colony rush (how to?)

I play as the drath on maso, large galaxy, abundant everything. TA

 

ive read that its imperative to have your main colony pumping out a colony ship every turn, or every other turn.  But how do you?

 

I rush build a factory, primp everything full military and i still take 6-8 turns.  If i rushed built more factories id get a one turn gain, but lose 400 bc which i need to weather the economic drag of the beginning game.

Ive been winning by doing my rush, and then going aggressive and taking over whoever is most hostile and near and getting my planets that way.

What am i missing?

13,489 views 18 replies
Reply #1 Top

Losing evidently - {G}.

 

Reply #2 Top

Planet full of factories or planet kicking out a tiny/small ship with nothing but a colony module on it.  Manufacturing bonus tiles help, but aren't strictly necessary.  Generally you'll want your first mining base to be up before you actually start -building-...that extra 4-5 industry actually helps quite a bit.

Then again, I've been taking military production bonuses as of late.  Running with a custom race gives me 10% homeworld production bonus (from the moon), in DA I pick up 30% from techs early on (25% in TA as planetary improvements isn't as easily accessible), and I've got another 50% from customization points, so I've got a total of essentially an 80 or 90% bonus to my military production output.

I'm amazed you're able to weather the storm at all playing on Maso with a 6-8 turn colony ship build.  I assume you're referencing a traditional factory, at a rush buy cost of 438BC, which is 4 industry.  Not accounting for racial bonuses, that brings your homeworld to 28 industry.  6-8 turns would be 168BC to 224BC for a colony ship at 100% funding, 100% military.  While 168 is not outlandish, 224 is.  What on earth are you putting on them?  Focusing on research at 100% military would give 21 industry, at 6-8 turns is 126BC to 168BC-far more reasonable.  Is that what you're doing?

In any case, you should be able to get enough industry to knock it down to a two turn build.  Try buying factories on the longest lease-but don't go overboard.

-

My initial colony ship costs me 92BC-a basic support, a colony module, and on a small hull.  After I've gotten enough infrastructure in place on my homeworld, I typically shift that world and that world alone over to a ~165BC-175BC (178BC at most) cargo hull containing a colony module, an impulse drive and an ion drive or three ion drives, and perhaps a basic or general support.  However, this is DA-specific, and I haven't played that much TA still.  It's looking like I won't be doing cargo colony ships in TA, as I'd have to get them definitely below 150BC, and probably below 130BC, so this is an engine or two at best (ion drives), which doesn't justify the additional cost or build time.

Reply #3 Top

Sole Soul gives good advice here. I can't really comment too much as my experience is limited to DL and obviously some of the precise details of costs and bonuses are version specific. One thing that certainly helps regardless of version is to require that your homeplanet contains a 300% (or better) manufacturing bonus tile. Generally it doesn't take more than a few ctrl-n's to come up with such a starting planet. Cheesy but effective.

Another point is that your required rate of colonization is going to vary dependent on your galaxy size. For example in gigantic galaxies it's the rate at which you colonize that's important and if it takes an extra few turns to build yourself up to that rate it's not that important. In smaller galaxies it's more important to get out there instantly.

One thing you can do for awhile is to build ships that are hull only and then upgrade to the completed ship. Upgrade is noticeably cheaper than rush buy so this is a compromise between the expense and speed of rush buy and the time but cheapness of build. Anyway like Sole Soul mentions there are a lot of ways to build yourself up to the colony ship per every other turn rate on a sustainable basis.

The colony ship per turn rate can be done but only for a limited time with your home planet while your initial cash lasts or in the case of gigantic galaxies you can build up your first colony to be a 2nd home planet and get out a colony ship per turn from the two of them in about 6 months.

One other point about these fast rates of colonization is what you do with the planets that you colonize. Generally I find when trying to colonize as quickly as possible that it's very important to conserve your starting money as well as get a few surveyers out there to look for cash anomalies. In this case the best thing to build on a new colony is nothing, just let the planet sit and build up pop and get out of the red before starting anything. Although for TA I've been told there's a building that gives an economic bonus *and* a pop growth bonus (fertility clinic?) and if you *must* build something on a new colony this sounds like the best thing to build.

Reply #4 Top

Recruiting center.  10% economic bonus, 20% population growth bonus (planetary, obviously), and only costs 25 industry.  One per planet.  Only two races that don't get them are Thalan and Arcean.

Fertility clinic is a DA improvement that you can build as many as you'd like per planet that increases the growth on that planet by 25% per.  It costs 25 as well, but requires fertility acceleration, a 1500RP tech, whereas recruiting centers are unlocked with the tech preceding space weapons.

Reply #5 Top

It's looking like I won't be doing cargo colony ships in TA, as I'd have to get them definitely below 150BC, and probably below 130BC, so this is an engine or two at best (ion drives),


I've been doing cargo hull colony ships in TA 1.96, costing 105bc (109bc w/ 2xbasic life support).  In TA you have to research interstellar construction now just to get the Small hulls.  Rather than do that, I just hold out for Enhanced Miniaturization and get the Tiny hull colony ships, for 75bc. 
They'll have no engines or life support.  Compare vs. 135bc for one hyperdrive engine.   Tradeoffs galore.

Reply #6 Top

To sustain a colony rush you need more money.  Although it can be somewhat costly to build, a transport with two colony modules and preferably an ion engine or better, allows you to get people off your homeworld and any other colonies that have become full up, and take them to colonies which aren't yet geneerating enough income to pay for themselves.  The population of the worlds you're tranplanting from will soon recover, so the loss of tax income from having 500M citizens in transport is quickly recovered.

Reply #7 Top

750M ferries>500M ferries at 1 speed faster.

Reply #8 Top

My concern with slow ferries is not just the lost tax income, but by the time they arrive, the receiving planet grew in population and no longer needs the help.   Notable exception is the Korath.

Reply #9 Top

I'm not suggesting slow ferries.  But one speed shouldn't make that much difference, especially in TA where the base speed (no engines, no passives, no points) is 2, as opposed to DL/DA's 1.

Reply #10 Top

The base speed is still 1.  But in TA some races get inherent bonuses to speed - Terrans, for example.  They also get the Innovation Center which allows a further +1 speed to ships built on that planet.

+1 speed doesn't make a lot of difference on short runs, but on the longer hauls it definitely pays off.

Reply #11 Top

Fired up a new game as the stock, untouched Yor, no customization points spent.  Colony ship at start is 3 speed, with the one engine on it.  No speed bonuses from techs or anything else.

Base speed in TA is most definitely 2.

Reply #13 Top

Didn't realise.  No wonder all my ships are moving like bats out of hell. ;)

Reply #14 Top

The main problem I have with the colony rush is maintaining a decent economy, which is very difficult when your pumping out colonies as fast as possible. Newly founded colonies are massive cash sinks until their populations grow to a decent size. The Drath are particuarly bad at this stage of the game because of their population growth penalty.

When playing the Drath the solution I found was two-fold. Firstly don't build anything apart from a recruiting centre on new colonies until the population builds up, otherwise your economy will get knackered by the maintenance and building costs. Second you should make a beeline for the Invisible Hand and War Profiteering technologies (just after Universal Translator) as fast as you can. Once you have these make contact with as many races as you can, and get them to go to war with each other. Then cackle madly as the cash rolls in.

For sheer building speed on colony ships nothing beats using asteroid mining to boost your production. Get as many asteroid mines as you can and focus their output onto your homeworld (or wherever your building colony ships).

Reply #15 Top

If you're willing to micro your asteroids, you can shift them around a lot so that all your ships/improvements just complete.   For example, if your constructor costs 95bc, and you will get 94bc after this turn, shift an asteroid over, and bump it up to 95.  Conversely, if you're going to get 108bc, beam your asteroids somewhere else.  No sense wasting it on a constructor you're already going to get.

This, IMHO, is where the real power in asteroids comes.  That and your asteroid production gets multiplied by your economic starbases (all of it free).

Reply #16 Top

Er, asteroid production isn't free-you still pay for it.  There's no maintenance, sure, and there's no "build cost", but the production itself is far from free.

Reply #17 Top

in gigantic and above with abundant habitable planets, the sheer size of the map plus the number of worlds, makes for a very long colony rush

like around 2 years and more.

my advice in this setup is that you should plan in the long run, no point in losing money by rush buying, you'll gain an advantage in the first few month but then you'll run out of cash and will fall behind while you recover ...

you have to use your money efficiently...

on the other hand a small map size with very few habitables means: "rush buy or die" ... XD

Reply #18 Top

I typically buy the first industrial complex, but nothing past that.

Jonnan