Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Your initial colonies will be dictated entirely by world generation anyway. Do note you can export food to cities that don't produce it.
I do not expect there to be an optimal way for all situations; as stated I'm still looking for some overall guidance.
If, what you say is true that you need everything sooner or later, is what I proposed at least reasonable? I.e. everyone gets 1 food sector (this satisfied food in my experience) HQ goes replicator + 2 productions, everywhere else goes 1 reactor + 2 science. If army costs are exorbitant I'll cut down science for energy but that usually happens pretty late in the game.
I rarely build science focussed cities to be honest, because I find I use the same lower tier units and mods for most of the game.
I've also been playing alot with slow settings recently, so fast science just doesn't work there.
Well, first question is, do you plan to reach the endgame? If you don't, it takes a lot of load off sector planning, as you probably won't go beyond level 3. If you do, you better account for all the sector bonuses, because level 5 sectors are stupidly powerful.
With that in mind, assuming initial layout is in my favor (which 9/10 times it isn't), I prefer my first city to be food/science based, and second - energy/production. That way first colony will grow rapidly, boosting my science and eventually starting to export food, while second turns into production center with cheaper units. After that it's just chase for more science/energy/food to sustain my growth, with at least second production center for heavy units later on. Plus Cosmite, naturally. Production in general is, on one hand, not as valuable as other 3 resources. On the other, it makes second colony resource develop much quicker and can be converted into energy/science. So it's probably worth more than I give it credit for.
As for civil science, for me it always turns into massive cluster♥♥♥♥. Roads are mandatory, the sooner the better. And you need all 4 resources, naturally, which are the same way. You kinda need to rush science first to get other things faster, but without energy/production those upgrades take small eternity to build, and without food colonies don't grow to even get them. Then there are doctrines, most of which are trash except that one in the middle that would be insanely powerful for me right now. Good thing I rushed science before to get it faster. Except now all my energy went "poof", because when I was chasing resources, I neglected operational defence, and some "ally" syphoned it all away. On the other hand, would I be rushing defences, I wouln't have that energy in the first place.
That's why I say there are no optimal ways in civil tree - you need everything, because it all directly impacts what kind of trouble you'll be in the next turn. Most of the time I'm just plugging some immediate holes.
As for city layouts - it's all good and fun, but entirely depends on the world generation. Do you need energy badly enough right now to not have it level 5 later? Is that landmark worth taking, even though other sectors around it are literal ♥♥♥♥♥♥♥? Is that cosmite node worth dealing with the unending march of psi-fish that keeps assaulting it? Decisions, decisions.
There's just no "do this and you'll be aight" list you could come up with that wouldn't be wrong in some situations. Generally the only "always do this" thing to come to mind is to prioritize the tech for colonizers and the tech for getting more of the mod resource.
You'll need the former for more colonies quicker so you can snowball and the latter to mod your units and reduce KIAs in fights by improving their quality.
I actually suspect that starting location doesn't have nearly as big an influence as you hint at here. The sector features mean absolutely nothing (unless volcanic which is very rare and you know what you're getting into if you specify that terrain) until you get a lot of research done so the early game should be the same regardless of terrain features.
If it does, and I'm happy to be wrong, can you give examples of starting locations that significantly change the way you build?
I don't think doctrines make that big a difference either, and my reasoning is that the first 3 doctrines should always be builder -> economist -> secret society without exception unless you just want to have fun. Those 3 doctrines are absolutely critical to getting your economy going up in a significant way. Going past those first 3 doctrines is pretty much going past the early game, at which point I would agree the choices open up, but before then I don't actually see it as a factor that changes the early build order.
I'm honestly a little bit curious/skeptical (not in a hostile way, just in a curious way) that these factors you mentioned really mean all that much. The impression I get from you and others is that this question absolutely has no answer since it's completely obscured by a bewildering number of factors that change the answer drastically. I feel like that is too extreme a view, as is of course a "one size fits all" which is on the other extreme but I never asked for that. I'm looking for some in between guidance.
Again, I don't expect an "optimal" build, and I don't expect a super clean cut "do this and you'll be fine" but let's make my question a little bit more specific - if I do what I do, will I generally be OK? I seem to be addressing each bottleneck at some point. (i.e. 1 food sector takes care of food, HQ becomes production powerhouse to maintain an army pipeline, reactor cores + economist on other colonies to keep the energy flowing, then stuff in as much science as possible on the outer colonies so we don't get science blocked). Is there something you can point out that I could be doing better with my build?
Also has anyone does some math on when food sharing "makes sense?" I shied away from it because of the hefty 40% tax, but I can see how if you start a colony really late in the game and your other colonies have 16+ pop that it might make sense to "smooth out" the food by sharing as new colonists cost less food based on existing population so it's "better", even with the tax, to send food to a new colony, but I haven't done the math. If the math hasn't been done, any general guidelines? When does it "make sense" to have a dedicated food export colony? What are the pros and cons of doing something like make your HQ a breadbasket, vs make HQ a production powerhouse?
There's also question of sector upgrades. They are pretty big production investments, especially for cities that don't have any. If you keep exploitations in pairs, it allows to build their levels up that much faster. Bonus points for matching climes and terrain. So I generally don't like to have more than 2 exploit types per colony. That means i mostly export food from its own dedicated colonies. Works fine enough.
When you have cities that don't produce food, do you use the "share half" or do you share all from the agricultural colonies?
All the time, almost. First thing I do is clearing the surrounding sectors to find out what resources I have access to and how much of each. Generally I like to specialize my settlements to produce very much of any one given resource so I am looking out for the most abundant resource for my main city to focus around.
This gets modified a bit by what I play though. If I play the Syndicate I usually like to try for more energy early to bust out larger numbers of cheap indentured, but I'll still abandon that for something else if the surrounding sectors all happen to have labs, for example.
Depending on what that first settlement will become I'll be on the lookout with my scouts to find an area that would shore up a different area of my economy and try to rush a colonizer over to handle that ASAP.
That said, maybe that's just personal preference. I really dislike "wasting" natural resources so that's how I play. A more competitive player might point out a strategy that's more generally viable that'd be new to me. ^^
Well, let's not assume any rivers or other features; in that simple case then what's the answer? Also I don't find I have room for a bona fide food doctrine; like I said I'm pretty sure builder -> economist -> secret society are mandatory first picks (barring some rush tactics where you put in war monger).
Ah, I like this kind of feedback, it makes me check my assumptions again. How do you balance out energy/science for your case?
Maybe the "answer" I'm looking for is more like a flowchart with several options to deal with each bottleneck
1) decide how to deal with food. If you ignore food entirely, your growth is significantly stunted. You can either do this by making 1 food sector (bioengineering) per colony, or by doing what promethian says here food core + economist.
2) have one colony be your production workhorse, speccing as much production as possible (or as near to max as possible if you did the food core thing)
3) pay respect to energy. Either do this by going reactor cores + economist on a lot of colonies, or if you're going food core then energy sectors are the solution. It's a really bad idea to ignore energy since you need it to pay off bribes (casus belli when you fail covert ops or take a territory near them), pay your troops, hire new heroes, enact operations
4) any slack should be picked up by research.
This reinforces my idea of spamming reactor cores outside perhaps the HQ or your production site.