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May 30th, 2002, 05:05 PM
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Private
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Join Date: May 2002
Location: Norfolk, Virginia
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Ministers
I've read all the FAQs and other information I could find and didn't see a lot on ministers.
I quickly learned over the past several days that an SE4 game can be extremely long and management gets unwieldy after the empire grows beyond a few sectors in size. It really kind of made playing a bummer because like i had to spend a lot of time making sure everyone was making something useful, that the populations were moved around, that I was pursuing a reasonable R&D strat, etc., when all I really wanted to do was eject my neighbor from the nearby rock.
Anyway, I tried to use ministers, but getting them to do anything at all seemed to elude me, not to mention when I did get them to do something it really didn't seem to be making good decisions.
Can someone please post a quick lesson on how the ministers work and how to best use them to keep the micromanagement to a minimum?
Thanks,
Rich
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A good solution applied with vigor now is better than a perfect solution applied later. - Patton
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May 30th, 2002, 06:26 PM
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Captain
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Join Date: Mar 2002
Location: Santa Cruz, CA
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Re: Ministers
Most of the ministers are directly linked to the files in the race directory. For example, the ship construction minister follows orders taken from the (race)_AI_Construction_vehicles.txt, the facility construction minister goes from the (race)_AI_Construction_Facilities.txt, and so on. All of the text files are tweakable, as in you can modify them to suit your own style of play.
Some of the ministers are hard coded, like colonization minister will send a colony ship to the planet the AI believes is best colonized. The best thing to do is to play around with them to see which ones you like to use. I will usually turn on the facility construction (after tweaking the file to my liking), colonization, and resupply ministers to limit the micromanagement, especially in the mid to late game.
Hope this helps.
__________________
All that is gold does not glitter,
Not all those who wander are lost;
The old that is strong does not wither,
Deep roots are not reached by the frost.
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May 30th, 2002, 06:39 PM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: Ministers
Which ministers are you using? For many functions you have to explicitly hand control of the ship/colony over to the AI. Select it and click the 'mask' button to enable the minister to control it. Then you have to have the right minister turne don in the minsiters screen under empire options, of course.
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May 30th, 2002, 06:49 PM
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Captain
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Join Date: Mar 2002
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Re: Ministers
For the colonization minister, I turn on the "Automatic Minsister for new vehicles" when building colony ships and turn it back off when building warships, although if you do not have the attack, defense, explore, or patrol ministers on, the AI will not do anything with a warship, even when it has the minister icon.
__________________
All that is gold does not glitter,
Not all those who wander are lost;
The old that is strong does not wither,
Deep roots are not reached by the frost.
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