I purchased GC1 ages ago and quickly lost interest. Based on some of the information here I decided to give GC2 a try and am impressed. It seems to have the key elements that were lacking in other interesting but largely failed turn-based space strategy games (read that Moo3, and the sadly disapointing Space Epires V): interesting real options (as opposed to linear game play), clear development, decisions with for developing planets that really impact your empire, and useful diplomacy.
That said, I was hoping some vets out there might be able to offer some insights into strategies. Likewise, I’m interested in opinions on optimizing races. Here are some of my thoughts:
Yor ship specialists: taking advantage of their 25% miniaturization, I dump soldiering and bump military production to 50%, bump eco, and research. From the start I can get colony ships that move 5, and after a few propulsion techs can get to 9. Frankly, this is huge.
Sensor strategy: b-line for sensor 4. This gets you survey sensors, which I put on small hulls. Get this early and you’ll get more than your fair share of goodies – particularly cashing in old ship hulls, which can do wonders to fund early poor economies.
Beyond this, the only keys are to get an edge in the colony rush. On this end, I like the races that have Ion engines since they have a clear advantage getting out to find good worlds for colonies. Likewise, the Terrans are at a big disadvantage (it seems to me) since they don’t have stellar cartography. Their diplomatic edge is real useful, but other races can be easily optimized to get just as big a bonus.
So far the AI hasn’t been much of a threat so I’ll have to move up from Bright, I suppose.
Other’s thoughts or links are welcome!
Hydro
That said, I was hoping some vets out there might be able to offer some insights into strategies. Likewise, I’m interested in opinions on optimizing races. Here are some of my thoughts:
Yor ship specialists: taking advantage of their 25% miniaturization, I dump soldiering and bump military production to 50%, bump eco, and research. From the start I can get colony ships that move 5, and after a few propulsion techs can get to 9. Frankly, this is huge.
Sensor strategy: b-line for sensor 4. This gets you survey sensors, which I put on small hulls. Get this early and you’ll get more than your fair share of goodies – particularly cashing in old ship hulls, which can do wonders to fund early poor economies.
Beyond this, the only keys are to get an edge in the colony rush. On this end, I like the races that have Ion engines since they have a clear advantage getting out to find good worlds for colonies. Likewise, the Terrans are at a big disadvantage (it seems to me) since they don’t have stellar cartography. Their diplomatic edge is real useful, but other races can be easily optimized to get just as big a bonus.
So far the AI hasn’t been much of a threat so I’ll have to move up from Bright, I suppose.
Other’s thoughts or links are welcome!
Hydro
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