.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   Frequently Asked Questions for Newbies (http://forum.shrapnelgames.com/showthread.php?t=5913)

Stone Mill August 6th, 2002 06:12 PM

Re: Frequently Asked Questions for Newbies
 
CONSTRUCTION

1.2.7 Happiness effects construction rates; the happier, the better rate:
Mood Riot Modifier := 0
Mood Angry Modifier := 80
Mood Unhappy Modifier := 90
Mood Indifferent Modifier := 100
Mood Happy Modifier := 110
Mood Jubilant Modifier := 120

1.2.7.1 Rioting Planets do not construct anything, as the construction queue will display "Never." To resolve Rioting:
a. Station a fleet in that system. Better yet, park it over a specific planet that you want to improve.
b. Build troops in the system. Building troops on a planet also increases happiness for that particular planet. Tip: Amount of troops count, not quality, so you can design cheap troops with minimal components.
c. System happiness facilities, such as the Urban Pacification Center (I, II, II) or special tech facilities/shrines increase hapiness. The effects of these facilities seem to be very gradual, requiring several turns.
d. Winning battles improves population confidence and improves happinness, especially in the system in which the battle occurs.

1.2.8 Population effects construction rates; the higher population, the better bonus to production.

1.2.9 Space Yards improve production. You are allowed only one space yard per planet. Invest research in better Space Yard Technology (I,II,III) to increase construction rate. Note: (Special Tech) Temporal Space Yards have better rates. Unfortunately, you must first scrap your standard Space Yard in order to build them.

Suicide Junkie August 6th, 2002 07:19 PM

Re: Frequently Asked Questions for Newbies
 
TIPS
****
SETTING UP A GAME
==================
4.1.2.
Choosing an uncommon atmosphere type such as Methane or Carbon Dioxide is a good idea, since you will face less competition for breathable planets.

4.2.7.
Friget should be spelled Frigate.

[ August 06, 2002, 18:33: Message edited by: Suicide Junkie ]

Suicide Junkie August 6th, 2002 08:11 PM

Re: Frequently Asked Questions for Newbies
 
Quote:

1.5.3 Only one vehicle per location will actually mine the location. If you put one robo-minerals satellite and one robo-radioactives satellite at the same location, only the first one placed will actually generate resources. However, if you build a base with different mining components (ie 6 robo-minerals, 4 robo-radiactives, 2 robo-organics for example) all mining components on the station will produce, (but only 1 base per location).(Gandalph)
<font size="2" face="Verdana, Helvetica, sans-serif">The satellite facts are wrong.

1.5.3.1 Only one Ship or Base can mine a location at once. Whichever is placed first will mine.
All mining components on a ship or base will produce, and the value of the planet or asteroids will drop exactly 1% per turn no matter how many mining components you have.

1.5.3.2 In a stack of satellites, up to three satellites can mine, provided they all have robo-miners working on different resources.
Three mineral miner sats will produce the same amount of minerals as one mineral miner sat. A mineral miner sat plus a radioactives miner sat can both work on the same location at the same time, producing the full amount of both resources.

1.5.4.2 In order to make your mining operations Last longer, use only one type of robo miner per base. If all of your robo miners are Mineral miners, the organics and radioactives value of the planet or asteroids will not decrease. When the minerals are gone, you can retrofit the base to an organics or radioactives miner, and continue production for many years to come.

Arkcon August 6th, 2002 08:37 PM

Re: Frequently Asked Questions for Newbies
 
[quote]Originally posted by Suicide Junkie:
Quote:

1.5.4.2 In order to make your mining operations Last longer, use only one type of robo miner per base.
<font size="2" face="Verdana, Helvetica, sans-serif">Hmm... I think this is might be wrong. A robominer will cause reduction in all resource types. I haven't checked recently, but that used to be the case. Has it changed?

Suicide Junkie August 6th, 2002 08:48 PM

Re: Frequently Asked Questions for Newbies
 
Actually, it has been that way since at least v1.49.

PS: 1.5.4.2 was meant to come after 1.5.4

capnq August 11th, 2002 08:48 PM

Re: Frequently Asked Questions for Newbies
 
Not sure where to put this, maybe Technology? BTW, why does Religious Studies have such an odd case number?

SYSTEM FACILITIES

3.1 - Production bonuses from system facilities do not appear on the listings of individual planets' output, but the extra production is included in the totals on the (F11) Empire Status page.

3.2 - System facility effects stack with planetary facility effects.

[ August 11, 2002, 19:56: Message edited by: capnq ]

Ruatha August 11th, 2002 09:04 PM

Re: Frequently Asked Questions for Newbies
 
Will incorporate later this week, as to the Talisman number, there is a logical explanation http://forum.shrapnelgames.com/images/icons/icon6.gif

Binford August 11th, 2002 09:38 PM

Re: Frequently Asked Questions for Newbies
 
Didn't see this in the FAQ.

Is there any way to make Satellites automatically deploy when built every turn? Sure gets annoying to have to go launch 'em every turn when I may have a number of planets building them.

Bin

Ruatha August 11th, 2002 09:49 PM

Re: Frequently Asked Questions for Newbies
 
Quote:

Originally posted by Binford:
Didn't see this in the FAQ.

Is there any way to make Satellites automatically deploy when built every turn? Sure gets annoying to have to go launch 'em every turn when I may have a number of planets building them.

Bin

<font size="2" face="Verdana, Helvetica, sans-serif">Please ask this question as a new thread, when you get an answer post in this thread and I'll incorporate it into the faq.

dumbluck August 12th, 2002 09:06 AM

Re: Frequently Asked Questions for Newbies
 
Yes, just give the planet the "launch remotely/satellites" command, then hit repeat orders. Then each turn, the planet will try to launch satellites, even if there aren't any stored in cargo.

I think. Actually, I'm about 97% sure this is correct. Well, make that 96%.


All times are GMT -4. The time now is 07:49 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.