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After the initial 50 to 100 turns of the land-grab part of yhe game, playing around with this is no longer worth the effort to micromanage the research, and you can just allocate to technology according to how much threat your neighbors are.
After the initial 50 to 100 turns of the land-grab part of yhe game, playing around with this is no longer worth the effort to micromanage the research, and you can just allocate to technology according to how much threat your neighbors are.
== Early Research ==
Generally, the first field you want to focus on is Propulsion, for either the Hydrogen Fuel Cells (Range 4) or the Deuterium Fuel Cells (Range 5).  In about 75% of games (unless you go Psilons) you won't have a choice in your initial range tech, but if you ''do'' get the lucky 25% where you have a choice, you probably want Range 4 ''unless'' you have few stars that are not bridgeable without Range 5.  Trickle-research your initial range tech as described above; you want to keep building factories at your homeworld in the meantime, then build colony ships.  If your second colony happens to give you access to more planets, or you have more than one good option within 3 parsecs of your homeworld, then build colony ships while trickle-researching the range tech in the backgroud, otherwise if you need range tech to get more planets, dedicate more of your available homeworld production to research.
Afterwards, you want to open Planetology.  Usually Controlled Barren is not a good option since it rarely increases the number of new planets you can colonize, but if you find an Artifacts, Rich, or Ultra Rich Barren then it's your best option.  Otherwise, the Terraforming +10 or the Improved Eco Restoration are usually better.  The former in particular is unfairly cheap, and if you have a number of small worlds, can greatly increase your population (and therefore your early power).  You often want Planetology since the second tier can get you Controlled Tundra or Controlled Dead or both, which often open up quite a few planets as colonization options.
Finally, head over to Construction.  Improved Industrial Tech 9 is a fairly small boost in your rate of building factories (and you might have gotten most of your early factories already built by the time you finish researching this), and if you got Improved Eco Restoration from Planetology you might not find Reduced Industrial Waste quite as important, but do note that Construction techs not only increase the capacity of ship designs, they also miniaturize Reserve Fuel Tanks.  If there are colonizable planets at range 6, and you were unlucky enough to not have Irridium Fuel Cells (Range 6) in your tree, you can instead get a few levels in Construction rather than try to research a tier 2 Propulsion tech and ''then'' Dotomite Crystals (Range 7), you spend less BCs researching up to tier 2 of Construction (Dotomite Crystals are a tier 3 tech, thus significantly more expensive than a tier 2 Construction tech), which can be enough, with a tier 2 Planetology tech, to cram a Reserve Fuel Cells and a Standard Colony Base into a Large hull; even with "just" Hydrogen Fuel Cells (Range 4) that design can reach up to Range 7.  The design will probably not fit any weapons, so a few LR LASERs would be useful in escorting it.


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