Early Game Research
Posted: Sat Dec 07, 2013 10:58 pm
I'm interested in comparing notes on early game research (pre-warp start).
With Energy Research: Energy Collector, Space Construction, Enhanced Construction, Warp Field, Hyperdrive, Shields, Accelerated Construction, Component Prefabrication, Hydrogen Reactor.
Construction research is essential as the extra ship size vastly improves the range of early explorers, the capability of military ships and the effectiveness of private ships.
I use a Speed 55 explorer to get to Warp Field Ruins quickly with Quameno so the timing to finish Enhanced Construction works out pretty close.
With Weapons Research: Improved Assault Tactics, Improved Defence Tactics, Armor Plating, Improved Ground Assault and then a Torpedo focus (at least until High Energy Cohesion enabling Shockwave Torpedoes).
Early game Independents are the primary focus as they start with much higher populations than new colonies. I normally retire any Troops at the start game, then start building Troops and Armored Forces with the above research available. After that it is essential to focus on a single weapon to ensure at least one higher tier weapon is available as quickly as possible. That said, I probably need to do more checking on whether Armored Forces adds enough value to delay the time taken to at least get to Shockwave Torpedoes.
With HighTech Research: Medical Systems, Advanced Medicine, Biological Workshops (enabling Advanced Medicomplex), Enhanced Resource Exploration, Structured Research, Advanced Research (enabling Ruslan), Enhanced Commerce, Open Trade Network (enabling Traders Bazaar), Long Range Scanner.
Early game I'm always looking for times to set 0% tax to optimise growth on my homeworld. I generally play Quamemo who have low population growth . Advanced Medicomplex has a 100% bonus so it vastly reduces the time required at 0% tax to hit maximum population. I research this first as otherwise it's developed too late for the 0% tax phases. Ruslan obviously helps increase research and Traders Bazaar is essential early game to optimise income on your homeworld given it is your primary source of income. Only after that do I focus on Colonisation and the rest.
Research Split: Energy Labs first but ending up with 2/3rd Energy then the rest split between Weapons and High Tech. After Hyperdrive I upgrade High Tech to be equivalent to Energy. After Biological Workshops, upgrade so all three fields are even on Labs.
What approach do you adopt and why?
With Energy Research: Energy Collector, Space Construction, Enhanced Construction, Warp Field, Hyperdrive, Shields, Accelerated Construction, Component Prefabrication, Hydrogen Reactor.
Construction research is essential as the extra ship size vastly improves the range of early explorers, the capability of military ships and the effectiveness of private ships.
I use a Speed 55 explorer to get to Warp Field Ruins quickly with Quameno so the timing to finish Enhanced Construction works out pretty close.
With Weapons Research: Improved Assault Tactics, Improved Defence Tactics, Armor Plating, Improved Ground Assault and then a Torpedo focus (at least until High Energy Cohesion enabling Shockwave Torpedoes).
Early game Independents are the primary focus as they start with much higher populations than new colonies. I normally retire any Troops at the start game, then start building Troops and Armored Forces with the above research available. After that it is essential to focus on a single weapon to ensure at least one higher tier weapon is available as quickly as possible. That said, I probably need to do more checking on whether Armored Forces adds enough value to delay the time taken to at least get to Shockwave Torpedoes.
With HighTech Research: Medical Systems, Advanced Medicine, Biological Workshops (enabling Advanced Medicomplex), Enhanced Resource Exploration, Structured Research, Advanced Research (enabling Ruslan), Enhanced Commerce, Open Trade Network (enabling Traders Bazaar), Long Range Scanner.
Early game I'm always looking for times to set 0% tax to optimise growth on my homeworld. I generally play Quamemo who have low population growth . Advanced Medicomplex has a 100% bonus so it vastly reduces the time required at 0% tax to hit maximum population. I research this first as otherwise it's developed too late for the 0% tax phases. Ruslan obviously helps increase research and Traders Bazaar is essential early game to optimise income on your homeworld given it is your primary source of income. Only after that do I focus on Colonisation and the rest.
Research Split: Energy Labs first but ending up with 2/3rd Energy then the rest split between Weapons and High Tech. After Hyperdrive I upgrade High Tech to be equivalent to Energy. After Biological Workshops, upgrade so all three fields are even on Labs.
What approach do you adopt and why?