Zhahz
PC Gamer
woodelf said:So far the best things I've learned off of the various forums are:
1 - buy your first factory.
2 - Don't, and I repeat DON'T, make too many farms.
3 - buy your first 2-3 colony ships.
4 - set spending to 100%, set taxes to a level where your approval is near 60%, and get military spending near 60%.
5 - Anyone else have something to help the new players?
I'd stress that #4 is the most critical (non-obvious) thing you need to do at the beginning of a game (obviously you need to scout and colonize) - set your industrial capacity to 100% otherwise you're not realizing your full research and production potential. You may tweak capacity over the course of a game for financial reasons, but in the beginning you want to be at 100%. It's good to know how industrial capacity works since it's a concept you don't find in Civ.
I'd add that you'll want to design your own ships even early on. You can advance your propulsion tech early on (amongst other things). The first drive upgrade can come very early and can boost all your core ships (colonizer, constructor, scouts) from 2pc/wk movement to 3pc/wk - a 50% gain that helps you explore and expand faster - which can be huge early on. Personally I always go for propulsion first but opinions vary, of course.
You get some "stock" ship designs along with techs over time, but generally speaking your custom designs will be superior. Designing ships can be a bit daunting at first but once you (quickly) get used to it it's both fun and addicting.
Design ships to fill your exact needs, particularly early when maximizing/optimizing is most critical. If you're going to colonize that class 4 world right next to your home world you don't need a colony ship loaded with drives and life support. Conversely if you're racing an AI to reach a juicy world that's a ways distant, then you want a colonizer with all the drives you can fit and probably need adequate life support modules to reach it at all. Even in the early game a small tweak to a ship design can have a big impact.
Fairly early on via tech you'll get a few "capital" miniwonders (every race can build em) you can build. For example, manufacturing capital, technological capital, economic capital. Each one requires a planet tile to build. Each one gives a nice boost to it's relative concept. It's usually a good idea to build them on planets specialized to their concept. A fat industrial world with lots of factories and a manufacturing captial, for example, will crank out ships (kinda like a mine-rich city in Civ with appropriate structures and wonders will crank out units). You will also pretty much always get these miniwonders even with specialized research, so plan ahead for where you want to build them.
As population increases morale/approval decrease - which is why you don't want to go crazy with farms (can easily overgrow population and crush a planet's morale). Find a balance of farms and +morale structures that works. There is usually no point in building a farm at all til a planet is near/at it's pop cap. Build factories, labs, and econ structures first to get your production, research, and economy going. You can get farm techs to increase their production (rather than build multiples of them). A common "rule" some players write (and that I use myself) is that for every farm you throw down you also build an entertainment structure to keep morale balanced.
The resources on the map affect your entire empire if you control them (by building a starbase on them, and ideally improve them with lots more constructors). These resources can have a huge impact. It's a good idea to grab as many as you can and make them priority targets in war.