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  #251  
Old January 6th, 2006, 07:04 PM

Glyn Glyn is offline
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Default Re: Updated the FAQ

Don't forget

- You must have at least one repair priority item on the right side, otherwise no ships will be repaired.
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  #252  
Old August 16th, 2006, 03:40 AM
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SilverRat SilverRat is offline
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Default Re: Updated the FAQ

I noticed a duplication:

2.9.8 You can use larger hulls to make colonizers too. The advantage of this is that you can make an armed colonizer that can defend itself and possibly destroy an enemy planet (then colonize it!).
2.9.9 In my late-game, I now use this more expensive (takes two turns to build in most worlds) colonizer for colonization at any range, though the overwhelming majority of my colonization is short-range: Bridge, life support, crew quarters, colony pod, cargo bay, one (1) best engine (quantum III), solar sail, best emergency propulsion (emergency propulsion V). This has an effective one-turn speed of 12 allowing it to reach any planet in its system the same turn it’s built, but it runs out of fuel quickly. If I’m colonizing long-range, I usually send a bulk transport full of population along with it, and my bulk transports generate unlimited supply. So I don’t bother designing another ship. Or, I use an obsolete colonizer. I call this design simply "Rock Colony", "Ice Colony", and "Gas Colony", and you may use it if you like. (Nocturnal)
2.9.10 The default strategy for a colonizer is "Don't Get Hurt". If it gets into a battle, his will cause your colonizer to run for the corner and usually get killed. Here's a little trick. A colonizer has a pretty good mass. You can use this as a last ditch effort by changing your colonizer strategy to "Kamikaze" (Ram). Especially in the early game, you will be surprised at how many times an unarmed colonizer will destroy a smaller ship by ramming. This strategy has the added benefit if potentially killing the colonizer before it gets captured - you never want to give away your colonization techs or population easily.
2.9.11 In my late-game, I now use this more expensive (takes two turns to build on most worlds) colonizer for colonization at any range, though the overwhelming majority of my colonization is short-range: Bridge, life support, crew quarters, colony pod, cargo bay, one (1) best engine (quantum III), solar sail, best emergency propulsion (emergency propulsion V).
This has an effective one-turn speed of 12 allowing it to reach any planet in its system the same turn it’s built, but it runs out of fuel quickly. If I’m colonizing long-range, I usually send a bulk transport full of population along with it, and my bulk transports generate unlimited supply. So I don’t bother designing another ship. Or, I use an obsolete colonizer. I call this design simply "Rock Colony", "Ice Colony", and "Gas Colony", and you may use it if you like. (Nocturnal)

2.9.12 When colonizing distant systems, create a fleet with the Colony Ship and a small ship full of supply components and solar panels (an escort or frigate is enough) so the colony ship can have the supplies needed to reach the system. I normally retrofit my old escort and frigate ships to these "booster ships" when new hull sizes make them obsolete in the line of battle. (Makinus)

Just thought you would want to know.
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