Some tips a few of the frustrated players on the board might find useful since playing the first several turns well is *crucial* to success. These are simply my home-grown ideas. I bet there are even better ones out there from better players, so please share!:
** Rush buy --at the longest lease plan-- colony ships for however many good planets (rating of 15 or higher if at all possible) are nearby. Use the survey ship to scout if needed. If this means 4 rush buys, do it! 4 15+ planets that early will give you a huge advantage later.
** IMPORTANT: During these first crucial turns, set both military and social to ZERO! Why? Well, if you are rush-buying ships, that money on military is wasted! And what techs do you have available to you the first several turns? Soil Enhancement and Entertainment -- well, your planets are already more than good enough, and so will be your morale for a while!
It's also important to realize that buying social stuff you don't need yet comes with an insidious dark side: Maintenance! That's right. That fancy entertainment system you didn't need just then anyway is costing you precious upkeep that needs to go some other direction.
Therefore, 100% tech for the first few turns. After all:
1) It's better tech that will open more pressing social spending options to begin with.
2) It's better tech that will allow you the ability to speak with alien civs and start to trade more tech, which will begin the foundation for being able to pay for your leases.
3) It's better tech that will open up the ability to trade, which will further dig you out of your early money problems. Yes, it's O.K. to go in the negative numbers (up to 500b.c.) in these early turns! Don't worry. You'll recover.
Of course, you'll need a scout in order to get contact with the other civs. This is *hugely* important. So, after your colony ships, you can rush-buy a scout (or up the military spending and make one in 2 turns), switching all other planets to constructor ships.
At this point, you want to put about even money to tech and military because you want a constructor ship claiming resources ASAP. Trust me, the AI is already on its way. If there are no resources nearby, build the starbase near you and focus on econ.
After all, what other ships will you build at this point? If your survey ship is doing it's work properly, you'll likely get a free ship or two, and these should be pulled back to your planets for early defense. Oh, it's not that the AI will attack this early, but a free ship or two raises your military rating high enough that for several turns nobody will want to pick a fight with you.
This is also the place to reiterate the maintenance issue brought up earlier: Buying too many ships before you need it not only hurts your starbase production but incurs deadly upkeep costs.
Thus, keep the constructors coming for as long as possible, building up econ bonuses first, then switch to offensive ships just enough to look scary to other civs. Attack when you feel like, if ever.
When do you start some social spending?
When something is now useful enough for you to buy it! Once morale starts to drop, for example, consider entertainment stuff. Etc. In other words, develop an aggressive JIT (Just In Time) strategy to your spending, putting that first 2000b.c., the ability to go into debt 500b.c., and the ability to setup leases to maximum leverage.
Every turn is crucial in the early game. Use them wisely!!! If you have doubts about this strat ... try it!
** Rush buy --at the longest lease plan-- colony ships for however many good planets (rating of 15 or higher if at all possible) are nearby. Use the survey ship to scout if needed. If this means 4 rush buys, do it! 4 15+ planets that early will give you a huge advantage later.
** IMPORTANT: During these first crucial turns, set both military and social to ZERO! Why? Well, if you are rush-buying ships, that money on military is wasted! And what techs do you have available to you the first several turns? Soil Enhancement and Entertainment -- well, your planets are already more than good enough, and so will be your morale for a while!
It's also important to realize that buying social stuff you don't need yet comes with an insidious dark side: Maintenance! That's right. That fancy entertainment system you didn't need just then anyway is costing you precious upkeep that needs to go some other direction.
Therefore, 100% tech for the first few turns. After all:
1) It's better tech that will open more pressing social spending options to begin with.
2) It's better tech that will allow you the ability to speak with alien civs and start to trade more tech, which will begin the foundation for being able to pay for your leases.
3) It's better tech that will open up the ability to trade, which will further dig you out of your early money problems. Yes, it's O.K. to go in the negative numbers (up to 500b.c.) in these early turns! Don't worry. You'll recover.
Of course, you'll need a scout in order to get contact with the other civs. This is *hugely* important. So, after your colony ships, you can rush-buy a scout (or up the military spending and make one in 2 turns), switching all other planets to constructor ships.
At this point, you want to put about even money to tech and military because you want a constructor ship claiming resources ASAP. Trust me, the AI is already on its way. If there are no resources nearby, build the starbase near you and focus on econ.
After all, what other ships will you build at this point? If your survey ship is doing it's work properly, you'll likely get a free ship or two, and these should be pulled back to your planets for early defense. Oh, it's not that the AI will attack this early, but a free ship or two raises your military rating high enough that for several turns nobody will want to pick a fight with you.
This is also the place to reiterate the maintenance issue brought up earlier: Buying too many ships before you need it not only hurts your starbase production but incurs deadly upkeep costs.
Thus, keep the constructors coming for as long as possible, building up econ bonuses first, then switch to offensive ships just enough to look scary to other civs. Attack when you feel like, if ever.
When do you start some social spending?
When something is now useful enough for you to buy it! Once morale starts to drop, for example, consider entertainment stuff. Etc. In other words, develop an aggressive JIT (Just In Time) strategy to your spending, putting that first 2000b.c., the ability to go into debt 500b.c., and the ability to setup leases to maximum leverage.
Every turn is crucial in the early game. Use them wisely!!! If you have doubts about this strat ... try it!
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