vicawoo
Chieftain
- Joined
- Feb 12, 2007
- Messages
- 3,226
Maybe similar things have been posted before, but it's not like this forum is cluttered.
I tried out final frontier, and mucked around a bit for a good opening build. Trying to draw it relative to civ 4, my thoughts:
Considering planets are your only production, maintenance is pretty low for expansion.
Earth class planets are like your high food cities. If you grab some early, they can pump out colony ships for you.
1-1-6 and 0-2-5 planets, those are your commerce cities. All other planets have no need to build universities/libraries.
Universities and banks: they only affect the planet they're on, right? And multiple population working the capital planet doesn't give you the palace commerce, right? Each pop does give you mines, nutrition farms, and mag-lev, right?
Construction ships, in terms of REXing, are not that important early on compared to workers. You only need them to eventually raise your happy/health caps, and you probably only need two +3's to reach your max system size anyway. Considering the low odds of having a lot of good planets in your system, and the increased food cost to grow, you probably get a bigger boost by pumping out colony ships at your happy cap. And incidently, having high commerce planets means REXing costs are easily compensated for.
Production, I've not seen any planets with production output comparable to the commerce planets. Makes the 15% production boosts seem very puny, and perhaps insignificant when rounding is applied.
Warring is probably too strong compared to civ 4. Invasion ships are almost even with planetary defense.
My current early tech path, I need colony ships by the time my homeworld grows to size 2 (possibly later). If my first colony is decent (and I'll aim for one with a 3 food world), I'll go for a beacon, then pump colony ships at size 2. I like monarchy, but destroyers are so much better explorers and can actually deal wit pirates. Then maybe go for construction workers to slowly hook up some resources and tech for universities.
I tried out final frontier, and mucked around a bit for a good opening build. Trying to draw it relative to civ 4, my thoughts:
Considering planets are your only production, maintenance is pretty low for expansion.
Earth class planets are like your high food cities. If you grab some early, they can pump out colony ships for you.
1-1-6 and 0-2-5 planets, those are your commerce cities. All other planets have no need to build universities/libraries.
Universities and banks: they only affect the planet they're on, right? And multiple population working the capital planet doesn't give you the palace commerce, right? Each pop does give you mines, nutrition farms, and mag-lev, right?
Construction ships, in terms of REXing, are not that important early on compared to workers. You only need them to eventually raise your happy/health caps, and you probably only need two +3's to reach your max system size anyway. Considering the low odds of having a lot of good planets in your system, and the increased food cost to grow, you probably get a bigger boost by pumping out colony ships at your happy cap. And incidently, having high commerce planets means REXing costs are easily compensated for.
Production, I've not seen any planets with production output comparable to the commerce planets. Makes the 15% production boosts seem very puny, and perhaps insignificant when rounding is applied.
Warring is probably too strong compared to civ 4. Invasion ships are almost even with planetary defense.
My current early tech path, I need colony ships by the time my homeworld grows to size 2 (possibly later). If my first colony is decent (and I'll aim for one with a 3 food world), I'll go for a beacon, then pump colony ships at size 2. I like monarchy, but destroyers are so much better explorers and can actually deal wit pirates. Then maybe go for construction workers to slowly hook up some resources and tech for universities.