Comraddict said:
I hate this unrealistic tweaking on beggining (expansion) in other to stay in game. Only Civ IV had it somewhat balanced: too many cities= you can't support them.
The same thing will happen in GalCiv if you expand too rapidly. Your economy can easily crash with all those planets sucking up social/military spending before they start showing a profit.
Best tips:
1. Don't play Human, or if you do tweak their starting techs so that you have Stellar Cartography. So many discount this tech or say "piffle" and blindly send their colony ships out on fools errands - personally I can't stand starting a game without it. It allows you to see planets on the mini-map, which tells you in advance what direction to send your colony ships. Why waste 10 turns only to arrive at a star and find 1, class zero planet? KNOWLEDGE IS POWER.
2. Starbases starbases starbases.
3. The starting ships are the only "stock" ships you should ever have - everything else you should design yourself. You can already design a faster colony ship on turn 1 - do it.
4. Starbases starbases starbases.
5. Build queue on planets size 10 or better: Factory, Factory, Factory, Multimedia Center, Starport, Market, Market, Research, Research. Even if there are spare tiles after this I won't put anything else into the queue until these are all done. (This queue order presumes no tile bonuses to screw things up) Leave other tiles on the planet alone for now and when all this is built you can decide then what you need more of.
6. No farms on planets size 9 or smaller. No starport on them either if you can avoid it. 1 Factory, the rest Research - maybe a cultural center or two if I need the influence boost.
7. Starbases starbases starbases.
8. As soon as construction of a starport is finished, get something building there! A defensive unit, a constructor, freighter - anything. Even if it says its going to take 30+ turns because your planet focus is Social -get it building-. Never EVER have a starport building "nothing".
9. After you complete your first engine tech, design a Cargo hulled explorer. Don't bother with the stock "scout" ships, and certainly don't design or build a "small" or "tiny" scout ship of your own. Use a cargo hull and pile on the engines, sensors, and life support.
10. Starbases starbases starbases. When in doubt, build a starbase. When in doubt about what ship type to build at a starport, build a constructor - which will allow you to build or upgrade a starbase. Upgrade modules early, upgrade modules often.
Oh and by the way... anyone mention starbases yet?
