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If starting Pre-warp, you want to maximize science research and essentially following the same tech paths as a [[../Recommended_research_paths#Non-Creative_research-oriented_races|non-creative Researcher]]. However, [[../Recommended_research_paths#Creative_races|being creative]] you'll want to make quick detour after ''Research Labs'' to unlock both ''Hydroponic Farm/Biospheres'' as well as ''Soil Enrichment/Cloning Center''. All four of these techs help maximize # of scientists on your planets.
If starting Pre-warp, you want to maximize science research and essentially following the same tech paths as a [[../Recommended_research_paths#Non-Creative_research-oriented_races|non-creative Researcher]]. However, [[../Recommended_research_paths#Creative_races|being creative]] you'll want to make quick detour after ''Research Labs'' to unlock both ''Hydroponic Farm/Biospheres'' as well as ''Soil Enrichment/Cloning Center''. All four of these techs help maximize # of scientists on your planets.


You'll also want to research ''Merculite Missiles'' early on, as ''Missile Bases'' are a key part of your early defensive strategy and with it become much more deadly vs likely aggressors. Then either go for ''Robo-Miners'' or ''Planetary Supercomputers'' (the former picks up ''Spaceport'' and ''Fighter Garrison'' along the way, creatives are always strapped for cash; while the latter picks up ''Holo Simulator'', an excellent all-round boost to your citizens).  
You'll also want to research ''Merculite Missiles'' early on, as ''Missile Bases'' are a key part of your early defensive strategy and with it becomes much more deadly vs likely aggressors. Then either go for ''Robo-Miners'' or ''Planetary Supercomputers'' (the former picks up ''Spaceport'' and ''Fighter Garrison'' along the way, creatives are always strapped for cash; while the latter picks up ''Holo Simulator'', an excellent all-round boost to your citizens).  


Next it's time for warship tech: research in the Fields tech tree all the way up to ''Class III Shields''. This unlocks ''Mass Drivers'' and both [[../Warship_technologies#Miniaturization|miniaturizes]] them and enables their [[../Warship_technologies#.22Beam.22_weapons|Auto-fire modification]]. It also unlocks ''Radiation Shield'' which greatly improves the toughness of planetary defenses vs early tech.  
Next it's time for warship tech: research in the Fields tech tree all the way up to ''Class III Shields''. This unlocks ''Mass Drivers'' and both [[../Warship_technologies#Miniaturization|miniaturizes]] them and enables their [[../Warship_technologies#.22Beam.22_weapons|Auto-fire modification]]. It also unlocks ''Radiation Shield'' which greatly improves the toughness of planetary defenses vs early tech.  
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At this point you are relatively 'safe' and can start thinking about terraforming and even start building a fleet to take on [[../Killing_Space_Monsters#The_Guardian|the Orion Guardian]], or capture your first [[../Killing_Space_Monsters#Antarans|Antarean frigate]].
At this point you are relatively 'safe' and can start thinking about terraforming and even start building a fleet to take on [[../Killing_Space_Monsters#The_Guardian|the Orion Guardian]], or capture your first [[../Killing_Space_Monsters#Antarans|Antarean frigate]].
===Colonize===
===Colonize===
You've got the tech to grow large populations quickly and want to amass plenty of scientists, thus making pretty much any planet type viable. Use [[../Speeding_up_production#Stockpiling_production|production stockpiles]] and the [[../Growing_your_population#Population_1_housing_colonies|1-pop Housing Colony]] technique to help speed up your building/expansion. You may even want to sell your homeworld starbase and use the 200 bc towards buying your first colony base. Your production really picks up once you have robo-miner, hence why that tech is one of the first main goals. Creatives need extra cash to pay for all those buildings, so putting up spaceports once they become profitable should also be prioritized. Build Missile bases on planets near other empires -- they're cheap to build and will discourage attacks for quite a while.
You've got the tech to grow large populations quickly and want to amass plenty of scientists, thus making pretty much any planet type viable. Use [[../Speeding_up_production#Stockpiling_production|production stockpiles]] and the [[../Growing_your_population#Population_1_housing_colonies|1-pop Housing Colony]] technique to help speed up your building/expansion. You may even want to sell your homeworld starbase and use the 200 bc towards buying your first colony base. Your production really picks up once you have robo-miner, hence why that tech is one of the first main goals. Creatives need extra cash to pay for all those buildings, so putting up spaceports once they become profitable should also be prioritized. Build Missile bases on planets near other empires -- they're cheap to build and will discourage attacks for quite a while.
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