vorlon_mi
Emperor
OK, breaking out our discussion from @War-mongering_Child 's thread for a strategy guide for ARC.
First, let me assume that we're talking about BE with the Rising Tide expansion. I'm going to further assume that we're not using cool mods like Hover Explorer or Hovering Explorer or one of the others that increases the movement of explorers.
Several experienced players recommend building lots of units in the early game, especially boats and explorers, to reap the rewards before the AI factions.
I noted that we can pursue different types of items during exploration, with different requirements to reap/gather them.
- Biome Quest items: useful, but not urgent. The AI are pursuing the same things, but they can be "used" (excavated, biopsy, whatever) multiple times
- Resource Pods: Need to be rolled over. Boats can move quickly and get to all the ones in the water. Subs can get the ones hidden in ice at the poles, but they Move. So. Slowly. In the early game, just two hexes per turn. Explorers can get these, too, and are amphibious. But they are also sooooooooo slow. Al are competing for these, so they are urgent.
- Progenitor sites, alien skeletons, sunken satellites or spaceships: Require an explorer to visit, *with* enough expedition modules. AI are competing for these, so they are also urgent, but less urgent than the resource pods.
I also discovered this cool guide listing the rewards for each expedition type
As a first level advice, one should grab all the resource pods possible. In the early game, the fastest moving units are melee boats. All the early land units have movement 2, with explorers having the advantage of ignoring some terrain slowdowns.
Since the payoff for biome quests are slow in coming, I don't recommend going out of your way to get them. Yes, when you come across one, great; remember that it uses up all your remaining movement points, just like an attack.
If you come upon an explorer site, you may want to prioritize whether or not to use one of your (initially scarce) expedition modules on it.
Overall, I like getting the Prosperity virtue to increase explorer modules, accompanied with the Supremacy 5 affinity to get an extra module.
In the mid-game, I usually build a submarine and send it around the nearest polar ice, looking for resource pods locked in the ice. If I happen to get an alien drone from one of the alien skeleton expedition, I send that on the polar expedition instead. The sub or drone eventually makes its way to the other polar ice, to do a sweep.
We face some interesting decisions in the early game. What to build, and in what order? How many explorers? Before turn 75-100, production is usually in short supply in each city; I rarely have more than 4 cities by turn 100, with each city having low production.
Lately, I have preferred to take Aristocrats (+4 energy in every city) as my colonists, since I like to be able to purchase trade convoys and clinics to keep my health from going too negative. Do you prefer Engineers (+2 production in every city) instead? In my first few games, I think that I chose Scientists but found myself running short of energy. Both Artists (to boost culture in every city) and Refugees (to boost food in every city) don't seem as strong to me. Several other civ games (especially Civ4) really value food and population growth, but I've not found that to be the case in BERT.
First, let me assume that we're talking about BE with the Rising Tide expansion. I'm going to further assume that we're not using cool mods like Hover Explorer or Hovering Explorer or one of the others that increases the movement of explorers.
Several experienced players recommend building lots of units in the early game, especially boats and explorers, to reap the rewards before the AI factions.
I noted that we can pursue different types of items during exploration, with different requirements to reap/gather them.
- Biome Quest items: useful, but not urgent. The AI are pursuing the same things, but they can be "used" (excavated, biopsy, whatever) multiple times
- Resource Pods: Need to be rolled over. Boats can move quickly and get to all the ones in the water. Subs can get the ones hidden in ice at the poles, but they Move. So. Slowly. In the early game, just two hexes per turn. Explorers can get these, too, and are amphibious. But they are also sooooooooo slow. Al are competing for these, so they are urgent.
- Progenitor sites, alien skeletons, sunken satellites or spaceships: Require an explorer to visit, *with* enough expedition modules. AI are competing for these, so they are also urgent, but less urgent than the resource pods.
I also discovered this cool guide listing the rewards for each expedition type
As a first level advice, one should grab all the resource pods possible. In the early game, the fastest moving units are melee boats. All the early land units have movement 2, with explorers having the advantage of ignoring some terrain slowdowns.
Since the payoff for biome quests are slow in coming, I don't recommend going out of your way to get them. Yes, when you come across one, great; remember that it uses up all your remaining movement points, just like an attack.
If you come upon an explorer site, you may want to prioritize whether or not to use one of your (initially scarce) expedition modules on it.
- Crashed satellite, sunken spacecraft or sunken vehicles can give production bonus. Consider what you're building in your capital at the moment. You may want to swap your build order before starting the expedition
- Progenitor devices or ruins can give an affinity boost. I tend to grab these first, for the affinity buffs, but see below
- Alien skeletons or kraken nests can give a free alien unit. Most of the time I delay these, especially if they are on a small island. I really don't need a land-based alien that can never embark to swim away.
- Derelict settlement or wrecked colony lander can give you population in your capital, which is nearly always good
Overall, I like getting the Prosperity virtue to increase explorer modules, accompanied with the Supremacy 5 affinity to get an extra module.
In the mid-game, I usually build a submarine and send it around the nearest polar ice, looking for resource pods locked in the ice. If I happen to get an alien drone from one of the alien skeleton expedition, I send that on the polar expedition instead. The sub or drone eventually makes its way to the other polar ice, to do a sweep.
We face some interesting decisions in the early game. What to build, and in what order? How many explorers? Before turn 75-100, production is usually in short supply in each city; I rarely have more than 4 cities by turn 100, with each city having low production.
Lately, I have preferred to take Aristocrats (+4 energy in every city) as my colonists, since I like to be able to purchase trade convoys and clinics to keep my health from going too negative. Do you prefer Engineers (+2 production in every city) instead? In my first few games, I think that I chose Scientists but found myself running short of energy. Both Artists (to boost culture in every city) and Refugees (to boost food in every city) don't seem as strong to me. Several other civ games (especially Civ4) really value food and population growth, but I've not found that to be the case in BERT.