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Do you still think GalCiv 1 is fun even with GalCiv II out?
758 votes
1- Yes
2- No


Starting Build Strategies
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by Citizen CountZero5920 - 7/29/2003 7:36:42 PM

I am just starting this game and was wondering what people build on their planets when the game starts.
It's all just a little overwhelming and I am clueless as to what is good and bad. (Note: I am aware, of course, that it depends on your strategy for the game)

Thanks in advance

      
#1  by Ambassador Ray the Wanderer - 7/29/2003 7:46:34 PM

That's a good question, Count Zero, as there are stuff that you should never build. Not sure whether you are also referring to military builds but for social builds check out Gengsta's post here http://www.galciv.com/forum.asp?BID=GS&id=78358#78400 Link

                        
#2  by Veteran GASherbert - 8/18/2003 7:04:29 PM

Generally I build lots of constructors on the military side and anything that increases research and/or influence on the social side. It's worked for me, I hope it helps you.

                      
#3  by Citizen oPseudonym - 8/20/2003 7:01:19 PM

I've found that for the first few turns, the fastest expansion comes from setting government spending to 100%, taxes to 50%, military spending to 100%, and building only colony ships and a few scouts. This will end up producing a great many colony ships in the first few (10-20) turns.

Taxes can be lowered later to encourage population growth..



                
#4  by Veteran vincible - 8/20/2003 7:14:50 PM

What I generally do is set my tax rate as high as it will go while keeping earth at 100% morale. Put all resources into military and crank out colony ships. Lower taxes as population grows.

If you want to really superoptimize things (I generally don't, it's too much trouble) then you would put all resources into military and check how many turns it will take to complete your colony ship. Then increase technology spending until you've got as much research as possible while still building your colony ship in the minimum number of turns.

                        
#5  by Citizen Jexal - 10/17/2003 7:00:45 PM

Hey Count~Zero
I usually built these social projects to get a planet started
1. Soil Enhanmant
2. Habitat Impovement
3. Banking Center
4. Embassy
5. Entertantment Network
Some of these you will need to research some techs in the yellow and green areas
Your fellow player,
Jaxel



                       Posted via Stardock Central
#6  by Citizen Blade0745 - 10/31/2003 2:10:51 PM

I usually built these social projects to get a planet started
1. Soil Enhanmant
2. Habitat Impovement
3. Banking Center



I also do these three, but I put in the Manufacturing Center before the bank. I am curious, Jexal, as to why you don't build the Manufacturing center? Build speed is vary helpful don't you think?


              
#7  by Veteran GASherbert - 10/31/2003 3:14:39 PM

Manufacturing Center is only useful if your overall spending is at 100%; it allows you to spend more.

                      
#8  by Veteran Maxtipherous - 10/31/2003 4:18:42 PM

Grand Admiral Sherbert -- I disagree emphatically with your strategy of building " . . . anything that increases research and/or influence . . . "
These drain the economy with little benefit early on IMHO.

I build
a) anything zero maintenance (bank is a pure boost!!!)
b) econ and morale boosters

soil enhancement
bank
entertainment network
habitat
embassy
mf center
fusion
antimater

During the time I am heavy on the industrials morale is tricky, but once I am through I can snag most of the remaining trade-goods / wonders, etc.

then the big bang for the buck improvements . . .
stock market
stadium
economic exchange
transporters
terraforming

During the middle segment I will build (sometimes rush-build) news network, multimedia centers, etc on my lowest morale planets to allow me to keep my tax rate up.

Then I go for all the research and computing buildings, while setting my best planets on starship improvements now that I can afford them. Lastly I pick up the little guys like news network and orbital hospital, and cultural exchange center if I am pursuing a cultural attack.

I always build MF centers, because I spend most of the game at 80%-100% tax and 100% expenditures.


Cheers!

                      
#9  by Veteran GASherbert - 10/31/2003 5:05:21 PM

Grand Admiral Sherbert -- I disagree emphatically with your strategy of building " . . . anything that increases research and/or influence . . . "


I have shanged somewhat. I, too, get the zero maint improvements first, but my research structures are still high on my build list.

                      
#10  by Citizen LDiCesare - 10/31/2003 5:22:37 PM

Maxtipherous, +research/influence projects can actually be useful in the start when you have neighbours with big cultural influence (read - maso with a bad start). So they are sometimes very useful in the early game.

                      
#11  by Citizen Jexal - 10/31/2003 8:42:15 PM

Hey Blade!,
Why I build the banking center first is that at that point I had not researched the Industrial Theory yet. I usually research the Propulsion Theory and the basic techs after that(cold fusion, artificial gravity) and the basic propulsion tech that boost +10 speed and range.
So that my reason for that.
Your fellow player,
Jaxel



                       Posted via Stardock Central
#12  by Veteran Maxtipherous - 10/31/2003 9:07:46 PM

LDiCesare
hehe -- can you say ctl-n!!!

                      
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