Cool, thanks for the clear explanation, I couldn’t find this exact info anywhere at the forums. I had no idea about my game not being up to date. Ill check it out.
Time to start my first suicidal game
Chapter 1: Colonisation, early tech developement and the race for good food!
1 jan 2227
Turn 1 is in my opinion the most important and fun of a game, the decisions in this turn, make how the game will work out, in this screenshot I orbited all my ships and entered and exited my surveyship at each site of altaria to scout for resources and anomalies, I read that tip in these forums.
This looks like a great start! Altaria doesn’t have any usefull tiles, but the solar system south of me has 1 habitable planet (you can see this info by clicking at a star), I could try to scout the solar system next to the drengin with my colonyship, but it is likely that I will be to late anyhow, and I don’t feel like making such risky play, since I already have 1 colony south of me. I decide not to change my miner into a colonyship, but just start mining. I will rushbuy the cheapest form of colony ship in 1st turn to take wisp before arcean get it and cheapest form of constructor in 2nd turn for the resource. There are a lot of anomalies it seems, so I can expect some extra cash from these. Especially since I don’t really have any scouting to do, so I can immediately start with surveying.
The ethic balance seems pretty good. There are 3 evil races, 4 neutral races and 2 good races (torian and drath) The evil drengin are surrounded by good races, and I feel very hopefull at destroying them early game. Also the Arcean might be an easy target if the korath decide to attack them, which is more likely as that they will attack yor.
My neighbours Drengin and Arcean are both low influence races, so that is nice, I will be able to get quit nice funding from tourism. Obviously my 3rd neighbour (Krynn) are a very high influence species. If they catch some planet at the solar system between the drengin and them, then their influence might have some serious impact at mine.
The missing races are korx and Iconian. Korx start with the trade tech, so are allways fast with the restaurant of eternity. Now there are no korx present in the universe, I feel confident to try and build this tradegood myself.
I move my colonyship with a long route (to scout as much as possible) to the closest asteroid, survey some anomalies with my surveyship and move my colonyship towards sander 1, which turns out to be have a moon and PQ11! Normally I would start a factory at Altaria, but since Sander has the potential to be a better industry planet with the right tiles and right ethic choices, I decide not to build anything yet at altaria and save up some cash. I allways end my turn at the economy page, setting my taxes and spendings. In this case there goes just enough to research to finish artificial gravity and the rest to social projects, which is nothing , considering I dont have any social projects.
8 jan 2227
Wisp and Sander 1 get colonized. Both have 0 usefull tiles, 0 base influence and also no ethical decisions had to be made. Altaria will be my industry capital, Sander my economy capital and at wisp I will make restaurant of eternity. So I start building social matrix at Sander and a factory at both altarian planets. At Wisp I put focus at social projects to finish my restaurant as fast as I can.
The second technology will be planetary improvements, the only tech for altarean that increases research even more.
My survey ship does incredible good work. He finds 1000 bc, finishes 25% of my current research and discovers a military resource between the drengin and me, where I will send my first constructor. Even though it is likely to fall in the expected war between me and Drengin. The research bonus makes it possible to research planetary improvements in 1 single turn!
With the extra cash, I considered to rushbuy a second constructor for the influence resource, but decide this would be a bad idea. I could build one in the next few turns, but this will delay my research and restaurant of eternity pretty much. Mmm, I have to make my first important decision next turn.
15 jan 2227
The decision is made to go for the military resource. Even though this resource is likely to die in the first war, it will for now expand my influence towards the drengin and so increasing my tourism income (and decreasing theirs). I will now focus the next 2 turns at the 2 techs that increase my social production: Industrial revolution and interstellar construction+xeno engineering (which can be learned together in 1 turn). Also the interstellar construction will allow me to build a cheaper constructor in a small hull. So if I find more cash with my survey (there are a lot of anomalies north of Altaria), I can decide later to buy a cheap constructor, the resource is within 1 turn from altaria, thanks to the altarian speedbonus. In the far corner is an anomaly that could possible give me 25% tech again.
Strangely I can move my tax to 19% this turn, while I needed 18% last turn for 100% approval.
22 jan 2227
Interstellar construction and xeno engineering finished. Since I didn’t know exactly how much research was needed to finish both together, I researched a bit much and some went into space mining 1 tech, which is ok, since I like to take this tech early game around the time my miner finished the initial mines.
The new constructor costs 1056 bc, which is very tempting. However I really don’t want cash to be an issue in my early development and still decide against buying it.
1 and 8 feb 2227
The next techs will be intersteallar warfare and space militarization, for both the military production bonus and the recruit center. I was exactly able to get industrial revolution in 1 turn, so I produce 200 research, while these techs cost 300 together. I decide to put focus at altaria at military production to start building a bit of constructor, so I can instant buy it cheaper as soon as I see an opponent’s constructor come in 2 turn range. Wisp still focuses social production and sander nothing.
15 feb 2227
Except for space militarization, all cheap techs with industrial bonuses are researched now. I would also like the moral and economy buffing techs like temples and xeno economics, but it is time to work my way towards trade, so I can start building my restaurant as soon as the xeno factory at wisp is finished.
22 feb 2227
The surveyship finds a civilization anomaly next to Arcea and finishes planetary invasion by 25%!
After this anomaly I head back to the civilization anomaly in the far corner. Since the communication and translater techs are cheap, I’m making good progress at my social projects and constructor.
1 mar 2227
Both the xeno factory at wisp and trade will be finished in 2 weeks, what a perfect timing! Building the factory went fast when I could put some money towards social projects thanks to the help of the asteroid. There are still no foreign constructors sighted and Altaria keeps happily building at our constructor.
15 Mar 2227
Trade Tech finished and factory finished, as you can see the constructor is almost halfway, and can be bought for around 600 bc now. A Yor collective flagship is trying to beat me to the likely last anomaly of the map, but will beat the dust vs my 5 speed flagship. All races still have neutral stance towards me and are to busy to risk war.
So far so good!