CivFanatic Chronicles: Improving Our Play Through Forum Critique

Pseudofate

Chieftain
Joined
Dec 19, 2014
Messages
20
Location
NY
Hello everyone. New member to CivFan and as stated in my introduction post I am still trying to get a handle of the game as a whole. At this point I am trying to figure it out, play effectively and grasp victory.

The purpose of this thread is to post my strats, builds, results and more than anything, asking for critique. And not this modern era, everyone's a special snowflake critique, but more of a 1950's Eisenhoweresque/McAuthuresque tellin' me like it is kind of critique. If I'm doing something I think is correct but in truth is blatantly stupid in the eyes of more experienced players, then don't hold back and say "Hey stupid, that's stupid. Here's how ya do it. gl not being stupid."

I am confident this will help me and others improve and be successful in achieving good discourse. Over the course of only a few hours reading threads on this forum, after having discovered its existence, has had an effect and I feel my play has improved. Much better than anything the wikia, IGN or other sites had to offer in terms of advice.

*****

To begin, I'd like to share my current core play style. A static list of options I pick. Although I have quickly learned that static strats and decisions may not be viable in all situations and you ABSOLUTELY have to adapt to what's happening in game, every game, cause it can be drastically different.

So I am currently trying to achieve victory on Mercury difficulty. Came very close yesterday. Right off the bat I feel my games are taking to long. 400+ turns. I will usually have the high score, but a comp will achieve one of the victories before I do.

Below is a very rough idea of my current play. In future games I plan on taking more precise notes (major decisions, quest decisions, events, tech and what turn these things happen.) If your still reading this then I already thank you.

Spoiler :
Start
Sponsor: ARC
Colonists: Science
Upgrade: Retro Thruster
Bonus: Pioneering Researched
World: Terran

Standard difficulty, map size and game speed
No other advanced settings touched

Early Game Resource Priorities (Buildings & Quest Decisions)
Health
Science
Culture
Production
Energy
Food

Mid/Late Game Resource Priorities (Buildings & Quest Decisions)
Health
Energy
Food
Production
Science
Cultutre

(When an outpost becomes capable of building I always build all available Production buildings first)

Tech Tree Evolution Priorities
All T1 Techs Starting at Ecology then moving counter-clockwise towards Computing
Planetary Survey
Xenomass, Floatsone and Fixarite Techs
Solar Collector Tech
T1 Affinity Techs
Concentrate on T2 Affinity Techs prioritizing Science upgrades
Concentrate on T3 Affinity Techs prioritizing Energy upgrades

Culture Tree Priorities
Knowledge Tree
Industry Tree
Military Tree
Agriculture Tree

I think that's everything for now. As you can see I place very high priority in Science to enable tech quicker, and culture to move through the trees faster. ARC for covert ops which seems like a ridiculous resource to exploit and I mainly go Purity.


Thank you for reading! Please critique!
 
Not sure but maybe there is a gap between your priorities (health) and the techs and virtues you are choosing. Are you able to keep healthy?
Are you going for a peaceful victory only? You may have to attack your nabours to prevent them from winning.
how many cities do you like to build?
 
I wouldn't pay attention to the total score. Looking at the score breakdown can be helpful to see which AI has the most techs, etc. A better estimate than score of how close an AI is to victory is their affinity level. You'll also get a notification if they finish a victory wonder but you better be ready to smash them up quickly with an army or have yours already completed if you get that notification.

Start
I consider the seeding to be like picking settings, it's not part of a strategy but part of setting up the game. But if you would like to pick some easier options, get artists and the free worker.

Early Game
I see you prioritize energy over food. Does that mean you prefer building generators over farms? You need some food improvements in your cities, especially your capitol. The types of improvements you build in your cities remains very relevant throughout the game.

I see health is at the top of the list. Since knowledge is your first tree and it is weak in health you certainly need to compensate with buildings, and later biowells. However, if you prioritize health too much you may be building buildings you have no use for. The amount of health a city can produce from buildings, wonders, and biowells is capped at its population. So building/buying all the T1 health buildings for a total of 6 health in a city of population 3 would actually only give 3 health, not 6. Also, while health is good to have, you should not prioritize it enough that it discourages you from putting down several new cities at the beginning.

I think you need to prioritize food higher in the beginning of the game and science a little less. At the beginning you want to expand, put down more cities and get pop in your cities so they can work more tiles.

You list priorities for yields, but you don't mention priorities for other important things. How quickly do you get new cities out? How quickly do you get trade routes up and running. Trade routes have been nerfed, but a trade route still easily yields more than any building. And putting down more cities is the best way to get more of every yield, as long as you can defend them. You also don't put down a priority for military units. This probably isn't as big a deal on Mercury as on higher difficulties but neglecting military is not a habit you want to get into if you ever want to bump the difficulty up.

Mid/Late Game

This is the part of the game where you should have a solid empire and you now want to get to a victory condition. To do that, you need science. Science should be much higher on your priority list.

You say that when a new outpost becomes a colony, you build all the production buildings first. This isn't a completely bad idea, the trade depot is important to get up and the recycler is a good building. But the higher tier production buildings give a lot less bang for their buck and you should focus instead on getting the other cheap buildings up like the laboratory and old Earth relic.

At this point in the game new improvements become available, such as biowells and academies. Do you use these? Since you go down knowledge your academies would give 4 science instead of 3.

Tech Tree Priorities

Your priorities here don't seem to be informed by what type of improvements you tend to build. They need to be, non-upgraded farms and mines aren't going to cut it. After T1 techs your priority seems to be increasing your affinity, which is good. Don't forget you need to get the lasercom sat unlocked if you're going purity or supremacy. Since you're playing ARC you might want to get communications quickly for more spies from the building quests.

Culture Tree Priorities

There is no agriculture tree. There is the prosperity tree, which has some food bonuses, but most of the bonuses are in other areas. You might want to take another look at this tree, it has a lot of health bonuses which you seem to value.

Some general advice

While most building quests are a bit lackluster, some are very powerful and are worth being aware of. The institute quest gives you a free technology of your choice, you'll want to have an outer ring tech that gives progress towards your victory available to pick when that quest choice pops up. The ultrasonic fence can give your trade routes immunity to aliens. Some buildings can give free covert agents, which you'd like since you're playing ARC.
 
Not sure but maybe there is a gap between your priorities (health) and the techs and virtues you are choosing. Are you able to keep healthy?
Are you going for a peaceful victory only? You may have to attack your nabours to prevent them from winning.
how many cities do you like to build?

From what I've been reading "healthy" is a variable term. Meaning the penalties aren't that harsh before -10. I do try to at least keep it from falling below -9.

I am just now coming around to achieving victories other than Domination. Ones that cater to Purity players. I am not squeamish about challenging the AI's that are clearly pulling away from the pack.

3 cities seems comfortable for a long period of time then expand further or start annexing. I don't understand why the AI will have 5-6 during what I consider "early on". That seems like it would be penalized severely.

I wouldn't pay attention to the total score. Looking at the score breakdown can be helpful to see which AI has the most techs, etc. A better estimate than score of how close an AI is to victory is their affinity level. You'll also get a notification if they finish a victory wonder but you better be ready to smash them up quickly with an army or have yours already completed if you get that notification.

Duly noted.

Start
I consider the seeding to be like picking settings, it's not part of a strategy but part of setting up the game. But if you would like to pick some easier options, get artists and the free worker.

For a while I was going Franco/Artist culture rush and just recently switched to science hoarding. I may fall back on the former pending more games. I wouldn't of thought the worker would be a good choice to start seeing as you can get one so quickly.

Early Game
I see you prioritize energy over food. Does that mean you prefer building generators over farms? You need some food improvements in your cities, especially your capitol. The types of improvements you build in your cities remains very relevant throughout the game.

Full disclosure, and I feel as thought saying this will cause me to get spat on, but....
As of right now all my workers run on automatic.

I will prioritize energy buildings over food buildings. I like to stockpile early (which worked even better when I rushed Investment) because I seem to ultimately begin to lose energy when the mid game* starts.

*I'm also sure at the point my early/mid/late game definitions vary wildly from the community's.

I see health is at the top of the list. Since knowledge is your first tree and it is weak in health you certainly need to compensate with buildings, and later biowells. However, if you prioritize health too much you may be building buildings you have no use for. The amount of health a city can produce from buildings, wonders, and biowells is capped at its population. So building/buying all the T1 health buildings for a total of 6 health in a city of population 3 would actually only give 3 health, not 6. Also, while health is good to have, you should not prioritize it enough that it discourages you from putting down several new cities at the beginning.

Health is at the top of my list mainly because it is not a harvestable element. So if a quest decision came up and the choice was between Health and X, I choose health. If the economic adivsor icon is next to a building but a another building capable of health is available to build, I'll build the health first. I figured this would offset going Knowledge first and rushing Sci/Cult.

When should my first outpost be built? Been under the impression it should be around T50?

I think you need to prioritize food higher in the beginning of the game and science a little less. At the beginning you want to expand, put down more cities and get pop in your cities so they can work more tiles.

By saying this are you recommending more farms? Taking Refugee perk? Both? Or something else? But overall, more population early so they can work tiles sounds like the correct course of action.

You list priorities for yields, but you don't mention priorities for other important things. How quickly do you get new cities out? How quickly do you get trade routes up and running. Trade routes have been nerfed, but a trade route still easily yields more than any building. And putting down more cities is the best way to get more of every yield, as long as you can defend them. You also don't put down a priority for military units. This probably isn't as big a deal on Mercury as on higher difficulties but neglecting military is not a habit you want to get into if you ever want to bump the difficulty up.

These are all things I plan on documenting in futures posts in this thread. Extensively.

I will say I probably don't start trading soon enough and often times forget to build the Fence and end up losing a convoy. Derp.

Mid/Late Game

This is the part of the game where you should have a solid empire and you now want to get to a victory condition. To do that, you need science. Science should be much higher on your priority list.

Again our definitions probably differ. I consider it Mid game when I start researching t2 affinity tech, and late game when I start t3 techs. So I wont shift priorities until at least my definition of Late.

You say that when a new outpost becomes a colony, you build all the production buildings first. This isn't a completely bad idea, the trade depot is important to get up and the recycler is a good building. But the higher tier production buildings give a lot less bang for their buck and you should focus instead on getting the other cheap buildings up like the laboratory and old Earth relic.

I'll often flat out purchase the Recycler (and any other available Production buildings below 1000) then build the Depot then yes I start in on the other buildings.

At this point in the game new improvements become available, such as biowells and academies. Do you use these? Since you go down knowledge your academies would give 4 science instead of 3.

Again *dodges spit* workers are on auto. But I do see them. But perhaps not to the degree they should be built?

Tech Tree Priorities

Your priorities here don't seem to be informed by what type of improvements you tend to build. They need to be, non-upgraded farms and mines aren't going to cut it. After T1 techs your priority seems to be increasing your affinity, which is good. Don't forget you need to get the lasercom sat unlocked if you're going purity or supremacy. Since you're playing ARC you might want to get communications quickly for more spies from the building quests.

Duly noted.

Culture Tree Priorities

There is no agriculture tree. There is the prosperity tree, which has some food bonuses, but most of the bonuses are in other areas. You might want to take another look at this tree, it has a lot of health bonuses which you seem to value.

Yeah I couldn't remeber what that tree was called. Just remembered an apple is at the top. Therefore, agriculture. :crazyeye:

As stated above, "Health is at the top of my list mainly because it is not a harvestable element. So if a quest decision came up and the choice was between Health and X, I choose health. If the economic adivsor icon is next to a building but a another building capable of health is available to build, I'll build the health first. I figured this would offset going Knowledge first and rushing Sci/Cult."

Some general advice

While most building quests are a bit lackluster, some are very powerful and are worth being aware of. The institute quest gives you a free technology of your choice, you'll want to have an outer ring tech that gives progress towards your victory available to pick when that quest choice pops up. The ultrasonic fence can give your trade routes immunity to aliens. Some buildings can give free covert agents, which you'd like since you're playing ARC.

Anddddd duly noted.

Great stuff so far. My thanks to the both of you. My next opportunity to sit and play is in a few days. I plan to document the game extensively to include many of the things you mention I failed to mention.
 
Okay, yeah, if you stop automating workers you should be able to improve your play. That is probably the biggest improvement you can make right now.

Also on the topic of automating you can optimize things by manually assigning tiles to be worked by cities. This isn't as crucial as not automating workers but if for example your capitol has a lot of flood plains you might have to manually assign a mine to get things built at a reasonable speed. When you fall below -10 health the city governor seems to become allergic to food tiles so you'll want to manually assign some tiles if that happens.
 
From what I've been reading "healthy" is a variable term. Meaning the penalties aren't that harsh before -10. I do try to at least keep it from falling below -9.

I am just now coming around to achieving victories other than Domination. Ones that cater to Purity players. I am not squeamish about challenging the AI's that are clearly pulling away from the pack.

3 cities seems comfortable for a long period of time then expand further or start annexing. I don't understand why the AI will have 5-6 during what I consider "early on". That seems like it would be penalized severely.

Well... health penalties are not severe that is true but if you are opening knowledge you only get the 10% science boost if you are healthy.
I open knowledge as well (I am a story player not an optimal player) but I want it to be worth it so I have to get healthy. That means going for health buildings through choices and also choose health choices with virtues, get biowheels - I tend to combine knowledge and prosperity. My aim is always to maximize culture though. So we have different goals. Look forward to hear how your next play through went for you.

Adding about expanding.
You are not penalized too much for expanding in this game. If cities can build science building and culture buildings relatively quickly you will come out on top. In knowledge there are virtues that further lower the culture and science penalty for expanding. But health will be an issue so you have to work a balance for you. Nothing wrong with 3 cities if that is what you like though.
 
Progress!

Happy to say I have jumped from Standard to Gemini thank to the advice in this thread and the forum as a whole.

For my Vostok game I was keeping a very detailed account of turn by turn activity. But that quickly became very tedious and I just stopped writing things down around turn 160. However for the ongoing Gemini I have kept an abridged record so that those reading this can comment on my pace if they so wish. I feel I have to speed things up (Standard win was Timed 500turn), or maybe I'm settling into my prefered playstyle. Small expand, stockpile, attack people closest to victory.

This is my current game setting, progression and thoughts on.

Spoiler :
Gemini
Standard Size
Standard Speed
All Victory
Staggered Starts
Terran

Sponsor: African Union
Was playing ARC the first two games. Made the switch to AU because I wanted to try to give myself a starting bonus to each of the major resource mechanics. AU granting early food and culture from the T1 OER takes care of two of them. Also ARC's passive bonus doesn't do a damn thing when Covert Ops window bugs.

Colonists: Engineers
Starting option that boosts overall production. Choosing this with AU now gives me Food, Culture, Production.

Spacecraft: Surveyor
I take this every time now ever since I found out you have access to trade stations immediately if they are coastal with the vision granted.

Cargo: Laboratory
For the pseudo science boost. Saving turns on not researching Pioneering.

These options I feel are well rounded. Boosting a wide range of important mechanics.
My priorities remain unchanged early game. Health > Science > Culture > Production > Food > Energy.

Below is a look at the Gemini turn structure so far. I spaced and forgot to record the turns in which I selected Cultures or Science research finished.

Science Research
Ecology
Genetics
Chemistry
Physics
Engineering
Planet Survey
Gene Mapping
Gene Design
Coumputing
Alien Science
Robotics
Terraforming
Geophysics
Organics
Photosystems

At this point (Turn 182) I have everything I deem critical (All T1 Sciences, 2 Early Wonders, Spy Agency, Access to Xeno/Float/Geo, Solar Collector) and decide which Affinity to invest in. I went Harmony this game because I my starting position was inundated with Xenomass. In choosing which Sciences I prioritize the cheapest available first then switch to Production sciences that include or lead to Harmony points.

Alien Biology
Swarm Robotics
Artificial Intelligence
Swarm Intelligence
Alien Adaptation
Bionics
Tissue Engineering
Synergistics
Designer Lifeforms
Fabrication
Cybernetics
Metamaterials
...game ongoing...

Culture Development

I recently found out the tree in BE has been trolling me. Now when I see any skill tree in any game, it harkens me back to Diablo 2. If you never played D2, in order to unlock the next tier of skills ALL previous skills had to branch into the the following skill. Not the case in BE! This was a critical discovery. Allowing me to bypass certain cultures I wouldn't want to necessarily rush, but thought I had to take in order to progress.

Foresight
Field Research
Laboratory Aptitude
Cohesive Values
Network Data
Meta Methods
Labor Logistics
Frugality
Adaptive Tactics
Military Industrial Complex
Public Security
Scale Infrastructure
Entrepreneurial Space
Profiteering
...game ongoing...

A hard science rush into global production into health bonuses. I will probably skip Frugality next time. Moving forward I am probably going to now take Energy bonus cultures.

As I said I did not keep track of turns in which I choose these thing, and did not log Quest Decisions (but they get prioritized in the same way as everything, Health > Science > Culture > Production > Food > Energy. With wiggle room for the more uncommon choices (orbital range, city hp, etc.)) but below is a short timeline of certain obtained goals. Would like to know if this would be considered slow or not.

New Colony T75 (25 behind imo)
Genevault T90
Ecto Pod T106
Spy Agency T116
New Colony T123



Ok, back to the game to finish this up!
 
If you're going for raw power, I'd suggest sticking with the African Union but taking Artists, the Tectonic Scanner and a free worker at game start. Beeline to the free colonist in Prosperity and you should have a second city up very quickly, which means a trade route to your capital paying off very quickly as well.

You can then make a choice between going for the rest of prosperity (skip the virtue that gives extra expeditions) or going industry.

At the moment it looks like you're going with knowledge, which is the worst virtue tree.
 
You need to get colonists out faster. Prosperity to free settler, maybe deeper. Or go down industry and rush buy one or two in addition to ones you get with production. I'd say five cities is a decent goal for T123, not three. Based on what you had researched on T182 you need more science (and probably more everything else) and until unhealth has become crippling more cities are the best way to do that. Whatever you are building in your capital at turn 40 is less important than a colonist. Unless maybe Fielding landed 7 tiles away and is pretending to be your new best friend, then some military would be more important.

Also you don't want to be deciding your affinity on turn 182. Your early quest choices give affinity points, you don't want those to go to waste. Also your military depends on affinity and if you are low on affinity at T182 you could get into an ugly war with the AI. Access to strategic resources for affinities you aren't pursuing aren't critical. Neither are solar collectors.

Also I must stress again the importance of having a plan for how to improve your tiles. Automated workers are really bad.
 
Oh, one other thing is that in any Civ game you should not regard building a wonder as critical. By doing so you're building weakness into your strategy.

You can also fix the covert ops window bug yourself.
 
If you're going for raw power, I'd suggest sticking with the African Union but taking Artists, the Tectonic Scanner and a free worker at game start. Beeline to the free colonist in Prosperity and you should have a second city up very quickly, which means a trade route to your capital paying off very quickly as well.

You can then make a choice between going for the rest of prosperity (skip the virtue that gives extra expeditions) or going industry.

At the moment it looks like you're going with knowledge, which is the worst virtue tree.

I'll give that setup a shot next play through. I do start off in the Knowledge tree since I put such an emphasis on science. I understand that community perception says that tree is the weakest, but for my purpose I don't see how it's a bad choice to begin with. See below for my current game's turn progress.

You need to get colonists out faster. Prosperity to free settler, maybe deeper. Or go down industry and rush buy one or two in addition to ones you get with production. I'd say five cities is a decent goal for T123, not three. Based on what you had researched on T182 you need more science (and probably more everything else) and until unhealth has become crippling more cities are the best way to do that. Whatever you are building in your capital at turn 40 is less important than a colonist. Unless maybe Fielding landed 7 tiles away and is pretending to be your new best friend, then some military would be more important.

5 by 123 you say? I'll give it a go. Honestly I was maxing out at only 3 cities then annexing Capitals later on (razing all other cities unless geographically strategic).

More science!? Feels like I can't pump much more of my gameplan into science. Next play through I'll record my science levels.

Also you don't want to be deciding your affinity on turn 182. Your early quest choices give affinity points, you don't want those to go to waste. Also your military depends on affinity and if you are low on affinity at T182 you could get into an ugly war with the AI. Access to strategic resources for affinities you aren't pursuing aren't critical. Neither are solar collectors.

Oh I don't decide the affinity at that late. I just begin to take Techs that give affinity levels. Factors in which affinity I go include, which strategic resource is in abundance around my colonies, and which early rewards I obtain from expiditions, etc. Makes sense not to pursue resources I don't intend on using though, but I'm surprised to hear the Solar Collector isn't important.

Also I must stress again the importance of having a plan for how to improve your tiles. Automated workers are really bad.

Stopped doing auto after your first reply. Workers are now always building whichever resource the city where its working is lowest. 90% of the time its food. I also try never to build something on a tile that takes away from the tile. So lately I've been constructing a lot more Terrascapes. I will put workers back on auto once everyone's at war as a convenience.

Oh, one other thing is that in any Civ game you should not regard building a wonder as critical. By doing so you're building weakness into your strategy.

You can also fix the covert ops window bug yourself.

I don't regard them all as critical. I just thought since Gene Valut/Ecto Pod could be achieved so early it was wise to grab them. How do you fix the bug?

*****

So the following game progress report began prior to this latest advice. So the advice has not been applied to this current game. My time did improve slightly. Should also be noted I won the Gemini game around 310 with a Contact Victory.

Spoiler :
Setup
Soyuz
Standard
Standard
All Victory
Stagger Start
Terran World

African Union
Engineers
Surveyor
Laboratory

Science Research
(# denotes turn in which research was complete taking bonuses and rewards into account)

18 Ecology
30 Genetics
40 Chem
48 Physics
55 Engineering
61 Survey
74 Gene Mapping
89 Gene Design
104 Computing
111 Geophysics
120 Robotics
128 Alien Science
141 Terraforming
151 Organics
164 Photosystems
(Save Game. Switch Focus to Production Sciences and Affinities (Purity))
172 Fabrication
182 Mechatronics
195 Civil Support
212 Mobile Lev
221 Synergetics
??? Planet Engineering
258 Seismic Industry
queued: Bioengineering
queued: Industrial Ecology
...game ongoing...

Culture Devlopment
(# denotes turn in which development was chosen taking bonuses and rewards into account)

7 Foresight
8 Field Research
20 Lab Applications
36 Cohesive Values
55 Network Data
83 Meta Methods
106 Labor Logistics
130 Adaptive Tactics
153 Military Industry
153 Public Security (FREE)
179 Scaleable Infrastructure
199 Entrepreneurial Spaceflight
219 Profiteering
239 Community Medicine
... game ongoing...

Benchmarks
(# denotes turn in which benchmark was complete taking bonuses and rewards into account.)

65 New Colony
97 New Colony
104 Ectopod
211 Crawler
244 Armasail
...game ongoing...

Once worldwide conflict begins, I've been switching Sci/Cult developments to prioritize energy.
 
You can find the covert ops bug fix here.

Instead of asking "why is Knowledge a bad virtue tree", I think you need to ask the question, "What am I getting in Knowledge that I need?"

For all the other Virtue trees I can think of some "slam-dunk" Virtues that are brilliant (EG: Extra affinity points in Might, free Colonist and -15% unhealth in Prosperity, 0.2 health per building, 0.5 health per trade unit and buffed internal trade routes in Industry...) but the only things I can really think of that excite me in Knowledge are the virtues that reduce the science and culture penalty per city.

Those policies are well and good, but they require a large empire to be worth taking in the first place, and Knowledge simply doesn't give you the tools to generate a large empire that a top-tier Virtue tree like Prosperity or Industry do.

My advice is to take Prosperity until you have the free Colonist, then go deep into either Industry or Prosperity, then look at getting the culture/science penalty reducing Virtues in Knowledge afterwards.

I think you've fallen into a trap the game has laid for you where you think "I want lots of science - I'll take the Knowledge tree!" when in reality that isn't the best way to generate science - getting a big powerful empire through Prosperity or Industry is.
 
You can find the covert ops bug fix here.

Instead of asking "why is Knowledge a bad virtue tree", I think you need to ask the question, "What am I getting in Knowledge that I need?"

For all the other Virtue trees I can think of some "slam-dunk" Virtues that are brilliant (EG: Extra affinity points in Might, free Colonist and -15% unhealth in Prosperity, 0.2 health per building, 0.5 health per trade unit and buffed internal trade routes in Industry...) but the only things I can really think of that excite me in Knowledge are the virtues that reduce the science and culture penalty per city.

Those policies are well and good, but they require a large empire to be worth taking in the first place, and Knowledge simply doesn't give you the tools to generate a large empire that a top-tier Virtue tree like Prosperity or Industry do.

My advice is to take Prosperity until you have the free Colonist, then go deep into either Industry or Prosperity, then look at getting the culture/science penalty reducing Virtues in Knowledge afterwards.

I think you've fallen into a trap the game has laid for you where you think "I want lots of science - I'll take the Knowledge tree!" when in reality that isn't the best way to generate science - getting a big powerful empire through Prosperity or Industry is.

Thanks again for taking the time to critique and give advice Gort. I can tell you I've begun to utilize the tips you and Xeno have given. Still currently working through Soyuz. I'll have a new progress report soon.

One thing about this new outlook and utilization of advice, it's royally pissing off the AI! AI would just mock me when I maxed out at three cities and I'd shrug it off then proceed to eat them late game. lol now they are invading muh turf before t100! But that's just fine so long as I keep the greatest motto of all time in mind. Courtesy of the Knights of the Round Table.

"Adopt. Adapt. Improve."

In fact, time to make a sig!
 
In addition to general production and science bonuses that help with having a stronger military, the AI will also land with rovers on Soyuz. I think they get a third on Apollo? Some AIs will invade almost no matter what if you're nearby with a weaker army. Obviously this is more likely if you expand more, but even if you don't you need to be ready to defend.
 
Yeah, the early city defense buildings are well worth a detour for - a rocket battery in a city gives it far more survivability.
 
They're worth getting, but at what point is the question. I prioritize getting a standard military out over these buildings but I do build them by midgame after I get my improvement techs out (farm buffs or biowell unlock and buff, academy unlock, and affinity resource improvement). A military is always necessary even with the buildings and early on your cities can take a few hits. Later on your cities will fall far more quickly if you let a unit or two through and the tech detour doesn't take as much time.
 
Gonna plop this advice from another thread in here for future reference and critique. Sounded good to me. Will be incorporating it during play in tandem with the advice given in this thread.

Spoiler :

No you don't only build any one improvement, especially not generators at the beginning. Production is the best resource to go for at the beginning and so you should get mines, enough food to make new citizens work those mines, and whatever generators you need to keep your energy at a surplus.

A guide isn't need so much for each affinity as it's needed for the Virtue trees and Expedition type(i.e. leader, colonist type, starting building/unit etc.) that you'll be using. The latter presents a far more interesting range of choices while Affinities essentially plays out quite predictably and they are all pretty much similar to each other.

If you need a "build order", here's a one-size fits all build order:

1.Get the scanners that lets you see petroleum & titanium at the beginning. This will let you see where to build your first new cities, which is always somewhere that has 1-2 titanium tiles.
Repeat: your early game is completely centered around finding Titanium and settling near it for its OP production yields.

2.Get a worker from your expedition choices, since they offer the most value in terms of production required and head start they give you.

3. Initial build order is 2-3 explorers>worker>old earth relic>1-2 soldiers. You should start expanding.

4. Initial tech order is Pioneering, then more or less all the stem techs in the initial first ring, starting with Genetics>Genetic Mapping for the Gene Vault, then Chemistry for the labs, then others for military units.

5.Colonist micro-management: building one sets your food income to 0. This means your food tile yields are mostly wasted. I say mostly because there's some stupid hidden conversion table that turns your food yields into production but the bottom line is that it is inefficient to be working food tiles while making colonists. Play around with your tiles till you get optimum production.
Or just buy one with energy.

6.Virtues. Of the 4 trees, 2 are good to start with 90% of the time: that is Prosperity or Industry.
Prosperity mainly gives you a free early colonist, and after that you can choose to either keep going down that tree or start going down Industry to the end. Your goal in either case is for Eudaimonia in Prosperity or Magnasanti in Industry, both of which provide hefty amounts of health that gives you end game flexibility.

7.The Knowledge tree should always be the second tree you go down in. Regardless of which of the other 3 you start in. This is because this tree provides extremely good bonuses that only come into play when you have a good number of cities with high pop, so it's unsuited for early game, but is must for mid-late game.

8.Might tree is either for lategame when you plan winning a domination game OR early if you have lots and lots of aliens and nests nearby and you want to take advantage of Scavenging which gives you good science for busting aliens.

Plan on playing and recording turn progression tonight. Getting close to beating Soyuz but I need a little push.
 
Yes some good ideas there.
I think playing on soyuz you need to push out a colonist before soldiers. I am not sure soldiers will really do much for you.
I do not know what map you play. I play with islands and rush for planetary survey both to get to ruins and to open up squares to trade. Again on soyus I would do ecology next for the trade unit safety and then head for Bionics for free tech. I try to do these techs while there are pods available as you can get quite a lot of science from pods when you tech in the third ring rather than the second as is suggested above.
You probably will end up being behind on science (and therefore lose) if you do not priorize science from the very beginning on that level.
 
Some quick comments on the advice you've had.

Starting with the stuff from Idleray

1. (Titanium scanners) A good strat, but not the only one- the tech you need to find the Titanium is kinda important early anyway, so you should have it relatively soon, Scanners start or no.

2. You need a worker pretty darn early- whether you build it, buy it, or start with it.

3. Build order, related to above. It REALLY depends on what you start with. As soon as possible you want the following: Worker, source of culture, extra explorer. Next is working towards a basic science boost (pop, lab or tile) enough defence to get your colony settled.

4. As someone already mentioned, wonders can become a crutch, especially when you have just gone up in difficulty and you suddenly can't have it.

5. You can micro the tiles, but you don't have to. Just stick the governor on production. If you micro too much, you may miss a detail down to inexperience- you might save a turn but remembering to switch once it's done is far more important.

6. Starting Prosp or Industry is good advice.

7. Knowledge is a great second tree, but it isn't a must.

8. Fair analysis of the might tree.

Gorts comment on Science:

"I think you've fallen into a trap the game has laid for you where you think "I want lots of science - I'll take the Knowledge tree!" when in reality that isn't the best way to generate science - getting a big powerful empire through Prosperity or Industry is."

Made of win.

So some actual advice of my own:

Don't underestimate culture- extra virtues can be game changing, it also allows you better tile access without purchasing.

You should have enough workers so that 90% of the tiles being worked have been improved. Remember the is a baseline cost of 2 food for each tile worked, so increasing a yield from 3 to 4 is (almost) doubling the efficiency of the tile. There are some exceptions to this, but as the game goes on and you can get higher tile yields, the bonus from having the improvements also increases.

How much Military you need is circumstantial, assessing this is definitely one of the key skills to complete higher difficulties with any consistency. Even players at the civ 5 Emperor and Immortal levels frequently get this wrong. Build to much and you're wasting resources (both hammers and energy) build to little and you may end up in a costly war.

Don't expand at the price of having well developed and defended core cities.

Purchasing buildings is most effective in cities with low production. Normally, but not always, new colonies.
 
Welcome to the conversation Dar.

A glorious day friends! Through your advice and my tenacity I have moved up the ranks and look forward now to conquering Apollo difficulty!

Soyuz conquered in 354 turns with an Promised Land victory. Seemed like a cruise this time. Very little warfare and interference from other sponsors.

Below is my abridged turn progression report. Honestly it gets VERY tedious after a while and I just want to play lol. Kept up with what happened on what turn till about 150, then filled in the blanks as I wrote this post. Still room for improvement. Always room for improvement.

Spoiler :

Setup
Soyuz
Standard
Standard
All Victory
Stagger Start
Terran World

African Union (Food & Culture)
Artists (Culture)
Tec Scan (Pseudo Science, Pseudo Production)
Machinery (Worker)

Resource Priorities (In regards to building choices, QD's, tile improvements, etc.)
Health
Science
Culture
Production
Food
Energy

Science Research
(# denotes turn in which research was complete taking bonuses and rewards into account)

17 Pioneering
31 Ecology
41 Genetics
62 Genetic Mapping
85 Genetic Design
88 Planetary Survey
92 Chemistry
96 Physics
100 Engineering
114 Computing
132 Communications
150 Orbital Networks
154 Geophysics
xxx Robotics
xxx Alien Sciences
xxx Terraforming
xxx Biology
xxx Vertical Farming
xxx Bioengineering
xxx Industrial Ecology
xxx Biospheres
xxx Mechatronics
xxx Mobile Lev
xxx Fabrication
xxx Civil Support
xxx Bionics
xxx Servomachinery
xxx Tactical Lev
xxx Social Dynamics
xxx Human Conservation
xxx Planetary Engineering
xxx Seismic Conduction
xxx Artificial Intelligence
xxx Hypercomputing
xxx Hyperconduction
xxx Augmentation
xxx Surrogacy

Culture Development
(# denotes turn in which development was chosen taking bonuses and rewards into account)

4 Frugality
8 Homesteading
13 Colony Initiative
19 Labor Logistics
25 Helping Hands
45 Pioneer Spirit
58 Settler Clans
77 Mind Over Matter
94 Hands Never Idle
114 Eudaimonia
137 Foresight
137 Social Mores (FREE)
159 Laboratory Apprenticeship
176 Cohesive Values
192 Networked Datalinks
xxx Metaresearch Methods
xxx Technoartisans
xxx Community Medicine
xxx Commiditization
xxx Standardized Architecture
xxx Profiteering
xxx Interdependence Network
xxx Liquidity
xxx Civic Duty
xxx Magnasanti

Should be noted I didn't bother with Military tree after Knowledge tree due to the complete lack of hostility.

Benchmarks, Buildings & Units
(# denotes turn in which benchmark/building was complete taking bonuses and rewards into account. Only Capital buildings listed.)

8 Explorer
16 Explorer
26 Trade Depot
27 Convoy
30 Convoy
35 New Colony Settled
41 Ultrasonic Fence
50 Cytonursery
61 Colonist
65 New Colony Settled
76 Gene Vault
80 Vivarium
85 Pharmalab
96 DoW (AU & ARC vs. PAC)
103 Recycler
111 Gene Garden
116 Thorium Reactor
123 Spy Agency

I spaced for a bit and immediately produced two more Colonists after the Spy Agency and founded new colonies. This is also where I got sick of jotting everything down.

Agreed to DoW PAC with ARC because PAC had split the territory in half between my first colony and my Capital. Admittedly I probably founded it a bit further than recommended, but I wasn't going to let two titanium mines, two algae pools, and a bunch of tubers and fruit fall into the hands of PAC or KP. Honestly it was such a lucrative spot. And on a hill no less!


Onward to Apollo!
 
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