General consensus or what we've learned so far

stormtrooper412

Peacemongering Turtlesaur
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Regardless of your difficulty, this should be the gameplan. Feel free to chip in and/or correct whatever's wrong.

Pick: Culture bonus, Wider landing zone, free Worker

1. Settle your first city in a food-oriented tile.
2. Build order: Relic, Scout, Scout, Soldier, trade depot as soon as available
3. Research either Chemistry or Engineering, depending on what you need more. Then Pioneering or Survey, depending on starting location
4. Chop forests to speed up the initial build
5. Scout as far ahead as possible, get pods and ruins checked. After you did, return to base to resupply. Make sure you clear out paths to AI cities for trade routes
6. Beeline to free Colonist (+1 culture from Relic quest will help), then go for what's necessary, depending on your style.
7. As soon as Computing drops below 20 turns, go for it, then build the Spy Agency and complete their quests. If you build it quickly enough, you might have the upper hand early and get that intrigue up.
8. Send trade route from capital to second city to speed it up and help it grow. Kick out a third and fourth city, make them all coastal for increased profitability and prioritize trade routes with both. Depending on speed,
settling your second city can clear both expansion quests. Otherwise, third one will.

Note: you shouldn't have less than 100 science per turn after turn 100 and it should and must go up from that point. You should also be at [Affinity] 4 at least and have your specific units up.

9. Regardless of how you play, if a neighbor spread out too far, you need to deal with it. Do it while the combat of AI cities are still in the 30s, because that way you don't need that big of an army. Use affinity units to
spearhead the assault.

10. You don't need more than 6-7 of own cities + whatever you can optionally capture from AI. Focus on generating more science from trade routes/buildings. Clear out miasma often. I'd say the only exception is when your miasma
friendly units need an edge.


ENDGAME plan:

- Domination: no need to explain anything
- Purity: you really should zone out your settlements. To minimize the wait time, magrail the way from the portal to settling grounds. You might want to raze a few AI cities. Obviously, you should have the wonder modifier policy
and/or Crawler.
- Harmony: Xeno Sanctuaries and Mind Stems in every city are almost mandatory.
- Supremacy: Focus all production on the city that will pop out Angels, because they will complete the sequence in shortest amount of turns. Buy more with energy, it's the endgame, all in.
- Contact: make sure the Beacon is well defended. This is somewhat the riskiest win since you'll most likely get there early, there's no way to speed up the sequence and quite likely you will be underteched.

For a non-domination win: you should have 4-5 workers all building Manufactures in non-hill tiles, there should be enough worker speed upgraded scattered out the game to be able to change from production heavy to food heavy to
energy heavy in 4-5 turns at most.

Foreign relations:

I generally ignore stations. They never stick around long enough to be useful, their yields are nothing to write home about and yes, they will get demolished soon enough. On topic, if your early game lacks pods and/or ruins,
mobilize your military and burn down the neighboring stations for energy and beakers, and then excavate on the ruins, free 80 cogs in the early game means a lot, as does free affinity level.

Depending on your neighborhood, one or more can happen:

a. Your neighbor will settle right in front of you eventually and will then preach how you're spreading dangerously close to them. You should ignore that.

b. Polystralia and/or ARC are quite likely to backstab you, it's their thing and they are insanely predictable. In this case, step 9 of dealing with the enemy becomes somewhat different because you will be on the defense. If you
defended well in Civ5, you'll be ok here. Try to time your affinity units to start coming out as the invading force has been whittled down. Brazilia and Franca can backstab as well, but less often.

c. PAC tend to be a little slow in expansion early on. Use it to your advantage before they get out of hand. I've seen this happen with KP as well but that's unconfirmed. Otherwise, PAC are cool and Daoming is very kawaii and
Kavitha is hot :3

d. Slavs are seemingly the planets biggest warmongers, but for some weird reason, they rarely seem to turn on any of my cities. Kozlov is honorable though and will join in against a common enemy more often than not when asked politly.
Might not even need to pay him. Fun fact: in Serbian and I'd guess more slavic languages, KHRABROST means "courage" and USPEKH means "success".

e. Franca will almost always end up a different affinity than you, and will be the biggest threat by the end of the game. In turn, Le Coeur means "Heart" in French.

Known exploits/power plays:

- intrigue, if you repeatedly set up network in a city and have unlocked the virtue which increased affinity, you might get to coup really quickly. We're talking 30 turns on QUick. Combine this with the Slavic UA and you can
take command over a game very easily very quickly. As a side note, how would do defend against this in a multiplayer game??? My guess is to rush your own spy agency and hope you get it up before your capital gets couped.

- save/load when summoning earthlings. If you summon an earthling, save, and then reload, you can summon another one in the same turn. I'd wager it works both ways.

- trade 1bpt or 3ept for a favour from AI. You can cash it in for 100 energy straight up. I think it also ignores diplomacy bonuses/penalties. Use that energy to quickly buy up a small city to get a quick +20~25 bpt. Loop this
for a really nasty ICS game.



phew, long one. Add stuff, people :)
 
The first soldier in your build order seems almost always useless to me.
 
I'm inclined to agree. Replace that with a worker I guess, because in the early going, you don't really HAVE anything to build for 5-6 turns. My reasoning behind that is the "buy low sell high" principle. I often get a coastal city up to pop gunboats in 1 turn because that's really really cheap. And with the affinity upgrade right around the corner, they will cost more individually, you just saved yourself some time in the early going. I guess one extra soldier isn't gonna turn the tides, but if you aim to clear out nests/stations early, it can't hurt
 
Just curious if there are more details on the manufactory spam. I've been spamming academies. Or is it just one city spamming manufactorys to manipulate trade routes?
 
I agree with a lot of stuff here, though some of these tactics are downright cheap, obviously the exploits section there. Even the ept for favors is one I don't use.

I build the useless soldier in about the same spot in the build queue. It depends on how many turns I need to fill exactly before the depot is available though. Of course, once you have marines, and the free soldier from settling a colony, they are a lot less useless, but that tends to be at least a few turns unless you get a lucky ruin.

I rarely have affinity 4 by turn 100, but I'm not really the best, most optimal player. It's really easy to get it with Elodie or Kozlov, but everyone else I find I'm not getting affinity 4 until about turn 120-130. I do think this is a good goal to have though as most of the best players seem to meet this with ease.

I also don't know if I agree with the computing statement. I find it really unlikely that you will reach affinity 4 by turn 100 AND Computing.
 
I don't think this is all general consensus. There was a poll awhile back about best spacecraft part and tectonic scanner is beating retrograde thrusters by 85 to 40, although the general agreement was that it could vary a lot based on settings.

1) You might have left it out because you think it goes without saying, but settling on the coast is more important than landing on a food oriented tile. Also, I'm not sure what level of player this post is aimed at but a warning could be helpful: Flood plains don't count as food oriented for landing purposes because landing on flood plains removes the food.

4) Is chopping forests really a good use of worker time early on? It takes 10 turns, which is enough time to build 1 and a half improvements.

8) Connecting a trade route between your capital and second city is a high priority, I think we can all agree on that. I'm not so sure that the second city should be the destination though if you can rush buy a trade depot in the second city. Trade route yields are based on the difference between the two cities, and making the capital the destination will increase the gap while making the second city the destination will decrease it.

On stations, are you sure you can get a free affinity level from knocking over a station and excavating? I think you can only get free affinity levels from progenitor ruins. And affinity points from alien skeletons, although you don't get to choose in that case. Derelict station ruins tend to return 1 pop or a bunch of culture.

For purity victory, I think phasal transporters are worth a mention.
 
forest chops are ludicrous. (on quick) spend 6 turns to get what, like 15 hammers!?

as a matter of fact, I hate forested tiles. landing in a heavily forested area can prolong the game by at least 30% imho
 
forest chops are ludicrous. (on quick) spend 6 turns to get what, like 15 hammers!?

as a matter of fact, I hate forested tiles. landing in a heavily forested area can prolong the game by at least 30% imho

absolutely agree. i think dev's miss some improvements for a forest tiles or any tech's, which give some profit for using trees.
 
Well, there are some improvements than can be built without chopping forests, although more slowly. This is beneficial on hills (+1 food) or tundra (+1 production). I do agree a forest specific improvement would've been nice.
 
1. I do not always pick "Artist Colonists" because I consider that part of the Civ choice, not part of the strategic or tactical layer. Civ V would be a mighty boring game if I only ever played the one Civ.

2. Retrograde vs. Tectonic Scanner is the same as above. Not necessarily stronger, even. Continental Surveyor is good for establishing Coastal Routes.

3. Your Capital won't always be on Coast, but being on Coast is more important than settling near food. In general, the tile distribution won't be that bad, and Coast is too strong a position to give up for just a few more food per turn.

4. Your settling positions won't always be favorable. Neither external routes. Ecology is essential for getting immune Trade Routes vs. Aliens, especially on land routes. It's a luck draw. In one game, it didn't trigger for me until something like turn 90. My land routes were getting snacked on for what seemed like forever. Miasma will be a concern for land routes in the early game. Some good positions (coast, lots of resources, Titanium) will be isolated from your entire empire by Miasma. Alien Biology becomes necessary.

5. 100 bpt per turn on Gemini feels optimistic, moreso on the lower settings. The Aliens are the same, but the AI expands less and there are less external route targets. They will also be less profitable. Mass expand might do it if Health is intentionally ignored (I don't).

- trade 1bpt or 3ept for a favour from AI. You can cash it in for 100 energy straight up. I think it also ignores diplomacy bonuses/penalties. Use that energy to quickly buy up a small city to get a quick +20~25 bpt. Loop this
for a really nasty ICS game.

I consider this an exploit no better than resource-selling and save scumming. Feel free to endorse it, but I think the game is more enjoyable without.
 
I assume we are talking about optimal play.

map: pangaea
pick: artists, tectonic scanner, free worker
sponsor: choose between +2 trade routes in the capitol or a free tech from the first launch of a satellite (SF).

I always pick SF. so the advice below assumes that you picks the Slavs (SF).

some thoughts:
early hammers are alot more important than food. the reason being is that while a colonist is building, all surplus food is wasted. ICS requires alot of colonists :D

starting location:
factors that should encourage a reroll of the map:
1. no hills and/or any titanium
2. alot of alien nests nearby
3. a desert start with no rivers nearby
4. many forested tiles

build order:
relic, scout, scout, scout, trade depot, trade convoy, trade convoy

tile improve order:
several farms then no less than three mines

tech order:
pioneering, genetics, engineering.
after that you have several choices on what to bulb with the solar collector:
1. bulb Robotics for the autoplant
2. bulb Computing for the spy agency
3. bulb Cognition for academies
4. research Physics and bulb Bionics for the institute

virtues:
go for the one that gives a free colonist. with luck you can get it as fast as 9 turns (on quick). then dive into the industry tree. ignore the might tree. if planning on an academy spam, then Learing Centers is a must virtue.
 
It's too easy to do, you don't give up anything for doing it (like, selling Geothermal or excess Titanium or Firaxite you're not using), and the rewards are higher the higher in difficulty setting you go (the AIs will actually have energy for you to get).

Titanium itself is already a solid resource without the energy selling aspect. So is Petroleum. Xenomass, too. All of those become downright broken if you can sell them the way you can now. The AI can't do anything about it, either. The only "resistance" the AI gets for you screwing them over like this is by having less stuff (lower difficulty level).
 
I consider this an exploit no better than resource-selling and save scumming. Feel free to endorse it, but I think the game is more enjoyable without.

which is exactly what I labeled it myself.


There are really good replies in this topic, but I feel like clarifying one thing, the *food oriented tile* was something I couldn't have possibly worded any worse. What I meant was, get where there's more early food than cogs while obviously going for the coast seems the most likeable option. You do need early growth regardless, and I'm betting it will be even more viable (and recommended) once the game has been balanced out to implement a strategy other than ICS

edit: resource selling is also a good point. It might be crazy but I never ever used geothermal in a game, in fact, I didn't even bother researching. Titanium is (practically) only good for mass Suits and an Alloy Foundry and Petroleum is for getting those planet carvers up before anyone wises up
 
ICS is Infinite City Sprawl, coming from Civ2 and SMAC. That is not possible to do in CivBE and Civ 5 because of a minimum hard limit on city proximity.
 
absolutely agree. i think dev's miss some improvements for a forest tiles or any tech's, which give some profit for using trees.

There's a quest for chopping down all forests near your cities (not sure if its required to chop all forests inside your borders total). Not sure what triggers it however.

And I think this topic really is very strange...all the leaders talking about "lets not repeat the mistakes we made on earth", "harmony with the planet" blah blah...and then we get to chop all trees down???
 
Regardless of your difficulty, this should be the gameplan. Feel free to chip in and/or correct whatever's wrong.

Pick: Culture bonus, Wider landing zone, free Worker

1. Settle your first city in a food-oriented tile.
2. Build order: Relic, Scout, Scout, Soldier, trade depot as soon as available
3. Research either Chemistry or Engineering, depending on what you need more. Then Pioneering or Survey, depending on starting location
4. Chop forests to speed up the initial build
5. Scout as far ahead as possible, get pods and ruins checked. After you did, return to base to resupply. Make sure you clear out paths to AI cities for trade routes
6. Beeline to free Colonist (+1 culture from Relic quest will help), then go for what's necessary, depending on your style.
7. As soon as Computing drops below 20 turns, go for it, then build the Spy Agency and complete their quests. If you build it quickly enough, you might have the upper hand early and get that intrigue up.
8. Send trade route from capital to second city to speed it up and help it grow. Kick out a third and fourth city, make them all coastal for increased profitability and prioritize trade routes with both. Depending on speed,
settling your second city can clear both expansion quests. Otherwise, third one will.

Note: you shouldn't have less than 100 science per turn after turn 100 and it should and must go up from that point. You should also be at [Affinity] 4 at least and have your specific units up.

9. Regardless of how you play, if a neighbor spread out too far, you need to deal with it. Do it while the combat of AI cities are still in the 30s, because that way you don't need that big of an army. Use affinity units to
spearhead the assault.

10. You don't need more than 6-7 of own cities + whatever you can optionally capture from AI. Focus on generating more science from trade routes/buildings. Clear out miasma often. I'd say the only exception is when your miasma
friendly units need an edge.


ENDGAME plan:

- Domination: no need to explain anything
- Purity: you really should zone out your settlements. To minimize the wait time, magrail the way from the portal to settling grounds. You might want to raze a few AI cities. Obviously, you should have the wonder modifier policy
and/or Crawler.

- Harmony: Xeno Sanctuaries and Mind Stems in every city are almost mandatory.
- Supremacy: Focus all production on the city that will pop out Angels, because they will complete the sequence in shortest amount of turns. Buy more with energy, it's the endgame, all in.
- Contact: make sure the Beacon is well defended. This is somewhat the riskiest win since you'll most likely get there early, there's no way to speed up the sequence and quite likely you will be underteched.

For a non-domination win: you should have 4-5 workers all building Manufactures in non-hill tiles, there should be enough worker speed upgraded scattered out the game to be able to change from production heavy to food heavy to
energy heavy in 4-5 turns at most.

Foreign relations:

I generally ignore stations. They never stick around long enough to be useful, their yields are nothing to write home about and yes, they will get demolished soon enough. On topic, if your early game lacks pods and/or ruins,
mobilize your military and burn down the neighboring stations for energy and beakers, and then excavate on the ruins, free 80 cogs in the early game means a lot, as does free affinity level.

Depending on your neighborhood, one or more can happen:

a. Your neighbor will settle right in front of you eventually and will then preach how you're spreading dangerously close to them. You should ignore that.

b. Polystralia and/or ARC are quite likely to backstab you, it's their thing and they are insanely predictable. In this case, step 9 of dealing with the enemy becomes somewhat different because you will be on the defense. If you
defended well in Civ5, you'll be ok here. Try to time your affinity units to start coming out as the invading force has been whittled down. Brazilia and Franca can backstab as well, but less often.

c. PAC tend to be a little slow in expansion early on. Use it to your advantage before they get out of hand. I've seen this happen with KP as well but that's unconfirmed. Otherwise, PAC are cool and Daoming is very kawaii and
Kavitha is hot :3

d. Slavs are seemingly the planets biggest warmongers, but for some weird reason, they rarely seem to turn on any of my cities. Kozlov is honorable though and will join in against a common enemy more often than not when asked politly.
Might not even need to pay him. Fun fact: in Serbian and I'd guess more slavic languages, KHRABROST means "courage" and USPEKH means "success".

e. Franca will almost always end up a different affinity than you, and will be the biggest threat by the end of the game. In turn, Le Coeur means "Heart" in French.

Known exploits/power plays:

- intrigue, if you repeatedly set up network in a city and have unlocked the virtue which increased affinity, you might get to coup really quickly. We're talking 30 turns on QUick. Combine this with the Slavic UA and you can
take command over a game very easily very quickly. As a side note, how would do defend against this in a multiplayer game??? My guess is to rush your own spy agency and hope you get it up before your capital gets couped.

- save/load when summoning earthlings. If you summon an earthling, save, and then reload, you can summon another one in the same turn. I'd wager it works both ways.

- trade 1bpt or 3ept for a favour from AI. You can cash it in for 100 energy straight up. I think it also ignores diplomacy bonuses/penalties. Use that energy to quickly buy up a small city to get a quick +20~25 bpt. Loop this
for a really nasty ICS game.



phew, long one. Add stuff, people :)

The stuff in bold is what I consider contentious, not consensus.

Pick: Culture bonus, Wider landing zone, free Worker

Anyone can choose their own seeding. There is no such thing as a winning seeding combination. You can't say it's a consensus.

3. Research either Chemistry or Engineering, depending on what you need more. Then Pioneering or Survey, depending on starting location

Since some people might prefer seeing the resources first in seeding, they might not follow that approach. Also, what about ecology rush to protect your cities and trade routes?

6. Beeline to free Colonist (+1 culture from Relic quest will help), then go for what's necessary, depending on your style.

Prosperity is a great tree but it's not a consensus to just follow that tree and get free colonist. You could also rush buy colonist or time your colonist building when your explorer is about to complete an expedition into a crashed satellite.

- Purity: you really should zone out your settlements. To minimize the wait time, magrail the way from the portal to settling grounds. You might want to raze a few AI cities. Obviously, you should have the wonder modifier policy
and/or Crawler.

Phasal transporters are better than magrails.

you should have 4-5 workers all building Manufactures in non-hill tiles,

Why? Why not on hills? Why not spam biowells to negate the unhealthiness? Again, not a consensus.

I generally ignore stations.

You obviously aren't a fan of industry virtue tree, let alone the fact that some stations might give you big culture and food bonuses if you keep them alive if those respective stations that offer those opportunities land near you. You also ignore the fact that some stations can help you advance in affinities via quests, such as Fort Barca and Far Base One.

- save/load when summoning earthlings. If you summon an earthling, save, and then reload, you can summon another one in the same turn. I'd wager it works both ways.

That's a pretty serious exploit. Should you really mention the exploits though as strategy tips?

Overall, the rest of your ideas seem to have some consensus around them.
 
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