|
|
|
|
October 2nd, 2002, 08:34 PM
|
First Lieutenant
|
|
Join Date: Sep 2002
Location: Cannes, France
Posts: 698
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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 ?
|
October 2nd, 2002, 08:43 PM
|
|
Lieutenant General
|
|
Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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 ?
|
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.
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
|
October 2nd, 2002, 08:48 PM
|
First Lieutenant
|
|
Join Date: Sep 2002
Location: Cannes, France
Posts: 698
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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...
|
October 2nd, 2002, 08:52 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
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.
__________________
Things you want:
|
October 2nd, 2002, 08:59 PM
|
First Lieutenant
|
|
Join Date: Sep 2002
Location: Cannes, France
Posts: 698
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Time issues (experience / climate)
mmm... so with my unique climate center I, I could have wait for a long time !!!
thanks.
|
October 2nd, 2002, 09:49 PM
|
|
Colonel
|
|
Join Date: Jun 2002
Location: Connecticut
Posts: 1,518
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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.
|
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 ]
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|