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April 19th, 2001, 12:54 AM
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Private
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Join Date: Jan 2001
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Re: how to start a good game
With regards to colonization techs, one thing neutrals are good for is trading colonization techs with. If I start with gas, and the neutral I find has rock or ice, I'll offer a trade of colonization techs plus a treaty like Trade Alliance to sweeten the deal. You get a new trade partner, new colonization tech, and you don't have to worry about neutrals becoming expansionist using the tech you just gave them.
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April 19th, 2001, 05:04 PM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
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Re: how to start a good game
Especially in a large galaxy, it can be a good idea to build a couple of long-range scouts (unarmed, tiny hull with extra supply storage). Cheap, and ISTR that you can achieve roughly twice the range of a colony ship -- which is good, because the colony ship doesn't need to make a return trip. If you have neighbors, you want to know pretty quickly... and if you don't, that's useful information as well.
Oh, and unlike what the manual sez, I'd suggest building some intelligence centers *before* you meet somebody so you can get counter-intel up and running ASAP.
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-- The thing that goes bump in the night
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April 19th, 2001, 05:43 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
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Re: how to start a good game
If you are having trouble surviving a standard start game try setting the starting planets to good and number to 3. This will give you a higher base to start from.
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April 19th, 2001, 07:59 PM
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Brigadier General
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Join Date: Jan 2001
Location: Ohio, USA
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Re: how to start a good game
In very beginning, research Mines. even 10 mines over your worlds will destroy AI, also put some on your worm-holes. Missles to level 2, level 3 is preferable & Point defense. Then your beam weapon Tech. When you get to level 2 or 3 in missles, put 1-2 small WP's on your planets. Upgrade them as you go. I also like to build extra storage facilities on poor or mediocore planets as in beginning you will produce more resources then you need, This saves them for rainy day, however some players don't. matter of preference. Expand as rapidly as possible but don't over extend. Also your research will depend on what traits you have. I.E. organic race - organic tech, etc. With AI go for trade then trade and Research treaties. This gives you extra income & research points. Send general message and a gift to AI to sweeten them up for treaties. I usually give them 1000 resources. Up to you.
In beginning of game I set Number of units over 5000. Your mines, ftrs, & other units count towards this and 1-2000 just isn't enough. I also use lots of ftrs, cheaper and can be effective on defense. Glaze enemy planets when found or show up in your system if at war. Don't colonize system that has AI colonies, at least not in beginning.
Just some ideas mac
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just some ideas Mac
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