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-   -   Time issues (experience / climate) (http://forum.shrapnelgames.com/showthread.php?t=7523)

trooper October 2nd, 2002 08:34 PM

Time issues (experience / climate)
 
I'm now in year 2421.7. My empire goes from one side of the galaxy to the other. But my oldest ships, after many victorious combats, are still novice, and the planets in which I built climate control facilities still have unpleasant conditions. Do you think these things are normal ?

oleg October 2nd, 2002 08:43 PM

Re: Time issues (experience / climate)
 
Quote:

Originally posted by trooper:
I'm now in year 2421.7. My empire goes from one side of the galaxy to the other. But my oldest ships, after many victorious combats, are still novice, and the planets in which I built climate control facilities still have unpleasant conditions. Do you think these things are normal ?
<font size="2" face="Verdana, Helvetica, sans-serif">Ships get experience by blowing enemy with direct-fire weapons. Missiles do not count. Climate control facilities work, but very slowly and in fact are almost useless, you should aim for value improvement plants and atmospheric converters.

trooper October 2nd, 2002 08:48 PM

Re: Time issues (experience / climate)
 
I usualy use the old fighters ahead / missiles from behind the front line tactic... so it doesn't surprise me that my ships are considered as novice...

Suicide Junkie October 2nd, 2002 08:52 PM

Re: Time issues (experience / climate)
 
A single Climate Control Facility III will take
300+ turns to boost a Deadly world to Optimal.

They only add 3% to the conditions each YEAR, not each turn, and there is about 20% per level. So it will take about 60 turns to go up one description level, from unpleasant to mild, for example.

You can stack two or three facilities, though, and get much faster conditions improvement.

trooper October 2nd, 2002 08:59 PM

Re: Time issues (experience / climate)
 
mmm... so with my unique climate center I, I could have wait for a long time !!!

thanks.

Arkcon October 2nd, 2002 09:49 PM

Re: Time issues (experience / climate)
 
Quote:

Originally posted by trooper:
mmm... so with my unique climate center I, I could have wait for a long time !!!

thanks.

<font size="2" face="Verdana, Helvetica, sans-serif">The way I understand SE4, good planet conditions only increase reproduction rate.

Something fun I like to do, is to take the organic trait.

You can then build one facility to improve reproduction in the entire system. This new population growth isn't affected by climate, I guess they're just clones. Much less work for you to set up, but you still get all the benefits.

Recently I'm playing the organic race, and the ruins gave me climate facilities. I could just imagine the conversation --

"Sir, the ancient facility seems to be a climate control facility, the ancient records indicate the improvements as 'aiding survivability' and 'monitoring population increase'"

"What, why did't they just grow replicants if they needed a workforce?"

"I don't know sir, I just don't know"

[ October 02, 2002, 20:51: Message edited by: Arkcon ]


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