Could someone give me like a checklist of what to do at the start of a game? Things like beginning tech and designs, first moves etc.
Ahh just get in and hack around, you'll screw up your first few starts anyway. Although I guess I have a FEW notes:
- don't go TOO much deeper in the other construction techs vs economy or you'll be running out of money pretty quick (or leaving factories/shipyards idle for long periods = you could have spent the research on something actually useful instead) (This was how I screwed up my 2nd start, after I got the hang of building a decent mix of mines/factories/labs/asteroid miners to expand the economy really fast)
- don't hesitate to use Spacemaster Mode to fix your gross screwups, especially if you're just hacking around on your 1st couple of starts - even from a realism standpoint SOMEONE would have pointed out "uhh sir you designed that ship without any engines" before you spent a year retooling the shipyard for it and building the 1st one...
- to test out combat you can SM mode in a few opposing ships to shoot at so you can figure out the battle controls without losing everything you just spent 5 years building
- give every researcher no matter how awful at least one lab so they have a chance to increase abilities
- build a couple Space Academy levels fairly soon so you get more scientists, administrators with bonuses, and officers
I pretty much went through the tutorial, such as it was
and built the couple of beam ships it walks you through. Then just ran the economy for a while, built geo and jump point exploration ships, explored a few neighboring systems, colonize Mars then Titan and Mercury, etc. You'll get a feel for what's working and what the bottlenecks are. Then I did a couple of starts playing with asteroid miners (it's a BIG commitment of tech/shipyard capacity so you wanna know the tradeoffs and how to get them cranking effectively or again, you're wasting a lot of research/build time), terraformers (ditto), sorium harvesters (ditto), and fighters (so cool, so expensive in starting tech I could never justify starting with them
).
I restarted a few times 'cause of some scary error messages, in hindsight they were almost all cosmetic/trivial stuff so I could have kept playing. It's not SO awful to screw up the economy and recover a few times, or even to get your fleets vaporized a few times learning combat, as long as you can protect Earth you can *usually* rebuild your way back on top.
Techs, play around, in general I liked to start with a mix of construction/research/economy increases, one beam weapon (meson, laser or gauss) and associated turret/tracking stuff for point defense, a little bit of engine, a little bit of missile stuff, a little bit of various kinds of sensors and fire controls. Meta game a bit by filling in what your researchers suck at. Use your factories to build a mix of more factories, mines/automines, labs, Space Academy levels and eventually ship parts to speed up ship building. Look at mineral usage to see what you'll be hitting shortages of and plan on how to mine more - moving automines to asteroids/comets, mining ships, colonizing moons and moving population and mines, whatever - it takes years to get that stuff going so start planning ahead. Play with getting colonies started and moving population and structures to them and getting them terraformed (can easily take a couple of decades without a big commitment to fleets of huge terraforming ships).