Homeworld Build up:
So you got your traits picked out and your starting your
game. This guide assumes that you have: Natural Terraformers(0), Fast Metabolism(+1),
Eusocial/Depressed(+1), Slaves(-1), Efficient Storage(-1),
Fledgling Empire(+2), Green Thumb(-1), Engine
You start the game with just the GCap on your homeworld but
you got those 2 points so the quicker you dig out of the
hole you are in buildingwise the quicker your 2 points will
start working to get you a lead.
For Eusocial Que up: YCCCCCCCMMMMEEEAAFPPPPPP
For Depressed Que up: YCCCCCCMMMEEEAFGGPPPPPPP
In all these build ques the Shipyard -> City start gives you
mass population early in the que. The massive population,
which even with Fast Meta still takes time to fill to max
allows your ship yard to be on for more of your build que.
The ship yard has a lower worker priority than most
buildings so to keep the labor flowing early and fill your
world within the first 2m you need to keep it running as
much as you can by getting your population as early as you
can. The homeworld is a special case for cities first as you
already have the resouces present to build up quickly due to
Exporting the 1250 resources from the GCap with lvl 1 space
ports takes a lot of slots. Together with what you can
produce aside from the GCap I find 6 ports is a good balance
overall. You will be choked a bit before you hit econ2 but
once you do you will be unlocked further and further until
the sociology*metalurgy overtakes econ.
The two depressed ques I gave you both give you the goods to
satisfy your homeworld and with the assumed short work week
on you will also be full on ports with both set ups. For the
6 port que you are blocked by about 200 resources, the 7
port is actually about even as you loose some production. It
depends on what you want to do out of the gate, are you
going go for PRO,Good/Farm,Pro,Pro,Tech,Good/Farm->PRO for a
heavier econ push with a little bit of tech delay, or more
of a Good/Farm,Tech->PRO to try to leverage your early tech
into a greater metalurgy boost. The tech route will unlock
your econ2 alot faster, so the choked ports are less of a
big deal; while the harder econ push would benifit more from
the extra port since you won't get econ2 in the first 5m.
The Eusocial que is my favorite personally as I prefer to
not muck around with goods/lux and push econ as far as I can
without nuetering my tech->econ conversion. It also chokes
on its own ports but you don't choke nearly as much and you
end up with 120 AdvParts instead of 110 with the Depressed
builds and 100 baseline. Early early game ADV and Elec are
the scarce resources. That extra 10-100 adv you can get out
of your homeworld is the platinum in your empire's
catalytic converter. You can get 200 adv parts off your
homeworld without focus/mandate but you will be gimping your
metal and electronics, its more of a strip mined or F+MCPMC
as first colony and let it go till its got enough onboard
metal production before your 2nd colony ship. Initial Scouting:
You can either scout before or after colonies. If you use
.001 Bussard scouts like I suggest, you are better off doing
them first. Just add (system count - 1) scouts to your
homeworld as it is building it's ramp up and you will see the
whole galaxy. Do not skimp on the scouts, the .001 Bussard
Scout does not cost that much time to make en mass even for
150 system games. The cost of not being able to see your
enemy take key systems and develope them and compete with
enemies blindly is far more than the cost of the scouts.
Scout the whole galaxy every game, never just part of it. Home System States and Initial Development:
Depending on what your homesystem is looking like you will
have to adapt your initial start to match. Case 1:
Your system has 3 planets a good one with more than
20 slots and two mediocre ones with somewhere between 18 and
After you que up your scouts que up 3 of your bussard
colonies. As we are running effiecient it is even more
important to save adv parts early as it will take you 3
times as long to hit 50% adv stock on your HW and begin
exporting again. Your GB will stall while your build your
colonizers although you will start stocking up electronics
due to the cost balance of a bussard colonizer vs your metal
If you want to boost your initial colonizer build speed, put
the metal mandate civic on while they are building and take
it off when the que finishes.
While bussard collinizers do not cost more metals than thier
thruster based cousins they are proportionally metal heavy.
The other thing is that the GCap is not effected by
mandates/mood multipliers/population multipliers. The order
that resources are produced and consumed in VG make it so
that if a construction needs metals, none of the planetside
metal production will be available for conversion into
higher order resources. The GCap does not convert resources
but generates them regardless of inputs, so while your
homeworld's electronics and adv parts facotories will be
inactive during colony ship building, your GCap will not be.
Since you will only be making metals you might as well rock
that metal mandate until your initial build que finishes.
Once your colonies are out I recommend a PRO,Tech,Farm order
for the good,bad,bad case.
You will need a farm pretty early so you can focus on PRO
worlds and leave thier farms for late que position and the
one tech world will keep your tech within striking distance
without breaking your econ and sucking away all your A+E.
If there is a nearby system with a 23+ world you might want
to consider using the ACTP command on it
and making 1 extra colonizer.
Either way you go I suggest dragging your ports behind the
YC opening on the first PRO world. This will multiply your
draw rate from the GB on that world letting it start
contributing to empire growth quicker. The sooner you can
get a secondary exporting source of A+E the better as each
time you colonize from your HW early your exports will be
halted for a while, the secondary and tiertiary PRO worlds
will help keep your constructions from stalling completely.
Thing to remember is that at econ1 your ports only trade at
140/s for a total with the PCap of 170/s on default sized
colony plants.If you don't pull forward the space ports and
leave them at end of que you can pull your GB slower but
into more developing planets at once. This is technically
slower than bursting out minimal colonies but does allow you
to do a 4->8->12 planet jump without too much trouble.
If you want to pull your solo Tech world along then renovate
the space port as available or build a second one. This will
put a much bigger high order resource demand on your GB but
will also let you be more tech heavy if you are thinking
more rush than overrun, or are playing a 1.35+ tech game. Case 2:
Home system is very poor and has 0-2 planets open of
Hopefully there are some other systems near by but even if
there are not, all is still not lost. A strong response to
this situation requires a larger initial colonizer run and
relies on longer travel times and slow pulling colonies to
mitigate your initial disadvantage.
Depending on how far away those systems are you want between
4-6 colonizers (6 is only if they are really far away). Use
the ACTP on your targets and aim for 23+ PRO worlds, a 20ish
Tech world, and a 16-18 Farm world. You might say why not
just go for the best with tech and farms as well, but you
really don't need that much farm and you don't want to
have to pay for all that tech before you really need it.
Tech worlds eat up a a decent chunk of resources as they
renovate and build up, and those resources after a certain
point can be more effectivly used making other resources.
In this case I wouldn't suggest dragging your star ports
forward as you want your resources working for you on planet
(as factories) instead of towards planet (as space ports)
since you will be spreading your GB across more worlds. Case 3:
Amazing homesystem with 3+ 23+ planets.
Go for 3 or 4 PRO worlds off the bat then Farm,Tech. Do
not waste a 19+ on a Farm world unless your start is so good
that you cant find a nearby mediocre world. Try to Farm
before tech if you can, as with HW->3PRO your food will
When you are building your PRO in this case if you drag the
farms forward you can avoid a hard crash and keep your pop
multiplier from being forced below 1 due to food. You will
suffer a opportunity cost to production but you will avoid a
hard food crash.
You do not really want to be dragging more than 1 or 2 ports
forward on your PRO as once they make thier own metals they
don't stall nearly as often. Dragging a MEA set forward is
not a bad play as they will no longer hard stall and if you
drag a MEAF you will get a pretty stable baseline build up
at the cost of overall maximum buildup.
Your tech and farm will most likely be in a 2nd system. Try
to resist taking a 22+ for your tech as it is still really
expensive. If you want to tech harder in this case a good
play is to take 2 15-17 tech worlds and use YCF(rich
econ)/YFC(med econ)/FC(low econ/anti blockade) as thier
opener and neglect the port renovations as they ramp up. The
worse the planets you use the faster they will finish
building and start renovating. Case Other:
There are other cases for starting planets but
they are for the most part close to these ones. There can be
some really ugly starts in multiplayer that you just have to
pull yourself out of. Governer Tech vs. Hard Que Tech:
Governer ques or just using governers has its ups and downs.
You won't have to manage as much but you can get unwanted
farms on your worlds if your food crashes.
Hard Ques require either a loaded que or a manual entry.
When you load ques up you can load up more than there are
slots available, much like in laggy multiplayer matches, and
once they fill up they will be cut from the que. If you save
a big tech que off a ringworld like YCFTTTCTTTT(CTTTT...) or
FCTTTCTTTT(CTTTT...) you can just load it on your tech
world, fix that first auto building if you have one and
forget it. The Hard Que Tech world will not mess around with
farms you might not want on your world. I highly recommend a
farm on each early tech world as when the blockade comes
your tech world will starve off and your tech can be cut off
suddenly. Having no tech and no way to push projectile
weapons to upgrade your planetary cannons can be a hard spot
to get out of.
You can solve most of the Tech Governers problems with a YCF
or a F start, as the food is now unlikly to crash on planet,
and any renovate all system orders will be caught before the
planet finishes initial build up.
Running a shipyard first on a tech world allows you to run
academic's program without slowing the tech world. If your
GB is crashing hard then the shipyard wont help much though
as the labor wont be slowing you. "Production" Worlds:
Production Worlds make you your early game money quickly and
balanced towards what you will need for ship construction.
They are also able to construct onsite even in the midst of
blockades. The idea is to hit your resource ratio as closely
as you can, with the highest output (see spryre2000's post
on breaking your economy
) while also using space ports to
give you full export across most feasible tech levels, and
thus allowing double effective build speed with imports as
GB allows. They are supposed to be the key worlds that you
use to make everything else from.
Saving build ques will help you save alot of in game time in
the same way that importing ship designs does. They also
help you get outputs more balanced towards what you want.
Loaded saved ques do not have to be shorter than the
available slots, when your planet runs out of slots it just
cuts the next building in que if the planet itself is full for buildings. Example PRO ques:
(These are speced for the ratios of
resources that I tend to use, they may not be what your ship
building style needs)
Pro23 2A4E3M8C1F4P1Y: YCMCMCMCECECEAAFPPP
Pro24 2A4E3M9C1F4P1Y: YCMCMCMCECECECAAFPPP
Pro25 2A4E3M9C1F4P1Y: YCMCMCMCECECECEAAFPPP
Labeling them as per what the give you when they finish
makes it easier to pick them as you don't have to remember
what they are, just your personal abbreviations.
These ques are speced to help thier own construction. Since
A is blocked by lack of E+M and E is blocked by lack of M by
In the default M is first as M is a first order production
resource and it is also the greatest or equal in cost to A
and E in all buildings except the Planetary Shield
Generator. M also has the greatest volume per factory by
far. When you balance your worlds toward your late game
resource ratio, early game you will tend to be short on
metals. Building M first or at least one M first will keep
your colonies unstuck more often than not even if the GB is
stalled. The M you have and make onsite will also always be
flowing as it needs no input other than population and its
input of food, this is the important part.
A que without enough M for the qued item itself will not use
planetside M for A or E so aside from imports (which can be
erratic) a world with M,E and A production's que
contruction will fill up with M, then and only then will the
planet convert M to E, the E will go into the project until
it has enough and then and only after all that will it make
A from the now surplus E and M.
So while waiting for lower order planetary resource demands
to be fufilled high order resources will not be refined from
those lower order resources. Special Case:
A of E Hard crash
In situations were you do not want to use focus or mandate
for some reason, or want more targeted anti stalling,
pulling your E or your A forward in que will unstick them
planetside. Since early structures need very little A or E
this can be very effective, especially if you are expecting
a blockade. This is also the main advantage of size 8
colonizers as they get CCPMEAF+PCap to stop the stall.
Remember than A only takes 4M workers so you can do more
before you need to C. Special Case:
You are swimming in loot
In situations where you are flooded with GB reserves pulling
the spaceports forward will greatly increase your planets
download speed as on a planet without the fully grown
population for the multipliers spaceports will be much
faster on even tech than production onsite although they get
this speed only at the cost of an already present surplus
elsewhere. Just make sure you cover your spaceports with
enough cities to keep them running or your just slowing