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@alexti
Indeed we do not disagree. I just appear to be loking at it with a different timescale. I like to sell food and sometimes CGs too and purchase minerals so I can build (better) districts and buildings on my home world from day 1. I also boost alloy production ASAP and purchase some more to build science ships more quickly. This is what I do in the first 2 years:

1. disable bureaucrat building and set production policy to militaristic. This gives you +2 energy, +1 CG and +1.5 Alloys at the cost of 2 unemployed specialists
2. immediately build second science ship; send first one to explore.
3. sell all food and enough CGs to purchase minerals and use them to replace commercial building with Alloy plant by 2200.02.01 (hard or impossible to do on day 1)
4. whenever you have more than 100 food, sell it
5. whenever a science ship is done, send it as far as it can go unmanned before hiring a scientist (you may be short on energy)
6. purchase enough alloys to start building third science ship by june and another by octobre
7. when Alloy plant is done, the specialists get employed, but you will now have unemployed workers; therefore immediately build 2 generator districts (purchase minerals as needed)
8. check your CG production and plan on building your first colony ship once you have enough CGs (make sure food and alloys line up)

With this technique you'll have 4 science ships on their way in year 1 before starting on the first colony ship. The tricky part is to time your purchases and sales wisely, sometimes in direct trade orders and sometimes in short-term trade deals if you need to trade smaller amounts.

You've been looking at a much larger timescale: I assume 3 labs or a corvette rush is not something you do in the first year. ;)
9. downgrade your fleet for immediate alloy reward
10. set trade policy to consumer benefits
11. set economic policy to militarized economy
12. time first colony so that you get expansion tradition Colonization Fever before colony finishes.
 
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9. downgrade your fleet for immediate alloy reward
10. set trade policy to consumer benefits
11. set economic policy to militarized economy
12. time first colony so that you get expansion tradition Colonization Fever before colony finishes.
9 I once tried that and got no alloys at all, but maybe I was doing it wrong? What exactly do you need to do?
10, Not on day 1, because in the first year you're producing enough CGs already but you need lots of energy for leaders and purchasing minerals and alloys. If you wish to switch, you can do that in year two at the earliest
11. mentioned in my first point (just didn't use the exact words)
 
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9 I once tried that and got no alloys at all, but maybe I was doing it wrong? What exactly do you need to do?
1. Make a new design in the ship designer and strip them bare (no weapons or hyperdrive)
2. Apply that design to your fleet.
3. Click on the fleet and upgrade them.

Should afford you ~150 alloys.
 
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1. Make a new design in the ship designer and strip them bare (no weapons or hyperdrive)
2. Apply that design to your fleet.
3. Click on the fleet and upgrade them.

Should afford you ~150 alloys.
Wow, thanks a lot. Didn't know that.

That put's an entirely new light on early expansion, I need to rethink my strategy... :cool:
 
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Wow, thanks a lot. Didn't know that.

That put's an entirely new light on early expansion, I need to rethink my strategy... :cool:
If you play Hegemon origin, then you can downgrade and disband federation ships and rely on your AI stooges to fill up the federation fleet again and again.

It's like an alloy piggy bank that empties directly into your pocket.
 
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If you play Hegemon origin, then you can downgrade and disband federation ships and rely on your AI stooges to fill up the federation fleet again and again.

It's like an alloy piggy bank that empties directly into your pocket.
Don't have the Federations DLC as I'm not a fan of federations in general: by the time the AIs are willing to join me in a federation I'm usually powerful enough to take on the entire galaxy on my own. It doesn't help that the game forces me on that path by notoriously surrounding me with AIs of opposing ethics! :rolleyes:
 
assisting research is fine but you need more than 1 lab to make it worthwhile day 1.
Wait until you have 3-4 labs on the capital so you can get 1 "free" lab from his output

better use the first science ship to actually explore planets while a third will go ahead the route to find the neighbor and a third will assist with exploration + anomalys.
Other routes can have only 2 science ships each as you're usually going in order to secure the best route first, before starting the second one.

Usually i end up with 6-9 science ships depending on amount of routes and how much i have to explore.

this will delay colonization for a few years but you should still be able to colonize by year 5-6.