Optimal technology research paths

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ciadude2
Posts: 16
Joined: Thu Jul 03, 2014 7:47 pm

Optimal technology research paths

Post by ciadude2 »

Hi all, I was wondering what everyone else tends to do in terms of research, particularly early on in the game. Since DW:U's technology and research is so open ended, there are an infinite combination of choices.
Personally I usually start off with my weapons research alternating between whichever weapon(s) I've chosen, armor, fighters, and ground troops techs.
For energy I go for the construction techs, when I find the hyperdrive knowledge store I make a beeline for the Gerax drive, then go shields, followed by the tech to build the Bakura shipyard. After that, I go for whichever tech seems the most useful depending on circumstance.
For high tech, I immediately go for medical and entertainment in order to increase my capital's growth early on, then rush the tech for the wonder that increases high tech research, and then colonizing, followed by sensors.

I'm always interested in further optimizations however and it is entirely possible that my own research path is hideously bad.
avamk
Posts: 16
Joined: Wed May 27, 2015 11:48 am

RE: Optimal technology research paths

Post by avamk »

I am curious about this, too. While I have survived so far doing my own research and trying to figure it out, I am wondering if there are common "build orders" for research like build orders in, say, Starcraft?
ciadude2
Posts: 16
Joined: Thu Jul 03, 2014 7:47 pm

RE: Optimal technology research paths

Post by ciadude2 »

That's why I listed out what I tend to do first. It's all purely in the interest of being as competitive as possible in the early stages of the game.
Aeson
Posts: 786
Joined: Fri Aug 30, 2013 7:36 pm

RE: Optimal technology research paths

Post by Aeson »

In Weapons, I tend to focus on fighters, boarding pods, armor, and one or two chosen weapons (if two, it's usually one long-range and one short-range weapon). I tend to postpone getting ground troop techs and instead favor training up a highly experienced core of infantry (preferably from a species with a decent base troop strength or, better, a troop maintenance discount) by invading independents and perhaps sitting them on planets exposed to frequent pirate raids. Boarding pods tend to drop off my research list as pirates become less of a threat, with focus shifting towards fighters and my chosen weapons.

In Energy and Construction, on a pre-warp start I prefer to get Energy Collectors and then beeline the Bakuras High-Speed Shipyard. Warp Bubbles pop into the research queue as soon as I hit the data archive, but might be delayed until whatever I'm currently working at is completed if the current project is nearly done. After these, I go in for better reactors, better hyperdrives, better maneuvering thrusters, and better drive thrusters (although I'll point out that Ion Thrusters offer better cruise thrust per size unit than Proton Thrusters do when first unlocked, so it's a bit open to debate whether or not Proton Thrusters are better than Ion Thrusters) and bounce around between these for a while, with the occasional diversion to increase ship sizes, mostly focusing on reactors and hyperdrives. Jump inhibition is good to pick up for pirate-hunting squadrons and will continue to be useful later in the game as it helps you prevent targets from escaping once you've caught them; very useful for killing construction ships, somewhat less useful for killing the more powerful reactivated derelicts as the interdiction field gets shut off whenever the ship carrying the device wants to run.

In High Tech, I tend to get Medical and Recreational Facilities, then Transport Systems, then Colonization, then beeline the tech wonders. I sometimes postpone Transport Systems and Colonization until after at least the first tech wonder, as it's not particularly likely that I'll have an immediate use for these; most of the time, you need at least the Warp Bubble Generator and probably the Gerax Hyperdrive before it really becomes reasonable to look for colonies, but I've seen up to three good colony prospects which didn't require more than the basic colonization tech in the home system on a pre-warp start and occasionally founded the first colony or two before obtaining any kind of hyperdrive. It can be a bit of fun, sometimes, to have a miniature empire in your system before you ever manage to get out into the rest of the galaxy, though even for that I greatly prefer having at least Warp Bubbles (I have nevertheless occasionally intentionally delayed Warp Bubbles to have a chance to screw around in the home system with sublight ships; as I said, it can occasionally be fun). After that, I tend to go for Long-Range Scanners (very useful for hunting down pirate construction ships, and also good for locating other pirate ships and bases) and then for the other wonders (which gets me Cloning Facilities as a bonus; Cloning Facilities trump infantry techs almost any day of the week, if you've been using the same set of troops to conquer every independent colony you incorporate into your empire). After that, I'd probably go for countermeasures and targeting and improved fuel/cargo storage.

As for why I generally go for Transport Systems before Colonization? I tend to keep independent colonies fairly prevalent, a troop ship or two is cheaper than a colony ship, and troop transports (and usually the troops they carry) are reusable unless they get caught by pirates, whereas a colony ship is not. Plus, an independent colony will generally grow large enough to become a productive part of the empire sooner than a new colony will, and if they decline my "invitation" to join my empire, I've only lost 5 or 10 infantry units; if they decline to join the empire when I send a colony ship, I lost the entire investment that went into sending the ship. Beyond that, if I have a core of 5 or 10 infantry units that I've been using to conquer independent colonies throughout the early game, they'll be highly experienced and thus quite powerful. Cloning Facilities allow me to recruit infantry which are equal in strength to the strongest infantry unit I currently possess; there's a good chance that that will be one of the experienced units I've been invading independents with, and that that will be beyond what the tech bonuses would allow me to get, although if I've found a colony of a species with a troop upkeep discount, I'd probably prefer to use them as the mainstay of my army.

Something you may not be aware of but which can be rather useful early on is that you can focus your research output into a given area depending on how many labs you provide for each category of research. If you have twice as many Energy Labs as you have Weapons or High Tech labs, your Energy research rate is going to be roughly double that of the Weapons or High Tech research.
ciadude2
Posts: 16
Joined: Thu Jul 03, 2014 7:47 pm

RE: Optimal technology research paths

Post by ciadude2 »

All very good points Aeson. It seems we have a fairly similar early game setup.
NephilimNexus
Posts: 194
Joined: Tue Sep 02, 2014 1:25 pm

RE: Optimal technology research paths

Post by NephilimNexus »

Weapons: Fighters, fighters, fighters. Then infantry logistics to lower cost of soldiers (they are insanely expensive). After that I drive straight to Area Transit Singularity (this takes a while) as that one weapon is a complete game changer. Boarding pod tech is handy as pirate but you'll probably stop using them entirely once you transition into an Evil Empire (which is priority one anyway), so in the long run that branch really doesn't pay off as much as one would think at first glance. After infantry logistics comes infantry strength and hopefully by the time that is done I can build Elite units. A dozen or so Elite infantry at max potential, escorted by a flight of nuclear bomb sprinklers, solves any & all groundside issues very easily. Finally drive to max the armor plating branch. After that, meh, it doesn't really matter. You've already got everything you're going to really need by this point already, but I can say that the rest of the ground soldier branches are something I do last. Defense units? Never used 'em. Armor? Special Forces? Not needed. Sixty seconds of raining nukes will remove any number of defensive units. The only reason I bring more than one unit at all is to remove rival pirate bases from planets that I've conquered (Again, about eight Elite infantry can take out Criminal Networks unless your General is terrible. One troop transport is all you'll ever need for the entire game).

E&C: Max Gerax hyperdrive, basic shields & reactor. Then drive straight into repairbots ASAP. A ship with 20+ armor and 4 repairbots is neigh indestructible. Get ships up to around 650 size, then wrap up all other techs before finishing the construction branch. Why? 650 size ships can hold their own against almost anything the AI ever builds just fine, and once I finally design those size 1500 whatevers I do not want to ever have to fiddle with it again. So I make sure it's the last tech I ever finish. Fuel Generator is useful on spaceports, if nothing else, as it ensures that visiting ships will always be able to fill up to 100%.

HiTech: This one rotates a lot, as it's all useful, but first get Long Range Scanners to at least level one. Medical/Recreation to increase morale and thus tax income. Next trade to get the Bazaar & eventually the Trade Network (these can wait a while, obviously). Max Crew Systems before pushing hull size over in E&C past 650. Colonization is fairly low priority (as Aeson said, conquest is faster, cheaper and easier) except to get the population growth bonus. Targeting & ECM are my absolute lowest priorities, as any halfway competent Fleet Admiral will give bonuses far in excess of those items. Once you've got a guy with +100 targeting & countermeasures then those techs are kind of like sticking a slingshot to the roof of a tank.
Aeson
Posts: 786
Joined: Fri Aug 30, 2013 7:36 pm

RE: Optimal technology research paths

Post by Aeson »

Boarding pod tech is handy as pirate but you'll probably stop using them entirely once you transition into an Evil Empire (which is priority one anyway), so in the long run that branch really doesn't pay off as much as one would think at first glance.
They're handy as a standard empire on a pre-warp start, too; capturing pirate ships and decommissioning them at shipyards frequently provides some significant advances essentially for free. But yeah, I agree they're not really worth a whole lot in the long run, and I don't usually go past the first upgrade.
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