Best 1st through 5th turn decisions

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LCcmdr
Posts: 12
Joined: Tue Feb 09, 2016 12:44 am

Best 1st through 5th turn decisions

Post by LCcmdr »

I've got over 100 hours invested in this blasted game. It's fantastic but frustrating--like whack-a-mole! Economy, logistics, morale, demands, and personnel support (that impact production)--added onto by extended build times due to not enough credits, machines, or IP (when you actually thought you had it set). Then my favorite: multiple, random events that tend to unhinge my precarious empire even further.

So, I humbly request some schooling in how to grow into a better player (beyond spending 1,000 hours of learning). Now, I watched or read through numerous guides (stream, here, and Internet). And, I get the varied start decisions based upon need. So, to indicate that I'm not just a flake, of my numerous games, my best has been on a moon where there are only 4 zones. It's tense and I'll probably lose; but not because of my army or failure to anticipate infrastructure: no, it's because the random events either suck out all my credits or offer only negative impact solutions.

My typical load out is militia only, tech 3, and air with a small siwa class planet. And, even on the easiest setting, I drown from leadership rebellion. I can fight the enemy outside well; it's the enemy within that backstabs me. I genuinely don't grasp how to manage or destroy unwanted factions.

My typical start techs are Economy (always first), followed by either models, interior, or occasionally staff. I typically get military soon, leaving applied, foreign, and secret services to last.

My typical infrastructure builds are iron, industry 1, bureaucracy 1, food (sometimes food comes earlier), then water if needed. All too often private business claims my only slot for scavenging or iron or oil, while I'm so IP poor or credit poor to do anything about it.

So, what works well for you?

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SamuraiProgrmmr
Posts: 416
Joined: Sun Oct 17, 2004 3:15 am
Location: NW Tennessee

RE: Best 1st through 5th turn decisions

Post by SamuraiProgrmmr »

I use the same settings as you describe to set up my game. I occasionally get brave and pick the 'unclassified' planet and 'drop me in a game right now' settings.

I have been playing for a few months and am getting much better at surviving the early game. Full disclosure, I have not actually won a game yet. I was doing very well in the last game I played but started a new one today as the new beta patch is out.

From a philosophical point of view, the most important thing I have done is to not treat the beginning of the game as a massive land grab. It is very easy to overextend and fall victim to the adage 'He who defends everything, defends nothing'.

My build order (and other thoughts) go something like this (assuming there are ruins nearby - very nearby):

1) Buy 5 machines on the first turn. Two will be used to build a recycling installation. Three will be used to build industry later. I buy them early because the price usually (not always) rises.

2) Expand your territory by two to 4 hexes in all directions if possible. DO NOT ATTACK unless you have to nudge incursions off of a supply path. Defend for now.

3) Build the recycling installation.

4) Answer Decisions based on what makes the leaders the happiest. Later you can refocus your profile to what you want.

5) Try to get Economic Council, Military Research Council, Model Design Council, and Interior Council as soon as possible. Perhaps in the first 10 turns. Certainly in the first 20. You will have to ask your secretary to do that if you want to get them that in 10 turns. Be aggressive at recruiting leaders so you can choose the right person for the job. Having 3 (or more) crappy leaders in reserve is better than having one crappy leader in a directorship. In my opinion, Interior Council and Model Design Council directors are the most important spots to put quality people in. If they are capability III, it doesn't matter as much if they are suited at first, they can learn (and improve) on the job.

6) VERY IMPORTANT - before you build the industry (which may be the first real rung up the ladder to building an economy) make sure you have adequate ammunition (1000+), some independent machine gun units (3-4) just in case one of your neighbors gets frisky, and enough cash to survive for 6 to 8 turns. The industry installation will eat all of your metal or IP every turn and likely take 5 or more turns to finish. It is a real drag to not have the industrial points to add ammunition or a key defensive unit if you need them.

7) Build the industry facility.

8) Guard your city and the recycling facility with the MG units. Be patient.

After this, I start thinking about a metal mine. Alternatively, if there are no ruins, a metal mine may be an absolute necessity.

Also, I don't worry about nationalizing the truck station in the capital until later when I start to expand. It will still be there.

Other things to think about:

On turn 1, I give my capital city governor orders. The main changes are:
1) no bonus for recruits - They still show up without me having to pay a bonus in the early game (and the mid game to my experience).
2) 5 credits to private spending (the one at the top on the left). This will help build your tax base for later.
3) Allow emergency food.

I also do this for every new city and captured city.

Set the Economic Research and Military Research priorities to:
Discovery - 99%
Research - 1%

I do this to ensure that all of the items in the first box (see management, tech) are discovered before I can start discovering other boxes. This is to avoid the embarrassing issue of running out of energy and having not discovered solar panels. It is also important for Automatic Rifles.

I usually change those values to something more balanced (40%/60%) when I have only one more economic tech to be discovered. Sometimes I will do it with 2 to go, but only if I am sorely pressed and need those Automatic rifles NOW!

If your cash flow can survive it, I will build the small multi unit formation of infantry not long after I have 5500 recruits ready. It seems to deter some of the minors from rushing me.

If a nearby minor wants to make friends, by all means do it. As long as you have a direction to expand into, it is good to have a more 'secure' border in another direction.

I hope this helps. It seems to work most games, now that I have learned how not to overextend myself.

Good Luck!



Bridge is the best wargame going .. Where else can you find a tournament every weekend?
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Moat_Man
Posts: 51
Joined: Mon Jun 17, 2013 3:33 am

RE: Best 1st through 5th turn decisions

Post by Moat_Man »

ORIGINAL: SamuraiProgrmmr

This a great list and almost exactly what I do to start a game. I am a bit more agressive with my opening expansion. I grab some hex perks if they are close by, but you can't be afraid to retreat to a defensable position until you get that first industry building completed.
LCcmdr
Posts: 12
Joined: Tue Feb 09, 2016 12:44 am

RE: Best 1st through 5th turn decisions

Post by LCcmdr »

ORIGINAL: SamuraiProgrmmr

I use the same settings as you describe to set up my game. I occasionally get brave and pick the 'unclassified' planet and 'drop me in a game right now' settings.

I have been playing for a few months and am getting much better at surviving the early game. Full disclosure, I have not actually won a game yet. I was doing very well in the last game I played but started a new one today as the new beta patch is out.

From a philosophical point of view, the most important thing I have done is to not treat the beginning of the game as a massive land grab. It is very easy to overextend and fall victim to the adage 'He who defends everything, defends nothing'.

My build order (and other thoughts) go something like this (assuming there are ruins nearby - very nearby):

1) Buy 5 machines on the first turn. Two will be used to build a recycling installation. Three will be used to build industry later. I buy them early because the price usually (not always) rises.

2) Expand your territory by two to 4 hexes in all directions if possible. DO NOT ATTACK unless you have to nudge incursions off of a supply path. Defend for now.

3) Build the recycling installation.

4) Answer Decisions based on what makes the leaders the happiest. Later you can refocus your profile to what you want.

5) Try to get Economic Council, Military Research Council, Model Design Council, and Interior Council as soon as possible. Perhaps in the first 10 turns. Certainly in the first 20. You will have to ask your secretary to do that if you want to get them that in 10 turns. Be aggressive at recruiting leaders so you can choose the right person for the job. Having 3 (or more) crappy leaders in reserve is better than having one crappy leader in a directorship. In my opinion, Interior Council and Model Design Council directors are the most important spots to put quality people in. If they are capability III, it doesn't matter as much if they are suited at first, they can learn (and improve) on the job.

6) VERY IMPORTANT - before you build the industry (which may be the first real rung up the ladder to building an economy) make sure you have adequate ammunition (1000+), some independent machine gun units (3-4) just in case one of your neighbors gets frisky, and enough cash to survive for 6 to 8 turns. The industry installation will eat all of your metal or IP every turn and likely take 5 or more turns to finish. It is a real drag to not have the industrial points to add ammunition or a key defensive unit if you need them.

7) Build the industry facility.

8) Guard your city and the recycling facility with the MG units. Be patient.

After this, I start thinking about a metal mine. Alternatively, if there are no ruins, a metal mine may be an absolute necessity.

Also, I don't worry about nationalizing the truck station in the capital until later when I start to expand. It will still be there.

Other things to think about:

On turn 1, I give my capital city governor orders. The main changes are:
1) no bonus for recruits - They still show up without me having to pay a bonus in the early game (and the mid game to my experience).
2) 5 credits to private spending (the one at the top on the left). This will help build your tax base for later.
3) Allow emergency food.

I also do this for every new city and captured city.

Set the Economic Research and Military Research priorities to:
Discovery - 99%
Research - 1%

I do this to ensure that all of the items in the first box (see management, tech) are discovered before I can start discovering other boxes. This is to avoid the embarrassing issue of running out of energy and having not discovered solar panels. It is also important for Automatic Rifles.

I usually change those values to something more balanced (40%/60%) when I have only one more economic tech to be discovered. Sometimes I will do it with 2 to go, but only if I am sorely pressed and need those Automatic rifles NOW!

If your cash flow can survive it, I will build the small multi unit formation of infantry not long after I have 5500 recruits ready. It seems to deter some of the minors from rushing me.

If a nearby minor wants to make friends, by all means do it. As long as you have a direction to expand into, it is good to have a more 'secure' border in another direction.

I hope this helps. It seems to work most games, now that I have learned how not to overextend myself.

Good Luck!


Absolutely great feedback!

What you said about energy has ended three recent games in defeat!!

And, is the lack metal mines or oil prevalent in the higher settings (reg, hard, etc.)?

THANK YOU

nscrutable
Posts: 32
Joined: Wed Feb 16, 2022 10:38 pm

Re: Best 1st through 5th turn decisions

Post by nscrutable »

4) Answer Decisions based on what makes the leaders the happiest. Later you can refocus your profile to what you want.
While leader happiness is important to consider, higher level profile bonuses require a lot of turns at the highest value -- I wouldn't want to refocus profiles midgame.
5) Try to get Economic Council, Military Research Council, Model Design Council, and Interior Council as soon as possible. Perhaps in the first 10 turns. Certainly in the first 20. You will have to ask your secretary to do that if you want to get them that in 10 turns. Be aggressive at recruiting leaders so you can choose the right person for the job. Having 3 (or more) crappy leaders in reserve is better than having one crappy leader in a directorship. In my opinion, Interior Council and Model Design Council directors are the most important spots to put quality people in. If they are capability III, it doesn't matter as much if they are suited at first, they can learn (and improve) on the job.
Four councils in the first twenty turns is a lot... you barely have 30BP to split between them plus you'll end up fielding incapable juniors. Unless you have a really talented inventor (and maybe even then), I'd start with an Interior Council -- roll up all the juniors you have and throw the smartest and most capable administrator into Interior, then get 60+% devoted to HR. That should give you some better candidates and buy time to construct bureaucratic offices or expand your HQ.
6) VERY IMPORTANT - before you build the industry (which may be the first real rung up the ladder to building an economy) make sure you have adequate ammunition (1000+), some independent machine gun units (3-4) just in case one of your neighbors gets frisky, and enough cash to survive for 6 to 8 turns. The industry installation will eat all of your metal or IP every turn and likely take 5 or more turns to finish. It is a real drag to not have the industrial points to add ammunition or a key defensive unit if you need them.
The industry installation doesn't have to take 5 or more turns to finish. If you let construction run longer than planned, you have to pay all the workers for each additional month they're out there plus you're losing out on opportunity cost. What I do is ensure that I've saved up enough metal (1000 metal with 250 metal per turn should do) and IP to complete the construction in 3 turns.
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Jorge_Stanbury
Posts: 4345
Joined: Wed Feb 29, 2012 12:57 pm
Location: Montreal

Re: Best 1st through 5th turn decisions

Post by Jorge_Stanbury »

My turn in a standard setting (level 3, one zone, militia only, etc)

turn 1-2
- if I know there is water close, attempt to sell all my water
- raise a MG Inf brigade
- attach advisor to something
- use militia to expand in every direction, try to isolate enemy marauder units
- pick interior: set it 100% tax
- stratagems: best early ones is 1,000 credits or dormant walkers. If I am lucky to get 1,000 credits, they go to nationalize recycling and truck station. Dormant walkers are good to add a little punch to the process of killing encircled marauders
- zone orders: reduce workers salary to 4x, reduce soldiers bonus to 5x**, accept emergency food, adjust recruitment rates (anywhere from ~300 to ~1000 depending on how challenging is the planet)

turns 3-5
- try to raise income tax to 40%; sales tax to 25% ; then change interior priorities to HR and Interior policies (50-50)
- build order: 1) bureaucracy office, 2) food, 3) metal mines if available, recycling otherwise, 4) HQ, 5) Industry when I have ~1,000 metal
- build roads
- raise 1-2 independent buggies
- change salaries: pool gets zero, advisor reduced to 3


** It is actually possible to change to 0, but I thinks it is a bit gamey to give nothing at all
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Jorge_Stanbury
Posts: 4345
Joined: Wed Feb 29, 2012 12:57 pm
Location: Montreal

Re: Best 1st through 5th turn decisions

Post by Jorge_Stanbury »

I would like to add the following regarding tech tree:

- Assuming low tech start: early on the game you should stay on "discovery" mode; do not research; or at the very least do not research more than 2 techs, this until you have all early techs available.
This because after the 3rd research is finalized, the basic tech tree opens to chemistry and engineering; then your chances of getting early access to critical basic techs diminish; you really want to have padded, rifle, solar energy, sealed roads and storage available earlier than later.

- Do not, repeat, do not research "propeller engine" tech; don't do it early on, don't do it until you are ready for an air force. this tech will open a ton of research options that will diminish your military and applied science discovery options.
Early on you want them focused on land warfare.
Krytor
Posts: 48
Joined: Sat Dec 26, 2020 2:46 am

Re: Best 1st through 5th turn decisions

Post by Krytor »

Lots of good advice here. I differ a bit.
1. Raise a MG formation on your first turn. Bring up a pair of buggies to attach to them when possible. This is the most important thing to do on turn one.
2. Call up your governor. Set worker pay to .1c above private pay. This will make them all very upset, but if you don't rip off this band aid now you are going to be overpaying them forever in what is likely your most populous city. Set colonists to 0, recruits to max (You can use "Colonize" whenever you want to send them back to your capital if you don't need them later). Don't pay anything for new recruits. Don't ever pay your military. Don't give credits to private, they will grow fine without it.
3. This is going to be controversial but I take Secret Service first. Knowing where all enemies are and how strong they are ASAP is very important. Revealing the map and having the ability to interact with all nations is important. Economic is 2nd pick. As others stated just put 100% to discovery until you get solar panels (Or power plant, but I prefer solar). Then you can set the values to whatever suits you. I've never run out of power before unlocking a power source and I've had runs where both power sources unlocked last.
4. Trade. Check values first turn and every turn. Even with taxes and such properly set later I find I always run at a deficit. Trade means I make money anyway.
5. Nationalize the Recycling facility ASAP. Don't worry about the Truck stop until you actually need the logi points. Credits are very important early game.
6. Prioritize building structures that give metal, High Command, and your Bureaucratic buildings first. As others have said hold off on the Industrial building until you can actually afford it.
7. Make sure you check of each item on this list before passing turn:
a) Bottleneck Logistic view: Take actions to fix issues with logistics
b) Unit movement: Did you move all your units that you meant to move?
c) Trade: Credits are important, don't trade fuel/metal early game. Anything else is fine if you can afford it
d) Construction Report: Last item on your reports tab. Sort by % Completed. This will quickly tell you if you should start the next building in a series.
e) Spend those PP. I use most of my early PP on hiring as needed and spying with the extra points.
And somewhere in there of course make your required decisions for the turn. Tip: If you don't care about a decision, don't make it and you will save the 1PP for the cost of not getting to pick what you want.

I can't think of anything else right now. Just hold your ground. Roads are expensive, no need to expand much past your initial logistic range unless there's something really important right outside your range. Keep mean things far away from your capital and be mindful of the decisions you pick. Don't fret about your leaders or their quality, just make sure all positions are filled for now. Playing the Hire/Fire game is VERY IP expensive and can be ignored until mid game. Keep an eye on your Urgent Issue report and city happiness.
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