Perfecting Colony Spam
from
GalCiv2 Forums
Here's the race stats I use:
Custom:
Super Adapter
+2 speed
+50% military
+30% industrial
Political Party: Industrialist.
What?????!!!! No Federalist? No 30% econ? This approach is all about using the 5000bc you start the game with plus any 1000bc anamolies you happen to find. The goal is to spend less.
The main problem when you start the game is the 8 bill that's on your homeworld which creates taxing efficiences.
The sliders are 100% overall, 100% military. On most planets you're not going to build anything, just focus on research and be done with it.
Occassionaly on other planets, you'll build a starport if it's close to a morale, econ, research, or influence resource for constructors. You also want one planet to temporarily have a starport to put out some extra size-16 survey ships.
On the homeworld, just churn out size-24 colony ships and colonize planets.
Research order:
Military Production +'s, Social Production +'s, Xeno Economics, Xeno Entertainment, Xeno Ethics, Soil Enhancement
Once pop is high enough on a planet for them to multiply the taxable earnings put focus on social and build advanced market centers.
The factors that can modify the strategy are UP events(the 1000bc festival and the sharing unique technologies are a godsend) and bonus tiles.
Custom:
Super Adapter
+2 speed
+50% military
+30% industrial
Political Party: Industrialist.
What?????!!!! No Federalist? No 30% econ? This approach is all about using the 5000bc you start the game with plus any 1000bc anamolies you happen to find. The goal is to spend less.
The main problem when you start the game is the 8 bill that's on your homeworld which creates taxing efficiences.
The sliders are 100% overall, 100% military. On most planets you're not going to build anything, just focus on research and be done with it.
Occassionaly on other planets, you'll build a starport if it's close to a morale, econ, research, or influence resource for constructors. You also want one planet to temporarily have a starport to put out some extra size-16 survey ships.
On the homeworld, just churn out size-24 colony ships and colonize planets.
Research order:
Military Production +'s, Social Production +'s, Xeno Economics, Xeno Entertainment, Xeno Ethics, Soil Enhancement
Once pop is high enough on a planet for them to multiply the taxable earnings put focus on social and build advanced market centers.
The factors that can modify the strategy are UP events(the 1000bc festival and the sharing unique technologies are a godsend) and bonus tiles.
), and significantly better range. I was able to produce each turn one, and be over in 6 turns with them, to keep pumping out colonizers. In a "real" game that's what counts - if you don't have a colonizer there to take that class-15 planet, and AI has it there, you can have that planet only with war. But only after one or two game-years, and lots of costs... 