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Turn 1 = shipyard
Turn 2 = space elavator
On turn 1 in shipyard I then rush an Survey ship.
That uses up normal starting cash.
Turn 2 I start my first colony ship.
Reason I rush the survey ship = it will pay for itself in cash and tech boosts pretty quick...and then when the colony ship is done ( about 7 turns if you rushed the space elavator), you hopefully already have found where to send it (and can choose the best planet to send it to).
The space elevator also increases "all construction" so then it is quick to build your Computer Core (also about 7 turns... depending on adjacency bonuses for elevator and faction traits, planet traits).
I research the colonization tech that allows me to build factories first, as a couple of these around the the elevator give it a good boost, speeding both planet and ship construction. Starport I slip in somewhere early, usually after my first factory (so order of construction = elevator, comp. core, factory, starport).
Warning about getting the free planet: it starts with a population of 9. So unless you want that to declne to 4 (which it will), have colony ships ready to evacuate some population before you "discover" that planet.
I personally like to start with the Hyperspace project, to speed up and race to a good planet. It also will give a +2 to your computer core if you build it next door. But I think allot of choosing which wonder to start with will depend on which resource you are closest too and can snatch up first.
Generally I end up using the first citizen for administration. Sad, but by the time I get it on turn 10 I usually need it. Hopefully second citizen can be a homeworld scientist though.
I rush shipyard, rush first two manufacturing buildings, then pump out colony ships. First citizen I make a worker and assign them to my homeworld.
Everyone has their own strategy but this has worked for me (my current game is Normal on an Insane map, very slow tech and game pacing).
2. Make 3 scout ships and buy them all. Exploration is the key in this early game. Spread those scouts at every corner of the map.
3. And then make 2 colony ship, 2 constructor, 2 colony ship again in the shipyard.
4. The most useful early techs are: Planetary Improvement, Xeno Engineering, Interstellar Travel (+ the movement specialization), Universal Translator. Choose according to the condition and faction.
5. Try to get Durantium, and Thulium (also Anti Matter and Promethean if you want to) ASAP. Because the buildings from those minerals got more effect than the regular buildings. Eg. I've got like 15 manufacture without durantium refinery, that's with all mega factory and planet specific buildings. But when I removed one of the factory for durantium, I've got around 56. The same with thulium and research.
Oh yeah, If you haven't got 8 or more colonies by the time you reach turn 50, it's better off to restart the game. I've had a game where I only have my starting planet. And it screwed me over big time.
Turn 1: Rush computer core(cuts research times in half right off the bat)
research the plus 1 movement tech
Turn 2: Rush shipyard, start colony ship
Turn 3. Rush space elevator, start starport
After that it's basically build colony ships until there no more planets to colonize. Depending on map type and how many planets are habitable, it's entirely possible to have 10-12 colonies by turn 50.
I actually research the first 3 techs for movement. The first tech gives plus 1, the second tech (if I remember right) gives plus range, and the third gives plus one movement again. My reasoning for this is that I figure I need plus movement early on far worse than I need factories or farm, etc. my home world production is good enough, and pop is declining anyway due to colony ships. After the movement techs though, I'll go after labs, factories, and farms.
Also, I design a cheap, bare bones colony ship that can be produced an extra turn or two early.
For ideologies, I go benevolent for first three abilities. This gives me a free colony ship, a class 10 planet(I think?), and most importantly, start new colonies with extra two pop. That last one lets me launch colony ships with .5 population and still start colonies off well. After that, I'll go for the free constructors and starbase abilities in pragmatic. I know that some people start off with this, and indeed I may start doing that myself.
I'm sure there are better strategies than mine, but I can assure you this strategy beats the AI in higher difficulties.
Well I don't get any extra, and that's the one problem with the strategy, However, by the time I get the plus 2 pop trait, is when I start really needing it because my home world pop is getting low at that point. It lets me squeak several extra colonies that wouldn't have otherwise. Also, it seems like something about the beta patch made it take even longer to level up ideology, so it probably isn't really that efficient now, unless you play on a large map with many habitable planets.
To be honest, it's probably better to start pragmatic for my play style, but I'll eventually go benevolent for the extra planet say least.
What do you like about Pragmatic? I haven't actually looked at it since crusade, but before I remember finding it not very useful.
Ah yeah. My bad. I haven't got Crusade yet. :P
I like the starbase/shipyard plus range and the last one negates starbase maintenance costs(completely negates if I'm not mistaken), and the 3 free constructors early game are useful to start mining resources very early. Also, I believe you can upgrade the constructors to colony ships, but I haven't done this myself, but if you can, it's almost certainly the way to go I would say.
I don't know about the approval line, I rarely have that many problems with approval so don't bother with it, and even if I do have some problems, the negative penalty isn't worth(IMO) eating points on it.
I naturally don't want a malevolent civ because I don't like being the aggressor, so I stick with the other two regardless. Although, malevolent does seem to have some really starting traits, I may try it out eventually.
I am surprised though they didn't update the ideologies for crusade. They're almost exactly the same.
I may put small planets or conquered planets that the AI has already fubarred on governor, but putting the larger colonies with good bonus tiles on governor is really gimping your potential. Unless the governor has been massively improved within the last few days.
Yeah if you plan on pumping out ships, the Motivation line can boost your production pretty high (especially on your homeworld). Mid-game my home system can produce two and a half full strength fleets by the time my next quickest shipyard produces one.