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Do you still think GalCiv 1 is fun even with GalCiv II out?
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Trade Strategy Using Amaymon's Builder Ship Mod
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by Citizen Spacepundit - 2/9/2006 10:03:26 PM

1. Trade with the major civs for a number of freighters equalling the number of trade-route-increasing techs you plan to research.

2. Research/trade for Battleship tech, Antimatter, Advanced Engineering, and (if you have the Omega Pack) Galactic Phenomenon Theory.

3. Start building builder ships out the wazoo.

4. Aim them at a minor civ's star system, preferably one that is in a faily straight line from Sol.

5. Once you've researched all those techs mentioned earlier you have planned have each one set up a trade route to that system - all in the same turn. (You can set up some temporary trade routes beforehand to bring in some trade revenue.)

6. Start building two starbases in each sector between Sol and your trade partner. Augment each base with Stellar Wake, Inverse Tractor Beam, and (with Omega pack) Graviton Projector. Mini-freighters will move at a speed of 7 in those sectors - and as their distance from Sol in sectors increases, trade revenue increases.

7. Once the mini-freighters have left a sector, its bases can be torn down. Alternately, you can leave some of them up to allow more builder ships to catch up with the mini-freighters and build Terror Stars with trade modules - and tear them down later. (Remember logistics costs!) The Omega Pack comes in real handy for this, as Trade Infrastructure tech allows three base mods that collectively raise the trade bonus by 200 percentage points.

REMEMBER - speed bonuses do not apply to Terror Stars!! You want to build these in a sector where the mini-freighters have cleared the trail of speed-boosting starbases.

                            
#1  by Citizen Walldorf2000 - 2/10/2006 8:59:35 AM

It annoyed me that the starbase speed improvements do speed up the mini frighters (but the civilization boni don't). It took a while until I recognized why my trade terror starts did get out of sync

Thus until now I never build speed modules on starbases along my trade routes. I build trade modules instead and fast mini frighters would leave the influence of the trade modules too fast.

But it is nice to see that you can make a strategy out of this misery

I will try it in one of my next games.

Thanks Spacepundit

                              
#2  by Citizen Walldorf2000 - 2/17/2006 10:12:16 AM

This strategy works well on large distance trade routs on gigantic maps. For short trande routs it has a disadvantage.

The frighter comes back and get's it's highest values in your own sector before it stats over again. With speed improvements you loose a lot of money during this last period.

Thus on smaller maps (up to large) I prefere to charge the starbase with trade modules and avoid speed modules.

On gigantic maps with one way routes the strategy works well and I will use it in future.

                              
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