Does anyone know why...

...I'm constantly meeting normal AI opponents on maps and they are at 2x the "power level" I am with more of everything?

I try and focus on expanding research, manufacturing, and money in a synergistic fashion. I tend to specialize planets (excepting stuff like a farm/hospital that helps with population) by putting a lot of manufacturing centers (or whatnot) on a planet and letting them upgrade on their own, and I really try and get colony ships out fast so I can start this loop on other planets ASAP. I always seem to meet the AI with my power about 1k and theirs at 2k or even 3k. Am I missing something fundamental about how the planet facilities work aside from adjacency bonuses and special tiles? I am at a loss after playing beta 2 for a week and not really holding my own against a normal AI. So I'm just looking for some guidance here on why when I go into the diplomacy screen after meeting an AI they have at least 10 more techs than me and normally several more planets as well (considering I'm trying to get planets and research techs ASAP myself)

A note on the ships - I do understand that shipyards split the manufacturing output of a planet based on the slider.

5,190 views 8 replies
Reply #1 Top

PS - does anyone know what goes into the "power rating" formula? I think I'm constantly being ganged up on by AI because I'm lagging in this power rating and military power (which is due to me not having as many planets/techs, I think). Anyways, just throw me a lifeline if you know what's going on here.

Reply #2 Top

Why...hmmm....

Reply #3 Top

Well for starters, don't worry about being out pace by the AI, I am playing with GENIUS lvl and they always have 10-12 tech and I got 4. No worries you catch up fast. They will spend or approval themselves into the toilette eventually. Also get trade asap and send some freighters to their planets. They will love you and that will help you make tech trading a bit easier. 

Reply #4 Top

New players don't quite understand the importance of population. I'm going to take a few shots in the dark here. The transport that you start out with is loaded with 100 million colonists to start your next colony (I believe?), but you can fill a transport with as many as 1 billion(?). You will find yourself seriously lacking in power if you max out transports and send them to other worlds in the very beginning. Your home world will end up with too small of a population to produce large amounts of money, production or research. It doesn't make any sense to build a bunch of factories and research centers on your home world, and then send off all of your workforce to planets without any improvements. For this reason, your home world should be your most powerful planet for the first 100 turns (at least), so it needs the economy (i.e population) to support it's industry and research. I find sending out transports at 100 million (1/10th capacity), is a pretty good rule of thumb. This way you can colonize lots of new worlds without destroying your economy at home. Try to find a balance that works for you.

Another tactic related to population, is that the AI will try to keep taxes low to keep their people happy. This increases the birth rate. Make sure to try and research population increasing technologies in the very beginning, as this is the biggest factor (IMO) for building a powerful empire. Trade for them as well. You need a strong economy on your home world, and a large group on one planet will reproduce much faster than small groups over many planets. I forget what the "optimum zone" is but I'm sure someone here can tell you. I believe it used to be 3-5 billion or something? You can hold out on farms until you reach your population limit, but don't wait too long!

You said you skip hospitals and farms?! This is a huge mistake. The hospital is the most important improvement you can place on a new world IMO, and farms can double the performance of a planet that has reached it's population limit. Always build a hospital on a new planet, in fact, I usually just buy them! It's cheap and increases your production/research through population much more than any specialized improvement will. Get the population moving first, then give them a place to work! You can always build over your hospital once things have gotten off to a good start. I just keep them around until I need the space.

Protip: I also tend to build an extra production facility on a planet that has an extra space, and then just build a farm over it when the time comes. Several extra spaces? Build markets, as many as you want, they will increase your flow of money until you are ready to build over them. Don't leave empty spaces if you have a healthy economy! 

Also
1. Increased population = 2. more money = 3. less taxing needed = 4. happier people = 5. faster population growth = Increased population (go back to 1). 

If you want to see just how important population is, try setting your taxation at 100% for 20 turns deep into a game. This is especially meaningful if you have a dozen planets under your control and a decent size military. This will show you exactly what role population plays when 80% of your population leaves. I did this once in Galciv2 by accident and it changed how I played forever. I had to turn global production down to 0% and I was still losing money every turn. The game was over. Now imagine what 2x population can do for you! 

Reply #5 Top

Lol, no I make sure to have hospitals and farms on every planet, even the ones I normally only put one type of building on (research, manufacturing, etc.). But thanks for the tip about colony ships. I've never increased it past the 2.5bil it comes with but did not realize a lower number might be better.

Reply #6 Top

I guess I misunderstood your post. I do find that sending out too many packed ships early on can really slow down your economy, so it is something to keep an eye on. It can be a problem if you like to colonize quickly. Technologies aren't usually a very good indication of overall strength, especially early in the game, as others have pointed out, but it still sounds to me like your overall economy is lagging behind a bit. Their starting technologies might be different as well, which could easily account for 2-3 technologies, but 10 seems like a lot to me (unless they are trading between each other like wild banshees before you get into the fold).

Reply #7 Top

Right now, I think the AI tech trade like crazy too, so don't feel bad if they have a lot of techs. I typically push research in the early fame and after 100-150 turns, the AI often have 20-30 techs that I don't (almost all of which are low-level), but I have 15-20 more advanced techs that none of them have...

Also, consider pushing economy and tourism techs early. Right now tourism is overpowered and you won't hurt for money once tourism is researched. Not sure how this will change in future builds, buy building up economy, tourism, and approval bonuses early on is important. And I often start the game researching all the population growth techs first.

Another thing I do for the first 50 or so turns is create only a few shipyards (depending on planet locations) and keep as many meaningful sponsors supporting them. This helps speed up production and prevents any one colony from thinning its population too much. And when I meet the AI, I typically am at the first or second position.

Reply #8 Top

Alright, thanks guys. I will try this and see how it goes. I did happen to see how researching tourism jumped my economy from 5-20 credits per turn to 150-200 per turn which seems way out of whack with tax revenue, but its nice to know. I researched this the same time I established a trade route, though. Do trade routes affect tourism?