Rejoining the fold in TA... Ouch!
So after a 3 year hiatus from GalCiv2 (DL only) due to work and family I've come back to have some fun. And wow, things have changed a bit.
After a few disastrous games (both from the changes and my lack of remembering exactly what I'm doing) I've diligently been reading up on forum posts where I can to get the hang of the new things. So I'm looking for some insight on a few aspects and any spare assistance for those that are still playing. ![]()
Back in the day I liked the colony rush and did specialized planets a lot (tech cap with a mumbler SB array, lots and lots of econ bank planets - couple factory worlds with SB array help). My map size is usually around large+ and I got all the way up to Maso in DL.
Now I'm having trouble getting my econ together, managing the AIs, and even getting a good colony rush together. The new tech tress also threw me for a loop (killed my Iconian game when I realized there was no advanced government?!). I don't have the finesse with Diplomacy yet to try a good all labs approach - I got trounced twice.
Time to RELEARN the game (both for TA and all together).
So after reading some old Sole Soul posts I'm trying my hand at a dominating colony rush with a more balanced planet approach. I've also dropping it down to Tough so I can get my act together. SS mentions researching and prepping the first few turns and then starting his rush. But I'm at a loss as to how to build up like this. I've also caught that speed kills (but it's 2 base in TA right?). Haven't tried Super Breeder yet - but going to give it a go. Large and higher maps. So some questions.
1. Can you manage a 1 Colony per turn in TA? I've fuddled with some redesigns but I can't seem to get enough tech or setup to get this going quickly. Is racing for miniaturization the key (for small hull ships) - if so how can you maintain the rush and the tech push? Lease buying for a sustainable rush is not the answer I've found - it can get you started but a new strategy needs to prevail to continue for 100 to 200 turns.
2. I assume building nothing on the new planets is a good option (for pop growth room)? I've heard mention of a leap frog approach with planting 250 M down, (buy?) a starport, and then produce a new Colony to launch in like 3-4 turns? I've no idea how that's feasible (military bonus? 50/50/0? 100/0/0?).
3. Deficit spending is the way to go for the first 30 to 50 turns, I've found - can't manage any other way. How do you turn your colonies around in TA into money-makers in short time? Is super breeder with 100% approval the way to go?
4. I have never big on tech trading in DL, but I see now that it's one of the best ways to an initial sustainable income - is this only if you spam diplomacy tech? I've seen schemes for IP trading, Tech selling, and planet swindling (but that's more an all labs thing/diplo thing?). Any others I should look into to getting my skill at Diplomacy up?
5. Two survey not enough? (Do anomalies respawn?)
6. Is a rush to Planetary Improvements no longer feasible with the tech required for a good colony rush? Or is it vital? I'm really having trouble turning my econ around now (not sure if I forgot how I did it or TA is just that much harder to manage).
Thanks in advance for any assistance and sorry for all the questions up front.