|Early Game Colonising Strategies
||Thu, 26 January 2012 09:03 |
Registered: December 2007
Location: Devon, UK, GMT
|In all previous games I have not sent out any colonisers until a suitable planet has been found. However, it occurs to me it might make sense to have a coloniser following up scouts so they are closer when a green planet is found.|
Range of the coloniser will be a problem so it may need to move with engines at "economical revolutions" or have another ship with it for fuel.
I can see the obvious problem that colonising a planet with say 2.5K pop leave the colony very vulnerable to pop dropping, but in the early stages of the game there must also be advantages in seizing planets as far away from your HW as possible in order to secure as much territory as possible.
It will also depend on hab settings of course, and this tactic would not be applicable to tri-immune but for races with hab settings around 1 in 10 or worse it could perhaps pay off.
Does anyone have any views on strategies for colonising planets in the early (scouting) stages of a game? Do you, as I have done in the past, wait for a planet to be discovered or perhaps even send out large fleets of transports, scouts and colonisers together.
[Updated on: Thu, 26 January 2012 09:08]
Report message to a moderator
|Re: Early Game Colonising Strategies
||Fri, 27 January 2012 16:40 |
||Assuming we're talking the early game (i.e. the first 25 to 50 years) it really depends on a number of factors, like your habitability range at the moment and in relation to your growth %, the distance of planets, and the positions of other players (i.e. how far and in which direction they are).|
Generally - try to hold your colonizing back until one of the following applies:
- you're hitting 25% cap of your HW (in which case you'd be ready to expand anyway), or
- you fear that the particular planet you scouted might be snatched off by some other player who happens to be too close for your comfort (in which case you'll want to grab it quickly and reinforce), or
- a planet that is green enough would also serve as a good sally port into the previously unexplored sector of the galaxy (in which case, you'd want to grab, reinforce and set up a refuel base on it).
Starting too early will really cut into your growth - play a few testbeds and see how the resources graph goes flatline when you start kicking out your colonists overboard too much. On the other side, scouting aggressively to find as many planets as quickly as possible can never be bad - at least you'll be able to make more informed choices when you know which of your findings are more valuable. This is even more important for races with poor habitability ranges.
Lastly, while you may be tempted to colonize a near-100% breeder far away from your HW, don't do this just for the sake of that. It takes time to reinforce the planet and bring it up to speed (unless you plan in advance), and if you plan to make such an outpost, be prepared to defend it from ferocious attacks - especially if it encroaches on someone else's "perceived territory".
Report message to a moderator