I don't see the point of rushing battleships, I do very well currently with just destoyers and cruisers and battleships are not ment to replace all your other ships.
During my early games I was focused a lot on Food, but then it became clear that a slower paced expansion leads to a significant tech advantage, so I adopted a more tall-oriented approach. After all, you can still go REXing after you have Battleships...
I'm wondering what going tall actually means in this game, especially early on when resource stations are so important. Does it mean you only have a few planets, and make them really good? Or does it mean you still send out colony ships regularly, just that you don't bother with clearing blockers or encouraging population growth? Unlike most 4X games, food production isn't required to churn out colony ships, and your colonies still do a reasonable job of claiming territory even if they take ages to populate. Also, in terms of the actual pop growth rate, it seems you get a fair amount of growth just for a tiny surplus, and then any food surplus above that is much less efficient.
When starting out is the time when your resources are most limited. Especially minerals which are used for basically everything. During this time you are mostly expanding your resource production. Spend to get more. The two primary ways of doing this are to develop your planet surface and to get your explore on and make orbital harvesters. In the end its better to spend on the orbitals.
The remark is talking about special (=ethic) government types, not advanced gov types. Guess I could clarify that.I still think they should edit the collectivist bit, since you can in fact get advanced government types if you're a collectivist.
It means limiting your early game colonization to 5-6 planets, using Frontier Outposts to claim resource rich systems (if possible) and then focus on improving your colonies. As a "tall" empire you focus on Science early on (e.g. build a lab or two in your colonies while they are still in the first development stage) and use the extra science yield to unlock efficiency techs like robots, blocker remover and higher tier Power Plants.I'm wondering what going tall actually means in this game, especially early on when resource stations are so important. Does it mean you only have a few planets, and make them really good? [...]
Tech cost increase starts after having 10 pops (in your empire) and then is +2% tech cost per pop.Here are my questions:
-How many pops does it take to start making tech costs rise noticibly?
-Do # of planets increase tech cost or just pops?
Vassals assist you by sending their biggest fleet (and troops) to your biggest fleet during war time. They also assist with invasions when they have troops present.-How do vassals contribute to your Empire?
-When is it better to have an ally instead of a vassal?
-When is it better to integrate and form a sector?
As a peaceful play, I don't see why you have to. As long as they are friendly, there is really no reason to attack them.-I made a mistake and released too many worlds from an enemy than I could request to vassalize, so I allied them instead. Should I break the alliance and force vassalize them?
Good question. I guess smaller vessels are more efficient in terms of science, larger ones in terms of E/M production.-Is it better to have many small vassals or few large vassals?
(Like breaking off individual systems as independent from an enemy and vassalizing each of these?)
Doesn't really matter. Unhappy pops will join an independence faction either way. If you have direct control you can at least work on getting them happiness buildings.-I enlightened a xenophobic primitive who hates my guts, so I decided to integrate them and turn them into a sector. Is this a good move?
You should have 5 decently developed colonies around that time. The more important thing is the pop numbers and the yields (+surplus after maintenance) numbers to get an idea. Example from one of my last games:I am about 55 years into a hyperdrive only 4-spiral 1000 star galaxy campaign and have 3 planets colonized with a huge number of mining and research stations everywhere with a starting number of 12 lowtech civs and 3 high tech civs.
Any other thoughts and suggestions?
The remark is talking about special (=ethic) government types, not advanced gov types. Guess I could clarify that.
The remark is talking about special (=ethic) government types, not advanced gov types. Guess I could clarify that.
It means limiting your early game colonization to 5-6 planets, using Frontier Outposts to claim resource rich systems (if possible) and then focus on improving your colonies. As a "tall" empire you focus on Science early on (e.g. build a lab or two in your colonies while they are still in the first development stage) and use the extra science yield to unlock efficiency techs like robots, blocker remover and higher tier Power Plants.
Tech cost increase starts after having 10 pops (in your empire) and then is +2% tech cost per pop.
So an empire with 60 pops has +100% tech cost, an empire with 110 pops has +200% tech cost.
Vassals assist you by sending their biggest fleet (and troops) to your biggest fleet during war time. They also assist with invasions when they have troops present.
Vassals cannot act independendly and are tied closer to you than Alliance Members. They also allow you to circumvent the -2 monthly influence cost from alliances.
Sectors are under even closer control (since you can set their prioritity, you can give them E and M). They also provide you with up to 75% of their E and M production and 100% of their science. Integrating a vassal is very costly and time consuming in terms of influence, though.
As a peaceful play, I don't see why you have to. As long as they are friendly, there is really no reason to attack them.
Good question. I guess smaller vessels are more efficient in terms of science, larger ones in terms of E/M production.
Doesn't really matter. Unhappy pops will join an independence faction either way. If you have direct control you can at least work on getting them happiness buildings.
You should have 5 decently developed colonies around that time. The more important thing is the pop numbers and the yields (+surplus after maintenance) numbers to get an idea. Example from one of my last games:
Year 40 - 5 planets, 68 pops, 125 (+25) E, 106 (+99) M, 61/53/42 SCI
Yeah, I have a grand total of two developed worlds now.
Earth and my enlightened xenophobe buddies. By the way, when I said they hated my guts, I meant literally. I enlightened them and they became fanatical purifiers!
I stuck them in a sector and am watching them lose their xenophobia.
But I have 5 colonized worlds now, also, that are all less than 5 pops so I can't force my pops to migrate to the new worlds since you need 5 pops to build colonial administration.
This is all at the 80 year mark.
I think I seriously misplayed my early game. But, Amazingly, my tech is really good and I am rivaling the military of larger empires including the advanced start empires. The early low pop-tall play gave me a huge tech advantage.
I think the 5 pops requirement is for the planetary admin building, which starts giving you a boost in material extraction in the 4 compass directions. Hope you're having fun (not that I'm not, haha). I also had a late start in grabbing worlds through colonization. (Note to self: you need to research ability to colonize other worlds.)
I actually intentionally put off colonization tech for a good 3-4 techs in order to grab key techs long term and spam mining and research sattelites.
Only problem with this is that if the other fellows put a colony near the borders, your stations stop working.