Great game - but i suck ass bigtime - any starting tips for a newbie?

As title really - every game i get outstripped in every department, even when i go for high pop growth (+80%) others have more. I am playing in Normal difficulty level.

One game i played one of the AI races had FLEETS of constructors quite early in the game - how do they do this?

So any tips on a starting strategy? I wonder whether i spend too much time/resource on infrastructure and not enough on colony ships (again with the other races they seem to have loads of them roaming all over the galaxy)many thanks

Doc

~SDC~
2,783 views 30 replies
Reply #1 Top
if you are a learner, I strongly suggest go for a cakewalk or simple game mode. Tweak the AI's intellgent to fool or beginner. and also remember the key in Galciv is planets,so in the early stage try to get as many yellow planets as you can. Dont forget your military power, otherwise you will find yourself being threantened(and for money) by AI constantly.

~SDC~
Reply #2 Top
thanks udius

do you always build other stuff (e.g.. Bank/Manu Centre) at same time, or do you just concentrate on col ships to save resourses

when sending off your colony ship the default load seems to be 50% of pop - this seems a bit high and i usually reduce it to about 25%, is there an optimum level?


also - i'm clear what benefits Starbases give you - so far i have only got as far as building a first level which don't seem to get you much - is it worth it ealy on as constructors are very expensive

~SDC~
Reply #3 Top
There are many threads regarding open moves and planet building up strategies, I think it really depends on personal perference, if you like equally distributed system, you may want to build a good many social projects, if you like speicalty planets, you may want to concentrate on few high level planets.
When sending off a colony ship, always know its destination planets quality, if it is a rather poor star, say 15-17, I find 100 million will be sufficent, otherwise you may suffer a morale drop down. There are some other threads regarding this. Never ever overcrowd a planet.

Constructors are good, especially if you have a resources in your sector. Yes, the first level starbase may look poorsome, but when you research some technologies then you will be able to upgrade the starbase into more beneficial ones (by sending more contructors to the starbases). So, keep a good many starbases!

~SDC~
Reply #4 Top
I'd like to know too how the heck on normal intelligence an AI player gets like 10 or 12 colony ships in less than a year?

Somethings not right.

~SDC~
Reply #5 Top
Best guess:

The AI players sell their souls to buy colony ships and constructors early. The big dip in Treasury and Morale comes back up once the colonies and starbases start producing, so it's worth taking the hit.

End transmission.

~SDC~
Reply #6 Top
tips:
dont' take leases out, if u do, really really look into your longterm and make sure u can sustain the costs, its very hard to pay these off

stay out of debt, check ur domestic policy actively and make sure ur not doing down, once ur in the red, its very hard to get back up

in repsonse to ur question about population:
plannets with low quality have a lower population limit or something, so take the higher ones, usually ones arround 15 i hear

play with fool and tiny galaxy to start with, u'll stand a better chance and will learn more

try to avoid wars unless u know it will be short

keep ur people's morale up and high

focus a lot on trade, the farther the plannet is is the more money it gets, don't trade with someone you think will attack you, or someone u want to attack, this goes for people of the opposite allignment or evil races

if ur like me, and u get far in techs ahead of the computer, then sell them to the computer for like 200BC for 50 months, u'll make a ton of cash

try not to trade too many diplomacy technologies because u will only cripple your trade deals in the future

don't give new ship techs to people u think will attack you, or evil civs, or ones of the opposite allignment

don't build the ship-improving social projects and morale projects on every plannet, only build them on the ones u think need them

try to have some small defense up at all times on all of your plannets, even if its just a defender, it can postpone an invasion until u have sufficient military power

try and lower your tax rate as early as possible, once you have steady trade going, u can get rid of taxes all together

wars make your people unhappy, especially when the other guy has more military power lol

thats all i can think of, sorry if this sounds stupid or whatever

~SDC~
Reply #7 Top
crap, sorry, no edit button:

if someone declares war on you, and you know you will either lose or suffer greatly from it, goto the other races, pay them off to start war with your enemy, if u can get enough of them, they may ask for peace later due to the pressure and ammonst other things that can happen in war

~SDC~
Reply #8 Top
Yeah, I'm a newbie and I'm almost equally frustrated as the original poster. I played a cakewalk game and won it; actually I had pretty much won it when I quit. Since then I've been totally unable to defeat or even come into the same league as "sub-normal AIs."

I think it all has to do with the rush for planets. In short, I get stomped and I'm behind the whole rest of the game, which is just absolutely not fun at all... Anyway, keep tips coming. Right now, I think my problem is that I don't adjust sliders often enough--I rarely change taxes and I really haven't changed the relative sector production sliders much either.

Back into the fray for the 4th time... expecting another loss. (:(

~SDC~
Reply #9 Top
Just remember you dont have to set all of theAI's to the same INT level. Try playing with good morale, set the 2 evil AI's to fools, and the goods to subnormal.
Reply #10 Top
I've used the following starting strategy successfully all the way up to Intelligent opponents:

I take max economy, 10% morale & Federalist party (others are variable). The thinking behind this is that it boosts production & research in line with my current priorities and is more effective, point for point, than military, social or research points.

Start with 55% taxes & 100% spending. 40 military & tech, 20 social. Once you get near zero cash, reduce spending.

Research priorities comms, translator, manufacturing,(some other diplomacy requires) ,then stellar cartography & the fusion powerplant.

Earth develops a colony ship & soil research. The next colony scouts (number dependant on galaxy size) & soil research followed by colony ships.

Most colonies should build colony ships with about 1/5 building construcotrs to grab resources & boost major sectors. Social projects should be (in order of prefernece) Fusion Plant, Banking Center, Manufacturing Center, Soil Enrichment, Habitation Improvement, other Econ/Production enhancements.

Only place 1 colony per star until you've maxed out. Exact strategy depends on galaxy size & starting location.

In a smallish galaxy simply go for the best planets you can.

If you start near the corner of a larger galaxy, expand towards the center. The idea is to grab enough planets to place the corner out of range of the other civs, then back fill.

If you're near the center, grab the best planets in range, or those furthest from the center to increase range.

You're best planet should be excluded from the expansion rush. This should be producing a production star base to charge for the Galactic Stock Exchange, Hyperion Hanafacturing Plant & all the Capitals. This should enable you to gather most of the trade goods & wonders.

Don't waste money on defenders, and use one Battle Axe when they become available, then wait for Battle Hammers. Be prepeared to make a few tributes while you establish yourself. I'm sure others will disagree with this, but the cost is a fair trade off for size.

The key to this strategy is timing the switch from expansion to defence. The temptation is to keep expanding, but leave the switch too late & you're open to a computer invasion.

Once defence is in place, a switch to 20/40/40 will enable you to quickly catch up with population & tech. Then go for whatever victory conditions you like.

I'm not proposing this as the only or best solution, simply one that has worked.

I'd appreciate any constructive criticism.

Reply #11 Top
Thank you Lord Beefy, that is very illuminating. If anybody else has any tips, I'd like to hear them... specifically I'd like to know what you guys do with your sliders during expansion in the early game... or just your sliders throughout the game like Lord Beefy did...

~SDC~
Reply #12 Top
I usually choose Federalists for my party and then dump points into research and trade.

First Step - Set production values to 40% for millitary and research, 20% for social. Immediately purchase a colony ship on Earth and then set earth to produce colony ships for the next few turns. Keep tax at 33-35% and spending at 50%. Now push those colonies, expanding using the method Lord Beefy explained (rush to the edges then backfill) Each new planet you colonize should begin work on a colony ship immediately, which should be pushed into the colony race as soon as it is completed.

Techs - Comm Theory and then Uni Tran first, then work towards the trade and research techs. Great economy and strong research early on make all the difference in the world during the late game.

Defense - I always keep two ships (of the highest defense rating that my current tech allows) at each system I own. As I develope a new ship, I gradually go through and replace the existing ships with the new models, then disband the outdated version (this lowers the total BC's for maintenance)

At this point you should be building constructors to take control of any resources you have unconvered to this point. Take control of those resources and develope the starbases that support them. By now you should have a pretty good grip on your power structure and should be in a good position to start exerting your influence on your neighbors.

Good luck!
Reply #13 Top
My tips for an normal diff and below (haven't tried harder yet):

Taxes: 40-50%
Spending: 100%
Military:70%
Social:0%
Research:30%

Rush buy a scout. (Whole hog, no lease)

Use free colony ship to colonize *another* system (even if you have a class 26 in Sol)... reason being that it only has like 100 peeps on it, and when you build a colony ship it takes people from *all* planets in the system... so pretty soon you have like 18 people on the planet... whoops)...

The first colony should be set to build a constructor, as it doesn't have enough people to make colony ships.

Earth should churn out colony ships as fast as it can... the first ones with 300-500 colonists on them... the colonies made by these ships will produce colony ships as well. However, these subsequent colony ships will only have like 100-200 colonists... these "2nd Generation" colonies will thus make Constructors.

You shouldn't have any problem matching the expansion rate of the AI, and grabbing any nearby resources.

Once the land grab is complete, or you go negative, lower your spending, and start doing social projects and such...

I usually go the federalist/Economy route... and build everything I can to make more money.

I also will rush buy any achievement/wonder that boosts the economy... even with long leases. Even if it makes me go WAY negative...
Reply #14 Top
I buy a scout right off (paid in full up front, no lease) and then crank out colony ships as fast as I can, crank funding up to 100% and drop social to 0%, bee-line to Trade in the tech tree.

The scout's primary mission is to find habitable planets near home, then spreading out.

The survey ship's primary mission is to find space rocks which turn into ships (for more scouting or defense), second is other anomolies, and third, move towards other star clusters backing up the scout's mission.

The colony ship's primary mission is to find a good planet (not necessarily the first one, but don't wait too long) to land on.

Soon I'll have freighters bringing in more income.

Soon I'll have to cut back from 100% funding to balance the budget before the treasury goes negative.
At some point, I'll put several starbases in the same sector as my best system (economy used for measurement), and start beefing up the trade bonuses. Then I'll sell almost any techs I have that increase the number of trade routes to the other players, and they will almost all send their new freighters into my overdeveloped sector.

As you can probably tell, I prefer culture crush or tech victory to the military ones.
Reply #15 Top
I've been slowly cranking up the difficulty, and am now duking it out with all normal AI's. I find the absolute key to this game is in the first 50 or so turns. You MUST grab any 15+ planet ASAP before the AI does. The Ai will ignore 14 and below planets, so you can get a foothold on those later in the game. I don't usually bother with 13, unless it's in a system I plan to build a nice starbase in, so it can get the production benifits too. I usually try to start on a map where I'm part of a large cluster of stars, and there are smaller clusters far enough away that AI's starting there won't be a threat for a while. I send my first colony ship out to scout a sector with lots of stars 2-3 sectors away. Meanwhile I start building a colony ship on Earth. As soon as I can buy the colony ship for 490 BC, I do, leaving me enough to buy a second one once the price drops to 490BC again. Once the new colonies start building colony ships themselves, I start to build up as much as I can on my frontier, leaving the colonization of any yellows stars close to earth for later (unless they're particularly juicy, a 20 quality planet is a must to colonize ASAP regardless of where it is). If I can prevent the AI I share the cluster with (there's usually one) from extending it's colonization range, I can pretty much dominate the cluster. They might slip one close to earth, but this will later get swallowed by my culture, or is easy pickings once my fleets come online. This opening gambit has served me very well. Just concentrate on spamming colony ships until no more stars in reach remain, and seek to crowd any neighbors you have. It will be a while for the AI to do enough research to have any kind of fleet. If I send a colony ship to a crowded sector blind, and it turns out to have no good planets, or is on the other side of earth from where the AI starts, well I might even reload from turn 1 and send it blind to another somewhat distant sector in the direction of my "neighbor". This is cheesy, but a good starting position is absolutely key to the whole rest of the game. After that I switch to spamming constructors, while I rush to research whatever it is that lets you build fusion plants.
Reply #16 Top
thanks guys

thats helped a lot - am beginning to hold my own now

one thing not mentioned much is when and how many warships you build - only i find the AI declare war on me faily quickly - i assume because i have no defense


Doc

~SDC~
Reply #17 Top
Yah, using all your resources and stuff on colony ships and then constructors seems excessive--I've started going colony ships and then a combo of military/constructors so that I'm not totally easy meat for the Drengin or whatever...

~SDC~
Reply #18 Top
In the early game when I don't have heaps of cash to toss around, I start building ships if and only if my neighbors start asking me for tribute. Demands for tribute are a sign that my empire is militarily weak. Even with the Drengin you can get away with denying at least 2 demands before they start going hostile on you, and in my case since this happens right after my economic expansion phase, it's not hard to build a decent fleet capable of repulsing the Drengin before things get really nasty. (on normal)

~SDC~
Reply #19 Top
Well, to date, I've always chosen Federalists as my political party, because I want to generate as much money as possible (money makes the galaxy go 'round). From a setup standpoint, I would try to get a starting sector which has a class 19 (or better) Earth, with at least two other yellow-star systems in the same sector (I personally like it when one of those systems is close enough that I can move the starting colony ship there in the first turn so that I can set up a colony at once and have two planets generating income and ships).

You will want, of course, to get your survey ship exploring at once. Pick a direction and move your ship that way, and check out every anomaly you find (except for wormholes - you need to be careful with those until you've expanded your influence/range enough that you won't necessarily end up out of range if you go into a wormhole). If even a little bit of a star shows up in the "explored" area, you can click on it and get the system screen to come up and show you what the planets are.

I always have my colonies produce colony ships as their first ships, and keep producing colony ships until other ships become available. If you have an especially good system nearby, it is often to your advantage to purchase your first produced colony ship ahead of time; which manufacturer you select will depend on how you feel about paying leases for such-and-such a number of turns, based on how much in the way of ongoing expenditures you think you can afford. Purchasing your first colony ship so that you can get it going to a new system early is, again, a short-term expenditure which will yield big long-term dividends.

Your colonization strategy will also depend partially on the density of inhabitable planets that you select. If you select, for example, a low density of class 15+ planets, you may have to settle for setting up colonies on class 14 (or even class 13) planets, though this will cause quite a few problems with production and morale until you can build improvements affecting those factors. If you've selected a galaxy build with a lot of class 15+ planets, you can set aside the class-14 planets until you run out of class-15+ worlds to settle. For my own part, I settle _every_ class-15+ planet I come across. Remember, according to the backstory, the alien empires already know where all the suitable planets are, and they will be doing their best to get to as many of those planets as they can, so don't skip any planets!

As far as research goes, I _always_ start out with propulsion theory, then pick up one or two of the other basic theories, then work on cold fusion, then research the other basic theories and get started on the diplomacy/trade track by researching universal translators and then work on impulse power as soon as it's practicable to. As my usual strategy is geared toward expanding as far and as fast as possible, I always try to get the propulsion/speed-related techs as soon as I can. (Don't neglect technology trading, either; you can save a _lot_ of time and get critical early boosts on valuable advances that require the foundational techs you're trading for.)
Reply #20 Top
And by the way, start building Defenders as soon as you can and make sure each of your planets has at least one of them in orbit. They're a cheap and easy way to build up your fleet quickly so that you don't get hit with tribute demands as often. Also, Constructors: as soon as it becomes possible to build Constructors reasonably quickly (building a manufacturing center helps a lot in this regard), devote your best industrial planet to this task so that you can pump out these ships for securing resources and building Starbases in strategic areas.
Reply #21 Top
Also, aggressively focus your resources on whatever's most important for the moment - go 100% tech if you need that tech (and the trade goods or wonder it'll let you build), go 100% military when you absolutely need ships, and go 100% social when you need to build that specific social project (usually wonders or trade goods first). I did this on my last game, and outpaced the AI in every category in fairly short order. Of course, they were subnormal, but.

Also, when trading for techs, after you hit the maximum payment you think is reasonable, make up the difference in influence. You can really slingshot your cultural influence if you're constantly upping it in trades - and even a little bit counts.

~SDC~
Reply #22 Top
I'd only go 100% in one area if I REALLY need it. If you're income levels are high you'll spend more than you bring in.

You'll also find that the higher you set an individual slider the greater you're total spending is.

Try setting you're sliders to 33/34/33 then pushing any one of them to 100%. You'll see you're monthly expenditure rise.
Reply #23 Top
Lord Beefy,

I've actually played using the 100% in one area, and it works much better than dividing equally among all three. You simply have to prioritize your needs - switch to social to get one-of-a-kind projects or to get your planets to build a structure you need, switch to tech to research whatever you need, switch to military to churn out the constructors, colony ships, or military ships.

It is good at times to divide among the three in various ways, but it is also good (and useful) to concentrate in one area to speed things up. The first game I did this in, I ended up with a) more income than I could spend, the lion's share of galactic wonders and trade goods, and the highest rating in military for most of the game.

~SDC~
Reply #24 Top
A bit of elaboration:

Actually, in my current game, I've been doing this - I've missed exactly two trade goods (Frictionless clothing and tri-strontium steel, but the minors seem to get that in the first 25 turns every game, so what can you do?), all my planets have all available improvements built, and my income, without tribute, set at 100% expenditure (on the how much to spend slider, not the how much to spend in each area sliders), varies between 50-150 bc/turn.

My technology and military are in first place.

~SDC~
Reply #25 Top
I tend to play on large or bigger maps, with hospitable systems being common, and systems found in tight clusters. I now play against all bright opponents, but after my latest game im going to try intelligent/genius.

For my starting strategy I try not to rush buy anything. I find that the lease cost hammers my economy for the next 100 turns and isnt worth the sacrifice. Instead, I stick spending on max, leave tax rate at 33% and put the slider full on military.

My reasoning for this is that I can churn out colony ships 1 every 3 turns on earth, and with the first ship, I send it out with about 6mill colonists. This colony ship must go to the best planet you can find nearby, as this planet will also be a colony ship producer.

Tax rate is left at 33%, as this encourages really fast growth due to high morale, and I find that with max spending my 1000 credits starting cash will usually last me until the colony rush is done.

I send my first colony ship and my survey ships in opposite directions to sectors with lots of planets in. Their job is to scout out viable systems for the other colony ships, and the first colony ship I try to colonise as far away as possible, preferably near a resource if I can find one. This initial ship only has 100mill colonists, so I often put the planet it settles on to create a constructor to grab the resource.

Meanwhile, I settle the 600mil colony ship on a decent system, and then this one and earth churn out colony ships as fast as possible, dumping about 200mill colonists on each ship. Growth on the main producing planets keeps population up, and then each 200mill colony ship can then produce a 100mill colony ship when it settles on a planet, before I switch to a constructor.

By this point I should have 10+ systems, and when I have grabbed all the available ones within reach, I then colonise any secondary planets for each system.

Once I have grabbed all the nearby resources as well, then I use my initial burst of constructors to enhance production in all the sectors that have multiple planets in. By this stage I usually have a large amount of colonised planets, all the nearby resources grabbed, and im often just about to go into debt on my finances. Now I change spending to stop me going into negative money, and change the sliders to 33%/34%/33%.

I leave the sliders like this for most of the game (its the most efficient way of spending cash), unless an emergency crops up:

First war: I try to get battlehammer tech as fast as possible (or battleaxes in a pinch), so if I somehow get pulled into an early war I switch any planets close to making a constructor onto battlehammers and put military spending on max. Once I have half a dozen of those, I find they can hold their own against early enemy fleets.

Running low on cash: switch to 100% social, and build as many trade goods as possible. These things always save my economy, and I try to get as many as possible. I never try for aphrodisiacs as the minor races always grab them, but the others I can often get. If I have a minor race nearby, I will sometimes trade all the early techs with them that allows them to build the starting trade goods. When they have them all, I invade. ;) (with only 1 or 2 planets, minor races will always be able to out produce me on the early trade goods, as I have to divide my social production between 10+ planets).

The beauty of trade goods, is that whenever a new minor race turns up, you can trade all your trade goods with the new race as they invariably have a huge amount of starting cash (make sure you act fast though, the evil races will demand tributes from new minor races). I trade morale+ and growth+ goods with the major races, but I wont trade them diplomatic translators or the ship speed increase one.

In one game, the drengin had the event occur that split their empire in half due to planetary rebellion against evil empires. The new empire had no trade goods, and I made 15k from selling them all of mine!

Starbases upgraded to the max: change sliders to 0%/33%/67%. This way I keep social production going, but have a rush in research. Turns go extremely fast now as I dont have to assign constructors to starbases, and I concentrate on expanding through the tech tree. I usually try to get to the +10research techs as fast as I can, and once I have those, I then often tend to choose any techs that can be completed in one month. This makes research most efficient, without any excess research being wasted.

One last general note. Speed increases early in the game make a huge difference. I try to build a second survey ship on my main manufacturing planet once my initial constructor rush is done. My two survey ships then charge around the map hoovering as many anomalies as they can. By the time all the anomalies are gone, they have grabbed so many, that they are incredibly powerful, and easily capable of taking out +15 defence starbases.

As a by-product of great speed, the enemy AI also seems to know where most, if not all, of the resources are located. In my last game, I followed an AI constructor to a resource with my own constructor, then swiped it due to my increased speed!