MetaVerse

I'm full of questions

Numero Uno: How do you guys get those medals below your posts. I've got medals, but they don't seem to be showing up.

Second: General game strategy. I'm usually playing on Normal Difficulty, but I seem to always lag behind within the first few series of turns.

My general strat. has been to deplete all my initial funds on building colony ships for a quick expansion (seems to pump out about 5-6 ships). Usually by the time the last available planet is colonized I'm getting threats from other civ's. Some how they're colonizing fast AND building scout ships AND building trade ships AND building their military.

Any hints? I was thinking about changing up the strat a little, by maybe only buying out 2-4 colonyships, then deplete the rest of my initial starting funds on factory's, and other planetary improvements.
8,364 views 8 replies
Reply #3 Top
Micro your sliders for the first few turns..
Your economy will likely suffer if you have a good industry bought up in 3-4 turns.

My general start is much the same as you described, colonize the closest, and starbase up any resources nearby. BUT never forget a basic military starbase with sniper cannons, also if you have the resources/time an economy base with orbital factories.
I tend to focus my spending on research for the first few turns, in the following order: prop theory, ion engine, translator, space milit, space weapon then whatever weapon tech I fancy (Usually mass driver for nano rippers later, depends what the enemy civs have though, if they're focusing on mass driver I'll go missle for initial extra damage)

Once this tech line is done, build 2-3 small fighter craft, with the bonus of your military starbase you can fight off any single enemy assault as long as you prevent them destroying it.
Reply #4 Top
I'd advise putting your spending slider at 100% and leaving ~2000 BC to run a deficit rather then spending it all on colony ships. Then, I would put my research slider at 0 because until your economy is up and you've built a few labs it's pretty useless to be teching. I would build an extra two manufacturies on earth, then two labs and then a farm and an approval building.

give 50-50 to your military/social spender. Social spending gets you manufacturies on earth which makes colony ships build faster.

And it goes without saying that your first ~3 colony ships should be bought.

Once you've gotten most of the worlds you can reach, it's time to crank manufacturing down and research up to try and catch up. designate high-pop worlds to be economic boosters or manufacturing centers and small pop worlds to concentrate on research. Build one factory on <8 colonies, and two on <12 colonies. You need them to upgrade your research/farms/economic centers/labs, but you don't need an exceedingly large amount.

It works for me on Large with opponents at bright. I haven't tried intelligent yet.
Reply #5 Top
Well maybe that might be part of my problem. I usually build 4 factories on my home planet to try and boost the speed at which ships are built. Is there a limit buildings where more of a particular type on a single planet becomes useless. (IE: 4 factories to much?)
Reply #6 Top
Yay medals!
Reply #7 Top
No there is no limit besides tiles and cash. Factories, labs, morale boosters, farms... cost cash, hell the trade resorts cost cash. You have to be able to generate cash so I go for a more modest approach. On a typical 10 planet.

1 - Stardock
2 - Factories (may buy one outright if early in the game)
1 - Market
2 - Labs
1 - Market
1 - Entertainment
1 - Culture
1 - ?? Food or Superproject.

Nominally I will wait on the food for the terraformed tiles though, morale and approval is huge especially if you don't have a good trade base or are in a small or tight corner and are not getting alot of tourist money. That cash from the markets is necessary to stop the hemmorage of your bank account.

Anyhow, hope that helps.

W/R
Suralle Straykat
Kat Lord @ Large
Good hunting... till we meet that is
Reply #8 Top
You are far better off using that cash to buy factories to make colony ships than to directly buy them, you should be reletivly easily able to pump out colony ships every other turn, even every turn if you have some manufacturing bonuses. Just put military spending on 100% and make sure your overall spending is also at 100%. The AI wastes its production on scout ships, so you can almost always outproduce them until they start cheating on higher levels.