9. downgrade your fleet for immediate alloy reward@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.
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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