Civilization IN SPACE!

@Eclipse

I think your upload didn't work. Assuming that since there is no temp leaving announcement.
 
What is going on with this game? Can the host please clarify? :(
 
At long last, Halis obtain Survivalism. Now for some influence boosting. Pity someone discovered it first 3 turns ago.
 
Perhaps "+" in FF+ is responsible for that? As far as I know from regular FF I must have monopoly on this value as a founder.
 
New Earth News Network (NENN) "Where the true version of events is told"

"This just in... Our Scout Ship "Fire" has made contact with the rebellious faction known as Forge. All attempts at civil diplomacy was lost as the captain of the Forge Vessel chose to resort to child-like insults and innuendos.

In other news our colony ship... er... wait. What? Oh, never mind, NENN has determined that you, our loyal audience, do not need to know about that.

Of course you know that the only truth that matters is the truth that we report."
 
The good thing about the early game is that it's kinda hard to screw up too badly... I think? sent on...
 
The good thing about the early game is that it's kinda hard to screw up too badly... I think? sent on...

Unless popping a terrible all pirate space hut.
It's hard to screw up FF because the game is more simplistic. No various landscapes, no real tiles management, no real workers, no forests, no whipping tricks for most of the game, etc.
 
Ok. Stupid question and preparing for a sarcastic answer. I have been doing Google searches on a strategy guide for this mod and have come up empty. I think I am about to make a crippling decision on my next turn and thought that maybe if I could find some free time I would read up on the game mechanics and try to better myself at playing this.
 
Why sarcastic? No one is mocking others over here...

My advice: everything that helps your economy best is best path chosen. Look at the early techs and the choice should be obvious what to be done.

inkling: civic
 
The good thing about the early game is that it's kinda hard to screw up too badly... I think? sent on...

Actually the early game is the most important part because of snowball effects.

No various landscapes, no real tiles management, no real workers, no forests, no whipping tricks for most of the game, etc.

Sure there are, both Terrain Features and different types of planets.
Yes there is, or rather, there is planet management.

Ok. Stupid question and preparing for a sarcastic answer. I have been doing Google searches on a strategy guide for this mod and have come up empty. I think I am about to make a crippling decision on my next turn and thought that maybe if I could find some free time I would read up on the game mechanics and try to better myself at playing this.

You are right, somebody needs to do something about that. I think there are some strategy tips in the Civilopedia though.

Btw I have made contact with Leonard Pritchard of Paradise, played by Eclipse. He was right, there is plenty of Radiation around him with a Supernova thrown in for good measure. I just hope he isn't completely blocked off, that would be terrible.
 
Sure there are, both Terrain Features and different types of planets.
Yes there is, or rather, there is planet management.

You are right, somebody needs to do something about that. I think there are some strategy tips in the Civilopedia though.

Yeah, there are solar systems, space, asteroids, supernovae, etc. , but, in the end, FF is simplistic compared to the base game. Most features in FF are un-approachable/deadly/useless.

Does the planet management lead to the palace bug? Like one turn losing the palace returns because of citizens management?

Regarding some articles, I don't understand this very need of it. When starting a new mod, it's basically looking at the tech tree and make goals. I want more commerce, I go for this. I want more military, I go for that. FF made all this even more simplistic because there aren't many miscellaneous features (like unit special actions, new city actions, etc. ).
Hell, I even gave a strong hint and no one gave answer. People gotta think. Everyone is capable of doing so. Or Raul Colombo is gonna rule the universe in a trice and already he rules hard! :evil:
 
Manco - For instance I am playing as New Earth. It would seem that my strategy should be different from others based on strengths and weaknesses. If I understand, my strength is that I can colonize faster, but my weakness is that I lose happiness and health for colonizing.

So what is my best strategy? On one hand I should REX, on the other I should max out my happiness first (however and whatever that means).

So next turn I can Colonize a planet, or I can just have my colony ship sit on the uninhabited planet and wait to colonize after I raise my happiness more.

:crazyeye:
 
Does the planet management lead to the palace bug? Like one turn losing the palace returns because of citizens management?

That bug has been removed eons ago.

Hell, I even gave a strong hint and no one gave answer. People gotta think. Everyone is capable of doing so. Or Raul Colombo is gonna rule the universe in no time and already he rules hard! :evil:

Yes yes Monarchy is of course awesome in the early game, but it's one of the two government civics that doesn't allow rush-buying, which is kind of a downer when you need to build infrastructure in newly colonized star systems fast.

Speaking of, let's talk civics everyone:

There are four columns with five options in the first and four options in the latter two each. Since there are no great people you will only experience one or two Golden Ages in the entire game, and thus will want to minimize the number of switches you make in order to avoid anarchy. Halis is exempt from this and can switch every five turns without a second thought thanks to their trait.

Typically you will want to make your first switch once your first or second Colony Ship is on the way to its destination, on normal and quick speed two civics at once to save on anarchy. Since the Labor and Economy civics are unlocked later this means a switch in the military and government categories.

A rundown of the civics ordered after column:

Pacifism is the first civic that comes online in the military category, and is available pretty early. Giving a +15% Production bonus on everything in exchange for extra upkeep on units, it's a solid choice if you aren't actively preparing for war. If you are then skipping it and directly going for Light Ship Doctrine might be a good idea. Both are good civics for the entire game depending on your needs, but some might want to switch to Capital Ship or Squadron Dotrine later on. The three Doctrine civics decrease the cost of certain unit categories, with the latter two also giving happiness with Capital Ship Yards and Squadron Factories respectively. When in doubt pick the civic that decreases the cost of your unique unit, or Pacifism for the Avowers and Red Syndicate.

Next up are the government civics, which all become available rather early. Monarchy is basically Bureaucracy from BtS with low Upkeep, while Democracy is a Representation-Universal Suffrage hybrid that gives +3 Happiness in your biggest cities and enables rush-buying. Technocracy also allows it, but swaps the happiness with extra research in all cities and a small commerce boost in the capital. Police State is like its Vanilla counterpart extremely geared for war but pretty useless in peace. Unless you plan on waging eternal war the decision is Monarchy vs. the two rush-buying civics, or strong capital vs. good colonies.

Labor has only three civics besides the default, all of which are enabled by mid to late game techs. Mechanized Workforce and Slave State both provide extra hammers in exchange for happiness (+10% Production in all cities for 1 unhappiness in biggest cities vs. whipping and drafting) in one way or other while the later arriving Utopia gives Food, Happiness and Health but subtracts Production and Commerce. Pick Slave State if you have an abundance of food, Utopia if you are lacking it and else Mechanized Workforce.

The final category, Economy, is similar to Labor in that its civics arrive rather late and there's only three options besides the default. Industrialism gives extra hammers but less health, Environmentalism raises each and every planet's pop cap but comes with a hefty commerce penalty and Planned Economy removes all distance maintenance costs in systems. Since the last one is enabled very late and is obviously best used in large sprawling empires it comes down to the first two in most cases: Industrialism if you have a high health, Environmentalism if you have a high happiness cap and when you have awesome but small planets.

I think I'm missing something but I'm getting tired so good night everyone.
 
So what is my best strategy? On one hand I should REX, on the other I should max out my happiness first (however and whatever that means).

So next turn I can Colonize a planet, or I can just have my colony ship sit on the uninhabited planet and wait to colonize after I raise my happiness more.

:confused: How would colonizing a planet lower your happiness? Man, a game would have to be pretty stupid if it had a system where settling new cities would decrease your happiness. :mischief:

Actually your low happiness and health caps are half the reason why REXing would be good for you in the first place, since colony ships halt growth while they are built and some of the systems you colonize may have resources that when connected provide extra :) and :health:.

Settle as early and often as possible to keep the snowball rolling with your extra pop on founding lest other civics catch up or even surpass you.

Don't forget to actually garrison those new systems too of course, especially if you have a notorious warmonger in the neighborhood. :mischief:
 
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