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The buildings changed but they work the same way, you want to build rings that reinforce each other with adjacency bonus and most of the time that is ship building or research themed planets. Once in while someone has an econ planet or econ sector on a planet (esp early game) or tourism / influence/etc -- and that kind of thing may be tied to your desired victory approach.
Play on normal while you figure out the new R&D beeline approaches, governments, and other details. Work back up to harder levels, don't try to jump right in.
Intrigue, Crusade and the base game are explained in the manual.
This is a great piece of work, explains everything.
Only retribution is not inside, but if you got the rest of the game, its obvious.
U can find it if you click the game once in steam, click on shop and scroll a bit down, on the right side
and on your harddrive in the steam-directory of gc3.
https://steamcommunity.com/sharedfiles/filedetails/?id=1369413408
oh and they seem to know the exact spot without scouting where planets are.. i just saw a colony ship beeline to a perfect world from so far away from his starting point, he could never have scouted it
If you need a crutch on a harder difficulty, you can pick time travel to get the faster engines and give yourself speed perk for your custom race, but rushing with those engines is going to be expensive.
1. Do new games until you get the precursor archive on your home world.
2. I research universal translators first so I can build the Paxton Emporium, this give you tourist income early game which helps you credit flow. Queue this up as your next building or current building depending on if the current building is almost done. I do this because early game you will get an event granting completion of the current project on your planet. You don't get the option to switch out the current project after it pops up. So it is best to be building the Paxton.
3. Find the Bazaar and buy the scout with the big sensor range.
https://steamcommunity.com/sharedfiles/filedetails/?id=1979642656
4. If they also have a fast (many moves) survey ship buy that as well. Many times this requires a Thulium or something so this is where the initial build order come into play. I build 2 colony and then one constructor. Use the scout to find the material needs to buy the fast survey and the constructor to harvest it.
5. Once you have the fast survey, use it to go after the capsules, micro this so that each time you are going to survey a capsule, change the research to the high research turn items. I like to start with the small and medium hulls, then logistics. Bigger fleet sizes even with one beam or missile ships add up.
After you survey the capsule, switch you research back to the current small count item you were researching until you are next to another capsule to survey. Also pay attention to the research counts left, don't survey a capsule when your current research count is 2 or less. You are just wasting a capsule. BTW, all capsules do not give the research bonus, many do other things but with a fast survey ship you can trigger several in one turn.
6. Not right away but very early on I'll research weapons, then use the precursor archive to get invasion.
7. After invasion go for weapon systems and then defense systems. Hopefully you have also been able to get small hulls through capsules. Maybe even luckier, you have medium hulls, and some logistics.
8. After weapons and defense, build a troop and small hull missile ship as a fleet and go conquer. Maybe the AI is prepared for this but usually not all their planets have ships defending so they are ripe for conquest. Once you get some logistics research you can have bigger fleets to conquer the defended planets.
While all this is going on you are colonizing, the scout ship with the big range should have you colonizing the bigger planets. I find after the first 4 colony ships you don't have the population to build any more. Build the Tyron's Destiny on one of your colonized worlds to get a colony ship with 5 pops. Offload that ship on you home world so you get a +5 pop. Now you can build more colony ships with one pop per ship, including the Tyron ship you can use with one pop to colonize something.
Like I said, this works on normal difficulty. I did this for a gigantic and now a huge map.
Another thing to point out is if your conquests are going well you need to pay attention to what you are researching regarding governments. Make sure you are researching the tree for you to have the government required to handle your planet count.
I play as malevolent, current game is turn 93, I have 30 colonies and am at war with 4 of the remaining 6 races.
Current government is Galactic Empire, good for 36 planets so I need to be researching the tech tree to get a bigger government.
There are a lot of good ideas after 1 though! Nice detail. Some of it is just one of many ways to do things, so keep in mind tons of things work. I often absorb the nearest AI faction just by making an early fighting transport on a medium hull. The AI isnt ready for this if you focus the R&D on the basics, and a lucky one of a kind weapon early will seal that deal.
Current government is Galactic Empire, good for 36 planets so I need to be researching the tech tree to get a bigger government.
I expand too fast no matter what, so I had to double all the govt sizes -- they just do not work well on bigger maps and default sizes; and its unplayable with default sizes and a 3 planet home system.
LoL, What?
And what would be the point, anyway? I don't think the Precursor Archive (or any other such thing) is important enough to justify restarting the game maybe for hours. If it was, that would be of great concern regarding the balance.
This summarises the best the idea:
There is no unique way to win, each new random start has its own pros and cons and that's why you play - to find a way to win under the new circumstances.
The update to my current game using the above list of things to do, now turn 147, 59 colonies. All wars were declared by the other race except those I declared against the minor races. Those big planets they have are too nice to pass up. Only two races left, Altarian and Iridium. The Iridium keep asking me for money which I give them because it is so little they ask for. I'm making 1100+ per turn with a 33% tax rate.
Do you all use leaders a lot? I do almost 100%, that %6 bonus to where ever you put them for a empire wide bonus really helps out a bunch.
Only thing I wanna know, is there any way I can train better/more Legions? My current map has very little of the ore you need to train them, and at that, takes ages to build up a force.. even when I have say 10 legion, if he has 8 defending I loose, even with bombartment, so it takes ages to take out large planets with a defending force.
I'm trying a large map on gifted with the steps I outlined in one of the responses above. I find the steps still work. Only 4 enemies left at turn 158. The Yor and Slyne have been asking me for money all the time, small amounts so they are "unfriendly and cool", the other two are furious and I'm at war a second time with the Snathi. They started a war with me a while back and I beat them up a little and they asked for peace. Now they have decided to try their luck again.