Started a New Game, Home System is in the Wilderness

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RELee

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I'm currently at work, but I can answer questions later when I get home. Maybe. If the boss lets me. ;)

So, against my better judgment, I started a thousand system game with a 4-arm spiral galaxy (SP game). And, sure enough, I started at the end, the very tip end, of one of the arms with my little Old Sol system. Everybody has to use warp engines in my game, so there's that. The only system I can reach is that always-barren-of-life-support Barnard's Star system, and nothing else.

So, it's an interesting situation. I'm wondering what the best strategy to get an update (or two) to my engines to I can extend my range as quickly as possible. So far, I've just been choosing the shortest research time techs so I can hopefully burn through to get a warp engine update, but now I'm starting to get impatient. Old Earth is full and all my buildings of my current technology are built.

Is there a strategy to get a warp engine range update?

No, I'm not restarting. No, I'm not using another FTL drive. I don't care if Warp drive sucks. There. Got that out of the way. ;)

I have my science ship assisting research. I'm burning PP to increase research.

Warp engines need physics research, right? Or am I being too simplistic in my thinking again?

Thanks in advance. :cool:
 

jalapen0

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Not answering your question but its related. I really wish they would make rerolling easier. I also wish they would save all your settings in the new game setup menu.
 

Stadhouder

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Warp tech is indeed physics. A scientist with Field Manipulation speciality will increase your chance of rolling it, so re-roll scientists until you spawn one. Apart from build only physics labs enable the physics research grants and encourage free thought policies, take cheapest tech, although I would still take Administrative AI, Improved Assist Research and the +1 research option if they're not the cheapest.
 

RELee

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Warp tech is indeed physics. A scientist with Field Manipulation speciality will increase your chance of rolling it, so re-roll scientists until you spawn one
Good. Thanks for that. I already have the assist tech and assist +1 or whatever it's called, so I'm that far along, and at this point I have PP to burn so rolling scientists is not a problem. I can't remember if I have the Administrative AI or not. I have taken the edits and grants available for boosting research and the one boosting physics above the others, so I did that one right for once. I also managed to get a governor with research boosting qualities. :D
 

brightlance

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I had a similar game recently, though I had two habitable worlds and one that needed terraforming. Once warpII came along, this was actually one of my most enjoyable experiences, being a massively scientifically advanced civ venturing out into the unknown. I'd demolished all the extra energy and minerals at home for more Science. Make sure you have a scientist with field manipulation speciality.
 

Krajzen

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That's actually very interesting scenario. Keep going and good luck :)

It would be funny if this setup somehow helped with tech speed (due to no other expenses, dangers and priorities) so after finally getting out you'd be sudden out of context problem for your closest neighbors, somilar to conquistadors for Aztecs.
 

RELee

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It would be funny if this setup somehow helped with tech speed (due to no other expenses, dangers and priorities) so after finally getting out you'd be sudden out of context problem for your closest neighbors, somilar to conquistadors for Aztecs.
My fear is a scenario where I hit the diminishing returns point before I can get out of my box. We'll see.
 

Voidlord

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Question
Is there nothing else in range of Barnard Star at all?
 

Risa

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Can you post a screenshot?

Warp II is a tier 2 technology, so you need at least eight tier 1 physics techs before it can show up. Put the scientist with Field Manipulation specialty to lead the research when you are about to complete the eighth tech and stick him there. You can use other scientist before that. Tech that provides +1 research option can help, although itself is also tier 2.
 

RELee

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Voidlord

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Well then your screwed. By the time you get MkII
Warp Drive, everything is going to be pretty much gobbled up.
You would have to built colonyships BEFORE the tech is researched then refit them with the improved drive to stand a chance
 

FrancescoT

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Question
Is there nothing else in range of Barnard Star at all?

IsolatedStart_Again.jpg
 

FrancescoT

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I'm currently at work, but I can answer questions later when I get home. Maybe. If the boss lets me. ;)

So, against my better judgment, I started a thousand system game with a 4-arm spiral galaxy (SP game). And, sure enough, I started at the end, the very tip end, of one of the arms with my little Old Sol system. Everybody has to use warp engines in my game, so there's that. The only system I can reach is that always-barren-of-life-support Barnard's Star system, and nothing else.

So, it's an interesting situation. I'm wondering what the best strategy to get an update (or two) to my engines to I can extend my range as quickly as possible. So far, I've just been choosing the shortest research time techs so I can hopefully burn through to get a warp engine update, but now I'm starting to get impatient. Old Earth is full and all my buildings of my current technology are built.

Is there a strategy to get a warp engine range update?

No, I'm not restarting. No, I'm not using another FTL drive. I don't care if Warp drive sucks. There. Got that out of the way. ;)

I have my science ship assisting research. I'm burning PP to increase research.

Warp engines need physics research, right? Or am I being too simplistic in my thinking again?

Thanks in advance. :cool:
Physics.
Warp Field Stabilizer
 

terrycloth

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Well then your screwed. By the time you get MkII
Warp Drive, everything is going to be pretty much gobbled up.
You would have to built colonyships BEFORE the tech is researched then refit them with the improved drive to stand a chance

He's probably screwed, but the AI has a tendency to leave large wilderness areas if he can find them, and I'd expect his influence to be maxed out by the time he escapes the pocket due to not having anything else to focus on. 1000 influence is enough to start a very distant colony.

In a normal game where I'm not focusing on tech, I usually get warp II long before I run out of places to expand into.