Alright, we have gotten enough information over the last couple weeks for us to be able to start formulating strategies for going wide or going tall. I like building (or conquering) big empires so let's start talking about possible wide strategies. First off, view the following video as an example of what not to do:
https://www.youtube.com/watch?v=48VUAuTFgyk
Don't just spam cities people.
Now an ounce of preparation is worth a pound or two of perspiration so let's first talk load-out options. On sponsors, the factions that stand out as being particularly favorable to going wide are:
* Polystralia: It's bonus is +1 possible trade route from every city that can establish a trade route. Thanks to Pete Murray we know that outposts turn into cities faster when they have a trade route connected to them. We also know that trade routes to stations provide everything from additional culture to free military units to free tech: obviously more trade routes with stations the better. And finally trade routes with other civs bring in cool energy. In other words Polystralia has a very powerful snowball-effect Unique Ability, it starts off weak but it gets more and more powerful the longer the game goes on. This makes them one of the top choices for going wide.
* Pan-Asian Cooperative: 10% production to wonders is nice but the real attraction for going wide is the increased worker speed. This allows you to build up the infrastructure to support your cities faster and potentially allows you to make do with fewer workers, which frees up energy to support other things (like more tanks).
* Kavithan Protectorate: It takes 15-20 turns for an outpost to turn into a city depending on game speed setting. During this time those potential cities aren't producing anything and since enemy troops can smash them without declaring war on you they are vulnerable. KP's unique ability cuts down on the time they are vulnerable and not contributing to your empire.
These are the top three choices in my opinion for going wide. Franco-Iberia sounds nice but if the mechanics are like Civ V every city you found increases the cost it takes to buy virtues so building more than seven cities as FI might be a little counter-productive when it comes to getting the most out of its UA. The Slavic Federation, satellites are nice and Kozlov can keep them flying longer but there are virtues you can buy to get the same effect and the one free tech is situationial. Brasilia, 10% combat strength isn't that bad but it really isn't that good either and it doesn't help too much with going wide. ARC, I like what I have seen of the overhauled spy system (aka covert ops) but our objective is less conquest and disruption of other nations and more of rapid expansion and industrialization. People's African Union, 10% growth when healthy doesn't compare to increased worker speed or trade routes galore.
Now for colonists choice the two best for going wide are:
* Artists: +2 culture and +1 health in each city. You want that +1 health per city if your goal is expansion and the +2 culture per city helps alleviate the rising costs of the Virtues.
* Aristocrats: +3 Energy and +1 Health in every city. Health, see above and the increased energy output means A) you don't have to worry as much about going into the red with all the maintenance and unit costs; and B) you can rush buy stuff more and develop new cities quicker.
Scientists are nice to offset the increased science cost but they don't have that health bonus. Refugees, we want our city populations to grow at a manageable rate; they grow too fast we might have a problem. Engineers, same as scientists nice but no health bonus. That city health bonus is critical. Now spacecraft equipment options:
* Tectonic Scanner: No technology is needed to see Petroleum, Geothermal and Titanium resources. Self-explanatory, it helps you see valuable resources and allows you to scope out more valuable territory sooner than you normally would.
* Continental Surveyor: Reveal Coasts on Map. See this Let's Play to see the result of choosing it:
https://www.youtube.com/watch?v=vufyym8_ySo
You get to see coastal tiles, coastal resources like kelp. On a achipelago map this is worth it's weight in gold but on other maps I would recommend the Tectonic Scanner. The other three star-ship choices aren't as much help going wide. One hundred energy? Nice but if you choose Aristocrats it is a moot point and it doesn't have the staying power the Continental Surveyor and Tectonic Scanner have. Lifeform Sensor, you are going to find those alien nests the old fashioned way sooner or later and how you deal with them depends on your affinity and other factors. Retrograde Thrusters, this has the potential to give you a better start, but again, it doesn't have the long-term bonus the CS and the TS have.
Now on cargo options, these are a little trickier to choose from as you going to need to build all of these sooner or later:
* Laboratory: gives you Pioneering which in turn allows you to construct trade depots, truck convoys and trade ships and, of course, colonists. Of course, you aren't building your colonist on turn one (you need at least two population) but not having to research this allows you to research something else first.
* Weapon Arsenal: Gives you a soldier unit to complement your Explorer; which allows you to explore faster, pop resource pods faster and help pacify the natives when they get uppity.
* Raw Materials: Free Clinic which gives +1 science and health, useful for getting the ball rolling.
* Machinery: Free worker to build farms, generators, plantations and chitin ranches right off the bat.
* Hydroponics: One free pop nice generic starting boost.
I am quite partial to Weapon Arsenal and the Lab but again you are going to have to build a soldier, worker, clinic and research Pioneering to start expanding so take whichever floats your boat.
OK, now we have landed on Planet we need to decide which virtues and techs we are going to grab first. On Virtues, just looking over the bonuses and it becomes clear that Prosperity is Liberty on steroids:
* Tier 1 choices include +15% worker speed bonus (stacks with PAC bonus to give you Super-Bulldozer), +30% faster development for Outposts (combine with KP and trade routes for Urban Miracle Grow) a free colonist and a free worker.
* Tier II has a kicker bonus of +1 health in every city and Virtue choices of +2 Population for newly founded Cities, +7 health empire wide and -25% Culture needed for border expansions.
* Tier III includes such choices as +1 Production from every Basic Resource; +1 Health from every type of Basic Resource that is improved;25% less negative health and +2 energy from any Population acting as a Specialist. I would obviously recommend buying every Tier I and II Prosperity Virtue and most of Tier 3 if going wide.
Secondary Virtue choices:
* Knowledge: I would recommend grabbing a few Virtues to offset the science penalty of spamming cities. At least Foresight, Social Mores and Laboratory Apprenticeship (+10% science when healthy, each city tile generates +0.25 culture per population, each city tile generates +0.25 science per population).
* Might: well you got to get the natives off your lawn after all but the Tier I Virtue Public Security gives you +0.25 Health for every military unit under your command is something you might want to seriously consider grabbing. Going wide equals having a large military out of necessity, in Civ V I typically have a ranged infantry unit garrisoned in every city; at least one, more often than not two, rapid reaction cavalry forces and a coastal defense fleet. With Public Security having 20 military units is +5 health; think about is all I am asking.
* Industry: Labor Logistics gives you +10% to building construction and Standardized Architecture pretty much gives you Rome's UA from Civ V (+25% Production towards Buildings which have already been built in the Capital). I would recommend grabbing those two to speed up your empire's development.
Now for techs to research first:
* If you didn't choose the Lab as your cargo option Pioneering should be one of the first techs you research.
* Ecology gives you the ultra-sonic fence, which is helpful for keeping the Siege Worms at bay so I recommend grabbing it quickly.
** It's leaf-tech Alien Biology gives you Harmony points (which can be a plus or minus depending on your affinity choice) but it also gives your workers the ability to clear Miasma and a Miasma Immunity which is tempting (since Miasma reduces the tile output in addition to damaging your units).
* Physics gives you access to the Ranger unit, your defensive infantry archer equivalent. You are going to want either this guy or an artillery unit stationed in each one of your cities so grab it.
* Computing which gives you your first artillery unit the Missile Rover (along with Gunboats and spies).
* Chemistry allows you to refine petrol and gives you access to the Lab and the Recycler (Eat Recycled Food).
* Planetary Survey allows your units to embark across oceans. Unless you are starting out on an island map and your starting island can only support one city you can put this off until later. You're still going to want to grab it eventually.
My recommended research queue is this: Ecology, Physics (or Pioneering if you didn't take the Lab, if so make Physics your third tech), Chemistry, Alien Biology, Computing, Planetary Survey.
Now granted all of this is subject to change come us actually playing the game but this is my opinion of how things stand right now in regards to starting out going wide. Thoughts?
https://www.youtube.com/watch?v=48VUAuTFgyk
Don't just spam cities people.

Now an ounce of preparation is worth a pound or two of perspiration so let's first talk load-out options. On sponsors, the factions that stand out as being particularly favorable to going wide are:
* Polystralia: It's bonus is +1 possible trade route from every city that can establish a trade route. Thanks to Pete Murray we know that outposts turn into cities faster when they have a trade route connected to them. We also know that trade routes to stations provide everything from additional culture to free military units to free tech: obviously more trade routes with stations the better. And finally trade routes with other civs bring in cool energy. In other words Polystralia has a very powerful snowball-effect Unique Ability, it starts off weak but it gets more and more powerful the longer the game goes on. This makes them one of the top choices for going wide.
* Pan-Asian Cooperative: 10% production to wonders is nice but the real attraction for going wide is the increased worker speed. This allows you to build up the infrastructure to support your cities faster and potentially allows you to make do with fewer workers, which frees up energy to support other things (like more tanks).
* Kavithan Protectorate: It takes 15-20 turns for an outpost to turn into a city depending on game speed setting. During this time those potential cities aren't producing anything and since enemy troops can smash them without declaring war on you they are vulnerable. KP's unique ability cuts down on the time they are vulnerable and not contributing to your empire.
These are the top three choices in my opinion for going wide. Franco-Iberia sounds nice but if the mechanics are like Civ V every city you found increases the cost it takes to buy virtues so building more than seven cities as FI might be a little counter-productive when it comes to getting the most out of its UA. The Slavic Federation, satellites are nice and Kozlov can keep them flying longer but there are virtues you can buy to get the same effect and the one free tech is situationial. Brasilia, 10% combat strength isn't that bad but it really isn't that good either and it doesn't help too much with going wide. ARC, I like what I have seen of the overhauled spy system (aka covert ops) but our objective is less conquest and disruption of other nations and more of rapid expansion and industrialization. People's African Union, 10% growth when healthy doesn't compare to increased worker speed or trade routes galore.
Now for colonists choice the two best for going wide are:
* Artists: +2 culture and +1 health in each city. You want that +1 health per city if your goal is expansion and the +2 culture per city helps alleviate the rising costs of the Virtues.
* Aristocrats: +3 Energy and +1 Health in every city. Health, see above and the increased energy output means A) you don't have to worry as much about going into the red with all the maintenance and unit costs; and B) you can rush buy stuff more and develop new cities quicker.
Scientists are nice to offset the increased science cost but they don't have that health bonus. Refugees, we want our city populations to grow at a manageable rate; they grow too fast we might have a problem. Engineers, same as scientists nice but no health bonus. That city health bonus is critical. Now spacecraft equipment options:
* Tectonic Scanner: No technology is needed to see Petroleum, Geothermal and Titanium resources. Self-explanatory, it helps you see valuable resources and allows you to scope out more valuable territory sooner than you normally would.
* Continental Surveyor: Reveal Coasts on Map. See this Let's Play to see the result of choosing it:
https://www.youtube.com/watch?v=vufyym8_ySo
You get to see coastal tiles, coastal resources like kelp. On a achipelago map this is worth it's weight in gold but on other maps I would recommend the Tectonic Scanner. The other three star-ship choices aren't as much help going wide. One hundred energy? Nice but if you choose Aristocrats it is a moot point and it doesn't have the staying power the Continental Surveyor and Tectonic Scanner have. Lifeform Sensor, you are going to find those alien nests the old fashioned way sooner or later and how you deal with them depends on your affinity and other factors. Retrograde Thrusters, this has the potential to give you a better start, but again, it doesn't have the long-term bonus the CS and the TS have.
Now on cargo options, these are a little trickier to choose from as you going to need to build all of these sooner or later:
* Laboratory: gives you Pioneering which in turn allows you to construct trade depots, truck convoys and trade ships and, of course, colonists. Of course, you aren't building your colonist on turn one (you need at least two population) but not having to research this allows you to research something else first.
* Weapon Arsenal: Gives you a soldier unit to complement your Explorer; which allows you to explore faster, pop resource pods faster and help pacify the natives when they get uppity.
* Raw Materials: Free Clinic which gives +1 science and health, useful for getting the ball rolling.
* Machinery: Free worker to build farms, generators, plantations and chitin ranches right off the bat.
* Hydroponics: One free pop nice generic starting boost.
I am quite partial to Weapon Arsenal and the Lab but again you are going to have to build a soldier, worker, clinic and research Pioneering to start expanding so take whichever floats your boat.
OK, now we have landed on Planet we need to decide which virtues and techs we are going to grab first. On Virtues, just looking over the bonuses and it becomes clear that Prosperity is Liberty on steroids:
* Tier 1 choices include +15% worker speed bonus (stacks with PAC bonus to give you Super-Bulldozer), +30% faster development for Outposts (combine with KP and trade routes for Urban Miracle Grow) a free colonist and a free worker.
* Tier II has a kicker bonus of +1 health in every city and Virtue choices of +2 Population for newly founded Cities, +7 health empire wide and -25% Culture needed for border expansions.
* Tier III includes such choices as +1 Production from every Basic Resource; +1 Health from every type of Basic Resource that is improved;25% less negative health and +2 energy from any Population acting as a Specialist. I would obviously recommend buying every Tier I and II Prosperity Virtue and most of Tier 3 if going wide.
Secondary Virtue choices:
* Knowledge: I would recommend grabbing a few Virtues to offset the science penalty of spamming cities. At least Foresight, Social Mores and Laboratory Apprenticeship (+10% science when healthy, each city tile generates +0.25 culture per population, each city tile generates +0.25 science per population).
* Might: well you got to get the natives off your lawn after all but the Tier I Virtue Public Security gives you +0.25 Health for every military unit under your command is something you might want to seriously consider grabbing. Going wide equals having a large military out of necessity, in Civ V I typically have a ranged infantry unit garrisoned in every city; at least one, more often than not two, rapid reaction cavalry forces and a coastal defense fleet. With Public Security having 20 military units is +5 health; think about is all I am asking.
* Industry: Labor Logistics gives you +10% to building construction and Standardized Architecture pretty much gives you Rome's UA from Civ V (+25% Production towards Buildings which have already been built in the Capital). I would recommend grabbing those two to speed up your empire's development.
Now for techs to research first:
* If you didn't choose the Lab as your cargo option Pioneering should be one of the first techs you research.
* Ecology gives you the ultra-sonic fence, which is helpful for keeping the Siege Worms at bay so I recommend grabbing it quickly.
** It's leaf-tech Alien Biology gives you Harmony points (which can be a plus or minus depending on your affinity choice) but it also gives your workers the ability to clear Miasma and a Miasma Immunity which is tempting (since Miasma reduces the tile output in addition to damaging your units).
* Physics gives you access to the Ranger unit, your defensive infantry archer equivalent. You are going to want either this guy or an artillery unit stationed in each one of your cities so grab it.
* Computing which gives you your first artillery unit the Missile Rover (along with Gunboats and spies).
* Chemistry allows you to refine petrol and gives you access to the Lab and the Recycler (Eat Recycled Food).
* Planetary Survey allows your units to embark across oceans. Unless you are starting out on an island map and your starting island can only support one city you can put this off until later. You're still going to want to grab it eventually.
My recommended research queue is this: Ecology, Physics (or Pioneering if you didn't take the Lab, if so make Physics your third tech), Chemistry, Alien Biology, Computing, Planetary Survey.
Now granted all of this is subject to change come us actually playing the game but this is my opinion of how things stand right now in regards to starting out going wide. Thoughts?