Slooow start with little to do

The problem is I find the opening of the game enormously slow with very little to do. Techs roll in, I've colonised a few planets, met the other races, traded a bit. But things take weeks to build and to research, my ships are automated, and so my question is really - should I just be happy clicking through a lot of end turn buttons? Is that the early game experience?

I've just been playing TA on small as Terrans with 3 foes on the lowest setting, as a sandbox starter to get to learn the way it works. Ok, I am fairly new to the game so if I am all wrong with my strategy here please be gentle!

It seems like there's not much to do in the opening. I have read around and taken advice to avoid developing planets too early since they are a slow growth and heavy cost. That leaves me with low taxes (for pop growth) and low income, my pop seems to be growing ok, I am shuttling colonists to my planets from earth to get planets started up to a few billion where they begin to break even. But the shuttling is almost the only active part I seem to be playing in the game. And tech wise I am bewildered - so many directions seem essential. People seem to advise going down diplomacy tree early - but how far down? Basic planet improvements seem to cry out to be researched, as do some of the speed improvements (oh, my, the ships start out slow...)

I have read TA101, and similar posts as far as I can, but I'm just wondering if I am missing something basic or if I should just get to clicking "End Turn" a lot more than I expected. Any advice gladly received.

38,665 views 11 replies
Reply #1 Top
Your only Task in the first...let´s say 50 Rounds, is colonizing other Planets. So yeah, there´s not much to do at the Start. But it doesn´t stays like that...;)
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Reply #2 Top
Yes, some believe that the first phase of galactic play is wildly tossing your colony ships into the unknown to breed on planets, ANY planets. Other civs have not yet pounded hammers and welded ships, and you will likely be thrilled to behold your place at the top of the food chain. Consider the phase at its end when you can find no other planets near you. Hopefully, you have been cranking out fighters so the cheap Drengin won't see you as weak and demand 'peacekeeping' funds.

But you are playing on the easiest setting. For your second game move the AI to sub-normal and turn on mega-events. This will give you an idea of how quickly civs can grow thorns and thistles, and you will then learn to appreciate the first phase.
Reply #3 Top
Propulsion and military production should be the first things researched. Expansion is first priority. Diplomacy can be put off, even indefinitely depending on what you want to do. Take it from a Drengin player :) Diplomacy is useless in the beginning anyway and will hurt your development researching it at the wrong time.

Which brings us to what you have picked up on, the tech tree is what is important at this time. Look through it and plan out what you want to achieve and how you are going to do it.

There is an occasional research bug in ToA where the research costs suddenly jump. I hadn't been bothered much at first since I swept in for early conquest and I have even finished Gigantic games with it but it puts a damper on branching out of the Drengin attack and rob your neighbors playstyle.
Reply #4 Top
Personally, I think some of the research facilities should be researched first.

After all, the faster you can research, the faster you will become dominant in any category.
Reply #5 Top
Ok, the lowest difficulty setting really offers absolutely nothing from the AI, they are all still on their initial 2 planets with nothing researched and I have colonized 10 or so and have maxed out factories, got high research buildings (invention matrix, I think) and early warp drive propulsion.

I guess now I should do weapon research and practice destroying a completely inferior civ just to get used to the game mechanics of it, then re-start on something several notches higher. I am sure I will get my ass whooped quickly and come back to these boards begging for help, lol.

Any other advice about early techs to research? Propulsion and military? Is that the consensus?
Reply #6 Top
Research priorities will change based on map size and settings, as well as difficulty and (in TA and a lesser extent DA) race. For me, planetary improvements, economic bonuses, and diplomatic bonuses come first, then anything that gives me a trade good or wonder to build. Then again, I don't play suicidal  :p 
Reply #7 Top
Different games have different mechanics and I leave it at that and for you to hash out the details. But a few notes, planetary improvements, for example, will have very minor effects when you only have 2 planets, same with economics, same with diplomacy, when you have nobody to talk to and then when you meet them, nothing to trade. Down the diplomacy line is the government techs which are also +econ, but with only a few planets and when you are rich in the beginning they also do not benefit massively. A benefit is a benefit but use the time you have in the beginning to seize as massive an empire as possible. As mentioned, different games have different mechanics and in GalCiv you or the AI cannot invade each others worlds until a certain expensive tech is researched, so your new colonies are literally immune. If you let the AI have them you will have to research your race's equivalent of planetary invasion and fight and scrabble over every world.

With the races I like to play I am usually able to keep up constant expansion with +50 military production as a pick right from the start of the game until there are no good planets practical to colonize. At that time I usually hit below 0bc emptying out my treasury but start making a positive return on economy. I make sure to research appropriate pop growth, morale and econ techs in time too, after the first basic military production and propulsion techs. I pick +morale and +econ in addition to +military production in race customization and manipulate the tax sliders to gain population growth bonuses from approval rating. The more people earlier the more tax money later.

I do not suggest that +50 mil or any of the other picks are necessarily the most ideal but it gives an idea of how a maximally expansionist policy can be pursued successfully even in ToA.

Then again I also do not play on Suicidal, I play on Tough, although it is long past time for me to ramp up the difficulty to Painful as I win easily. I am not so sure that cranking military expenditure up to 100% sometime during the expansion phase is a good idea, if one were determined perhaps to try and get as many colony ships out as possible. 50 / 50 with research most of the time is able to get me all the worlds I want, the best worlds, appropriate expansion oriented technologies in a timely manner and be significantly larger than the AI empires. I rush buy the homeworld a few research structures and when i'm ready to build, production. (Later the homeworld will also need a morale structure or two, and when your empire is larger you can convert the majority of buildings on the homeworld to the most appropriate type for the planet as desired.) At the time of this writing with this game version you can buy multiple structures in one turn from the colony management screen. I leave new colonies mostly empty, as they by themselves drain large amounts of money in maintenance and produce very little in return in the beginning with their low populations, including people for potential colony ships if you thought about having them build ships on their own.
Reply #8 Top
You used the phrase "lowest setting" - my assumption is you are on "CakeWalk". At that level the AI is crippled to a very large degree. Its there so you can get into the mechanics of the game without getting run over at a very early stage. At CakeWalk the AI dribbles at the mouth and says Ga-Ga, but thats about it, it cant do much else.

If you have the game mechanics (as opposed to tactics - you'll always be evolving the latter) nailed, I would ramp up the difficulty level a couple of notches.

If you want to see an exciting life, and why there are the difficulty levels, open up a suicidal game - but dont be surprised to get vaporised pretty quickly, and dont be put off by it - you'll be surprised how quickly you adapt. The latter will reassure you there is much to the game. Its best to walk up the difficulty levels step by step, only moving on to next level when you are sure you have the previous one nailed. Its pointless hurtling up the levels, you'll only end up fire-fighting and learning little.

Some do go straight to Suicidal and they are fine, the rest of us mere Mortals go step by step one level at a time. The cue to move up is when you feel roughly the same way as now about the level you are on.

Regards
Zy
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Reply #9 Top
I am not so sure that cranking military expenditure up to 100% sometime during the expansion phase is a good idea, if one were determined perhaps to try and get as many colony ships out as possible. 50 / 50 with research most of the time is able to get me all the worlds I want, the best worlds, appropriate expansion oriented technologies in a timely manner and be significantly larger than the AI empires.


I lied, it's almost never 50 / 50, I adjust the sliders often depending on the situation. Industrial capacity usage is always 100% unless I screw up.
Reply #10 Top
Might I suggest the following, for setting up your first few games...

Ignore the overall game difficulty. Instead, edit the individual profile of each of your AI opponents.

Go to the "Personality" tab, and turn their "Natural Abilities" all the way up to the max (+50%). Then turn their "CPU Usage" up to 100%. (Or set all AIs to full CPU usage in the overall game settings.)

These settings will make the AI as smart as it possibly can be.

Now, to keep from getting your butt kicked instantly, turn each race's "Financial Resources" waaay down. Try starting at about 50%, or even lower, at first.

This way, you can play a game that's not that hard, and allows for lots of leeway to learn, but it'll still be against opponents who are SMART, instead of braindead ones that just sit on their homeworld with their thumbs up their butts. ^_^ Much more fun that way, and a better learning experience, too, I think.

Note: Do not change the Game Settings Difficulty slider after editing your opponents, or it'll reset all of them to default values.

Additional Note: The game seems to consider a setup of maxed AI with 50% resources to be "Challenging".
Reply #11 Top
This way, you can play a game that's not that hard, and allows for lots of leeway to learn, but it'll still be against opponents who are SMART, instead of braindead ones that just sit on their homeworld with their thumbs up their butts. ^_^ Much more fun that way, and a better learning experience, too, I think.


Thats an excellent idea :CONGRAT:

I wish I had twigged that one when I started a few years ago - nice one, logged that firmly in my "useful ideas" notepad.

Regards
Zy