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Old June 14th, 2002, 09:41 PM

Gryphin Gryphin is offline
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Default Re: FAQ...First 50 turns

Early Ships:
I design the following:
Colony ship for:
A: Short range / High Population for those nearby planets
3 Engines
2 Cargo
B: Short Range / Low Pop for when I need a Higher rate of build
3 engines
Nothing Else
C: Long Range / Faster Build
5 Engines
Nothing Else
D: Long Range / Higher Pop
5 Engines
1 Cargo Bay
For the most part I will add the cargo bay if it does not slow down the build time.
Designing so man different ships gives me a chance to compare cost and build times.
To Name so many differant sytles I use the Type, Speed, and number of Cargo Bays:
"Col Rock 3 CC" Rock Colony with 3 engines and 2 cargo bays. Makes it easy.

Transports
5 Engines
7 Sat Bays
These are given the “Capture Planet” Strategy so they can be used as Troop Ships.
They are used to:
Move population
Lay Satellites
Fill with population and Follow / lead colony ships to the target planet. Along the way they might check peripheral warp points if convenient.
Two turns before the planet is colonized it will fleet up with the colony ship to “re supply” as much as possible. Depending on the other strategic concerns it will
Explore the local warp points
Wait for the new colony to build a Supply Depot
Head back “home” to pick up more population / troops / sats or pick up population and join another out bound colony ship.
*I don’t put guns on mine because I feel it is unlikely it could win with one weapon so why waist space / cost. If I get caught in the open **I will try to run or duck into a storm / nebula.
I don’t use a Supply Bay because if it is that far out it is with a colony ship and can re supply when the new colony builds a Depot, (this is risky).

[ June 14, 2002, 20:44: Message edited by: The High Gryphin ]
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