"Hybrid" Game Strategy
Published on Thursday, July 21, 2022 By
So I all this a hybrid strategy cause I feel it uses a few different play styles. But has been very successful for me. The rough idea is:
1. Expand quickly
2. Kiss everyone’s ass
3. Culture flip your home sector
4. Grow superior tech
5. ONLY THEN build a military with your superior tech
6. Conquer (if you even need to)
Race: Custom
- Traits: Clever, Influential, Likeable
- Starting Ships: Colony Fleet + Survey Ship
- Abilities: Intuitive, Wealthy
- Ships: Influence (but other's can work)
- Homeworld: Single planet with most tiles possible
Turn 1:
- Culture:
- Use your free culture point to get "Ambition" to make leaders cheaper
- Buy the leader with highest intelligence and set them as Research Minister
- If there are any leaders with "Free Culture Point" buy them (and put them to good use somewhere)
- If there are any leaders with "Finish Current Research" make a note of them
- Probably wont want to buy them in first few turns, but keep your eye out for a tech with long research time, and then use $ to buy the leader to complete it and give yourself a tech jump-start
- Use your free culture point to get "Ambition" to make leaders cheaper
- Research:
- Starbases (even if it's not on first screen)
- Homeworld:
- Rush an approval building next to your capitol (or on an approval bonus if you have one)
- Choose "Coerced Colonization" policy
- Rush build a probe to help your colony ships find good worlds
- Colonize:
- Use control to buy 3rd colony ship
- Send all 3 colony ships out
- Do NOT colonize nearby "poor" worlds (there will be plenty of time for that)
- Explore:
- Send your survey ship to any visible ship graveyard. More ships is better! (If no graveyards visible survey anomalies until graveyards are revealed)
- Hopefully you get an extra survey ship (set it to auto survey)
- Maybe you get a constructor (claim best resources early)
- Any other ship, will help in your exploration for good worlds
- Send your survey ship to any visible ship graveyard. More ships is better! (If no graveyards visible survey anomalies until graveyards are revealed)
Turn 2:
- Homeworld:
- Rush Build another approval building (approval should now be > 70%)
- Queue some production tiles with max benefit (rush one of them on turn 3! You have the money)
- Rush build a colony ship, and queue another one
- Colonize
- Use your probe to help find good planets
- Your goal is to SPREAD OUT and get the large (ie non "poor") worlds as far from your home world as possible, while still keeping your territory rather contiguous
- Skip worlds with "-2 population cap" unless they are your only choice
- Do not turn any of these worlds into core worlds! (Use them to feed production to your home world until almost all it's tiles are built)
- Explore
- If there are other ship graveyards, repair survey ship until you can exploit them
- If not survey anomalies and let survey ship repair on it's own
Early turns:
- As soon as your constructors tech is done, find Durantium!!!
- Promethium is next if you can find it
- Priority of other three core resources are player's choice
- Continue to exploit any ship graveyards ASAP
- Hire a leader to be a commander of a survey ship, and start collecting.
- Keep building manufacturing, unless your approval drops below 70-80.
- Research anything that gives you culture point or policy as soon as it comes up.
- Colonize the best worlds you can find
- Don’t bother with Asteroid mining unless you have more asteroids accessible besides the ones in your home world
- Rush more colony ships if you have found more large worlds to colonize, if not focus on getting the 5 core resources with constructors.
Next turns:
- Continue to use culture for free colony ships, and begin to colonize poor worlds
- Be nice!
- Everyone you meet…give them Open Borders treaty for nothing in return! (and make sure it doesn’t expire)
- Setup trade routes with the most difficult neighbors
- As soon as possible get the “Good Neighbor” culture skill (you’re gonna have a lot of neighbors)
- Keep your eye open for good leaders to buy
- Improve your influence with techs and game events. Don't use tiles on influence.
- Any time you get the opportunity to obtain Harmony Crystals, do it so you can keep your leaders happy
- Once your home world is functioning well choose ONE world to assign a leader to.
- Try to pick one in a position such that both that world, AND your home world, will continue to get resources from other colonies.
- Don’t make a 3rd core world until the second is decently operating. (or if you really need to, to fend off opposing influence)
- Rush-build the first couple manufacturing and approval add-ons like you did on home world (you should still have money from your starting 3000)
- When you can, build small defender ships, and put at least one on each planet you own so that you aren’t “ripe for conquest”
Long Play:
- Continue to expand your culture
- Build a few cultural star bases.
- Don’t put them right next to other races, cause it will piss them off.
- Set them up to fill in the gaps of a contiguous territory.
- This will allow your worlds natural culture to expand “faster”
- Keep all your neighbors happy (even if you have to bribe), it will be too late when you culture flip their planets.
- Turn down ANY trade request they make!!! (unless it’s something you REALLY need and it’s a fair trade)
- Turn down any “war for pay” offer
- Turn down any request for money (unless they are a threat to you and relations are failing)
- Add diplomats where needed
- Keep your military small, except to deter aggression.
- While your culture is expanding….research what you need to balance/expand, saving most military til last.
- I prefer to steal for military tech with diplomats
- Keep an eye out for failing civ’s.
- Trade with them for tech!
- Build good relations with them! (if it wont piss off anyone who’s a threat to you)
- Hopefully when they are defeated they will give you their planets!
- Don’t worry about going to other sectors until it’s convenient.
- If you don’t have a chance to colonize worlds in neighboring sectors before they are gone, you will setup culture starbases that are very powerful and culture flip them.
- When you do this, just like in home-sector, don't put them right next to opponents. I usually put them in the "unclaimed space" right on the other side of the sector entrance....and let it expand out from them. This seems like it would take a long time, but 2, 3, 4 starbases with max'ed influence works pretty fast.
- After a while you will be on a path to culture-flip your entire home sector!
- You will know this is gonna happen LONG before it does.
- This is when you shift gears to building a military