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You’ll need to balance things out by building morale-enhancing buildings on your homeworld. This is inefficient, because on your lower-population planets, people will tolerate a much higher tax rate. Eventually your homeworld is going to reach a point where you have to lower taxes to single-digit levels to keep 100% approval. Keeping morale high should be a focus, particularly on your home planet. In fact, you shouldn’t stop building colony ships until all available colonies are filled. Invasion simply isn’t available at that point in the game. They may threaten you, but should they actually declare ware, the best they’ll be able to do is chase around your ships. Some of the more aggressive races will begin to build warships within twenty to thirty turns, but ignore them. Make Love, Not WarĪs your early game moves forward, you should continue to focus both on population growth and on building colony ships. No one will be building constructors until turn 20 or so anyway. Warships are a waste of money, because chasing down enemy colony ships is ineffective, and you can’t invade yet. Scouts aren’t useful - sending colony ships out blindly is more effective, because they’re just as fast and you can colonize the moment you find a suitable planet. No matter what version of Gal Civ you’re playing, you should forget anything that isn’t a factory or a colony ship. Faster, if your race is slanted towards production. With that many factories, you can crank out a colony ship about every five turns. You’ll probably have your homeworld filled with factories by turn ten or so. Buy the first few factories, and the rest can be built quickly. Instead, buying factories makes more sense. And that isn’t going to get you very far. The lower standard beginning cash in Twilight Of The Arnor changes the early game strategy, because you can only really afford to buy one colony ship. 5,000 GC allowed you to buy three colony ships and have a good bit of cash left over.
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Before Twilight Of The Arnor, people usually squeezed out colony ships. Namely, you’ll want to buy either colony ships or factories. Ships Or FactoriesĪlthough you’ll be depending on your savings to keep your cash-bleeding empire afloat in the early game, you’ll still want to make some key investments in ships and factories. This will allow you to build more ships with survey modules, increasing the rate at which you can claim anomalies. If you’re playing on one of the larger galaxy maps, you should invest into sensor tech early. With a little luck, you’ll run into several anomalies which grant you a cash bonus of between 2BC. Instead, get your flagship into the stars and claim every anomaly possible. Low taxes however, combined with the strain of new colonies (which cost more money to maintain than they generate until the population becomes larger) will cause your fledgling empire to plunge into an arterial spray of red ink.īut don’t worry. More people means more people to tax, and thus more revenue overall. By doing this, you’ll gain a population growth bonus that will pay off massively. You’ll never need to touch the production slider again, but as the game moves forward, you’ll need to lower your taxes constantly in order to maintain 100% approval. The first thing you should do in every game is turn you overall production slider up to 100%, and lower your tax rates until you have 100% approval. And while it may seem sensible to save the cash in case you need it at a later date, you actually need to spend, spend, spend. Either way, you’ll be starting the game with a significant amount of cash reserves. If you own Twilight Of The Arnor, you’ll start with 3,000. If you are playing the original Gal Civ II or the Dark Avatar expansion, you’ll start a standard sandbox game with 5,000 Galactic Credits (GCs). Fortunately, mastering the colony phase of Galactic Civilizations II is not that difficult. As a result, the colony phase of Galactic Civilizations II is as critical as it was in classic games like Civilizations II or the MOO series. To create a new colony, you only need to find an inhabitable, unclaimed world and land a colony ship. In fact, Galactic Civilizations II makes little effort to curb the traditional colony rush. Galactic Civilizations II is no exception. Each game has its own unique quirks which allow you to get ahead of your enemies early on, and learning those quirks is the difference between spending hundreds of turns fighting an up-hill battle, or emerging as the dominate power from the start. The so-called colony rush, like turn-based ship combat and research trees with more branches than a forest, is a staple of the 4X strategy game genre.