After intensive looking into the Save1 Set (gnolam) i have these Comments:
- Overall very good civil Development with a strategy i call "2-System-Tech-Boost" start.
This Strategy means: No expansion, keep in 2 Systems and tech and Develop in only these 2 Systems as fast as possible until you reach a technological level, where you may pop colonyships together with enough battleships to trounce the nearby races (or at least one of them) and quickly colonize their systems.
This kind of strategy has the advantage of early technological advantage but the disadvantage of overall fewer planets. To compensate the lesser amount of planets, these planets (all of them) have to be as well developed as possible.
Only if you build the Buildings on all planets to be completely developed you are able to compensate the few amount of planets.
This kind of starting strategy is best used for races with boni in civil science development like +research, +mc, democracy and/or more space like aquatic or subterranean. Therefore the chosen gnolams are one of the races which are very useful for this kind of development (thumbs up at this point for a good decision).
There are few little tweaks i would consider to optimize this kind of development. The difference is low but still worth mentioning.
1. The Race is low-G, therefore you are able to boost not only your research but your overall development if you research Grav-Generators in physics tree. Nice side Effect: you boost your defensive capability with jucy minituarized lasercannons in case of early agression from other races.
2. The Race is subterranean. This means you are able to delay terraforming some turns to do something else. Something else means:
Quicker research of astrouniversity for example to boost food, production and research. Side effect: Very nice income boost from starport + stock exchange with +1 MC Race.
3. Try to develop all planets. To reduce any planets to pop-planets is a nice relict from playing with housing and still gives a short-term boost in development in no-housing games but in long term you loose production capacity because of fewer completely "finished" planets. "Finished" planets means: The planets built all necessary civil buildings and are saving production via building something big like starbases/colonyships, battleships etc.
To show the difference i startet the gnolam Save from Turn0 and played it to turn 120 as well. I used this order of research:
- armor baracks (yes, not the lab, because you are able to research faster than you are able to build the researched buildings with artefacts home)
- Autom Factory (the first building to produce, afterwards build armor baracks and raze the infantry baracks)
- Lab
- Robotic Factory (not directly towards clonelabs, because you lack production to quickly build colonybases if you do so)
- biosphere, telepathic training, clonelab, microbiotic to boost pop growth
- spaceport to boost mc income-> production (only useful for +1MC races)
- holosim, supercomp, missle base. After missle base is researched, all planets stop building anything and save production to quickly build robominer after successfully researching.
- robominer, tritan armor (fuel cells are not useful enough, because the systems in the corner of this Galaxy are too far away), pollution processor to reduce pollution
- Planetary stock exchange, psionics, then up to grav generator to remove grav-disadvantage.
- Finally astrolabs and as you like emg missles or the spy tech (i luckily are able to choose emg missles, because i got the spy-tech from the darlok leader some turns earlier)
Here is the Turn120 Save:
http://www.mediafire.com/?1eyjgwkd8ybny73
The Difference is little, but i think the civil development is at least a few turns faster, and all planets have "finished" their necessary buildings.
In the next Days i am busy at the grape gathering of this year, but after the vintage is finished i surely will have time for some nice games together.
Edit: Fixed some typo errors