs into three catagories:
1) Techs that increase your money
2) Techs that spend your money
3) Techs that help your military
Catagory 1 includes techs like econ buildings, morale buildings, better governments, trade, diplomacy and influence. Until your empire is generating a profit, it is good to focus on these techs early.
Catagory 2 includes techs like research centers, manufacturing buildings, anti-matter power plants and the like. These "infrastructure" techs are going to be very important for you to have as you enter the middle game, and prepare for war. But realize that each one you research will increase your costs - in the cost to upgrade, needing to spend bc on the increased production provided, as well as basic maintenance costs. One strategy is to alternate going up the Catagory 1 and Catagory 2 branches. Build econ enhancing techs, then when you are generating a surplus, go up the next infrastructure tech that you can afford, then build some more econ techs, repeat. You will have to adjust this based on your specific game conditions.
Catagory 3 techs are things like weapons, defenses, soldiering techs, starbase enhancements, hull advancement and logistics. These techs are vital when you actually want to fight war. However, you don't need them early. I wait to start on these until I have a firm range of catagory one and two techs already researched. At some point your galaxy will start to militarize. Keep pace with the other civs and only pick up these techs as needed in the first year. Keep a check on the Military graph to see which empires have built attack ships, and how strong they are. Even if you really like war, generally you want to wait until quite late to start researching these.

Colonization Early Game: Well, on a medium map a few extra worlds can really swing the balance, so you don't want to be out-colonized either. Still, at a little over 1000bc to rush buy each colony ship - that is probably not a good way to spend that precious starting 5000. If you start off by building survey ships you should get a good picture of your immediate surroundings in the first few weeks. It is probably better to rush buy 1-3 factories on your starting world, and just focus a lot of your production on "military" to quickly build colony ships. Try not to build too many, you want to get back to researching as soon as possible.
In star systems with damaged and undamaged worlds, go for the undamaged worlds. You can probably get away with completely ignoring the extreme colonization tech until you start invading those worlds. Go for the PQ 10+ worlds first, they give you a morale boost. Go for the PQ 1-4 worlds next, they will be some of the best worlds in the long run. Pick up the PQ 5-9 worlds last.
If you colonize a lot of worlds, spending money on all of them might be more than your early economy can handle. That is OK. Just let some of your colonies sit there and breed until you can afford to spend credits on production. For instance, on some worlds you might only build a morale building, or a morale and farm building using the basic colony production pts, don't even worry about building factories - just focus production on social for those worlds. You can always build over these tiles later when you want to develop the world. You just want a little morale boost to help you keep the people at 100% approval so that they breed and start to pay taxes. Trying to build up 8 industrial worlds simultaneously can be a good way to crash a young economy, even with (or because of) the Super Hive Ability.
The key in the colonization phase is to grab good long term planets so that the other races don't get them. They don't need to be developed right away. The extreme colonization worlds usually don't need to be a part of this strategy. Remember, if you and several other empires share worlds in the same star system, a higher population and approval will help you in culture flipping their worlds to you as well.
Finally, you probably want to design your own colony ships. I like to put a pair of ion drives on mine in place of the hyperdrive, but it depends on how far they need to go how fast. You have to buy those bigger engines with precious early game resources, so only build more expensive colony ships when the speed boost is actually needed.

Your homeworld early game: There are a lot of ways a homeworld can go, and you probably want to use any bonus tiles that appear (except the +300% food tile). However, assuming the most common startup, you will have one PQ10 world with a 12 billion population cap. The best way I have found to use this world is to make it your early manufacturing and economy capital. Specifically, I like to develop it with 1 morale building, one food building, the econ capital, the manufacturing capital, and 5 factories. Here is why I like to do this:
- The manufacturing capital now only gives a +33% production boost, and this effect can be duplicated later on more appropriate worlds using Quantum Power Plants. But manufacturing capitals now also give a +10% econ boost, so you want them on a planet with a high population to maximize the new values. Your home planet will have a population in the 15-19 billion range for most of the game.
- The high starting population and high population cap for the homeworld makes it a good place to put the economy capital. You want to build that early because it is fairly cheap to build, and typically it is early on when you are having the most trouble with money. With the new morale rules, you probably are not going to have some super 40billion population world ever, so it is a safe bet that your homeworld will have as healthy a population as any other world in your empire.
- Early on you want that 100% approval so your people breed. You also want a lot more people. Building the morale building helps you keep a higher tax rate while still keeping approval at 100% on your homeworld, which because of the large starting population is often the hardest place to handle morale early.
- You want to build one, and only one, farm building here right away. This will change your pop cap from 12 to 15. Later farming upgrades will take you to 17 and 20. The key is that they changed how morale works so that populations over 18 billion take a huge morale hit. If you know you will eventually research intensive farming, you only want one building here. Alternatively, if your home world starts with a +100% food tile, build basic farming on it, but remember to never research a higher level of food. This will start out your homeworlds population cap at the optimal 18 billion.
- You want factories early. You want them to build early survey ships, colony ships and constuctors to grab resources from your enemies. If you are already making this world your manufacturing capital, you will want as many factories here anyway.
- remember, except for the capitals you can always change what this world does later by upgrading existing buildings with new ones. Sometimes I will later switch my homeworld over into a pure research world (and while I may lose the 33% production of the manufacturing capital, I still retain the +10% economy on my high population). Don't be afraid to be flexible.

This strategy will leave you lagging in research behind the AI for the first two months or so. I usually make the first decent PQ world I colonize into my research center, because I know I will need to catch up eventually. Of course, adjust your strategy based on bonus tiles, galaxy composition, quality and distance of new worlds found, and your specific needs at any point.

There are, of course other strategies for other situations. Hopefully that gives you a good feel of a way to approach the first 50 turns or so (1 year) on a medium sized map with about a half dozen enemies. Hope that helps. Or at the very least it shouldn't hurt
Reply #8 Top
Thanks wyndstar
Reply #9 Top
Also, make sure you customize your colony ships. Add at least two engines to it. That way you will be able to colonize planets that sit very close to the enemy, even if he is trying to reach them too.

And I agree with the survery ships. Get sensor and customize explorer ships with sensors and send them to auto survey. YOu will get some bonuses and specially money, that will suply you. BTW, I do rush colony ships, and usually pay 1000 in each. I usually rush 3 or 4 of them, and fill them with about 100 million people, not more, otherwise my homeeworld gets too empty.
Reply #10 Top
Just a little addition to what Wyndstar typed for the home world. I typically start with my home world being all factories and the manufacturing capital. With a few asteroids adding to the production I can usually kick out a colony ship every other turn or so with military focus on. You could do this for a while and then as you near the end of the colonization phase convert it with one farm one morale building and the economic capital. I however usually like to make my first PQ18+ plant the economic capital. I may try something different next game.

One thing I do to make sure my economy keeps going is to put two econ buildings down before anything else on a newly settled planet and then set the plant focus to social. With the sliders set at 33% for each you can build 2 econ buildings in 14 weeks with the planet social focus set on. Doing this has allowed me to keep my industrial slider at or near 100% most of the time and my morale at or above 60% (usually around 76%). Most new planets stay on social focus until most of the planet is up and running. One of the last buildings I build is a Starport and that is only if I decide the planet needs it.