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May 22nd, 2001, 02:14 PM
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General
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Join Date: Mar 2001
Location: UK
Posts: 4,245
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Re: Newbie Questions
Both. Minimum resistance causes a direct drop in happiness and/or reproduction (not sure which) unless the population is on an optimal world.
It's now a major problem for me since my planets have a 20% production penalty because of their low happiness levels. I also have no natural population growth so my homeworld populations are getting lower and lower... I'm going to have to start trading / stealing population from other empires soon.
Unless you have some way of boosting happiness and reproduction artificially, or you plan to continually steal population, I do _not_ recommend setting happines & env resistance to minimum levels.
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"Pinky, are you pondering what I'm pondering?"
"Uh, I think so, Brain, but balancing a family and a career ... oooh, it's all too much for me. "
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May 22nd, 2001, 02:24 PM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
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Re: Newbie Questions
quote: 1) Other than for role-playing purposes is there any point to getting Religious Tech or Emotionless? (...)
Why emotionless? (3000 POINTS!!!) I've only had people riot when there's a plague...
If you do capture planets, since the captured population takes on most of your attributes, you don't have to garrison the planet to prevent rioting. In any case, production will drop if happiness goes below Indifferent; that never happens with Emotionless. (I think Emotionless gets the same production boost as Happy, but I'm not sure about that.) quote: 4) Are storage colonies necessary?
I've seen people recommend these things, but I can't see the point... If a planet has low resource value it usually gets turned into a research or intel colony. My RTS mentality tells me that if I've got excess resources I should build a fleet and start declaring war...
In one of my current games, I started off in an isolated cluster with no warp points out to the rest of the galaxy. I hate to "waste" surplus production, so I was actually scrapping resource production facilities to make space for storage facilities until I got Cargo 2 and upgraded everything. I think I ended up with 500K mineral storage, 300K organic, and 400K+ radioactives, all of which are at least 50% full at the moment. When I reach a point where I need more production, I can go the other direction and scrap excess storage.
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Cap'n Q
The most merciful thing in the world, I think, is the inability of the
human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft
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Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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May 22nd, 2001, 03:33 PM
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Corporal
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Join Date: Feb 2001
Location: Seattle, WA USA
Posts: 65
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Re: Newbie Questions
I like emotionless--I'm currently playing an emotionless race in a 2000 point PBEM game and am doing fine. I chose it because I don't like to be nagged but it keeps production up, keeps conquered folk from revolting, keeps my options free on wars and treaties (don't have to worry about upsetting the home folks), and means I don't have to research psych etc. early.
I also use troops extensively (although I am at 80%). Captured facilities can be junked if you don't want them but they can be a real time saver. And captured population can be very useful--especially early in the game.
Also, if you don't have ice colonization yet and there is this nice already colonized ice planet, troops allow you to add it to your collection. If you wiped it clean, you couldn't colonize it.
I admit I didn't use emotionless or troops against the AI--why bother? But against humans I think they are worth consideration.
[This message has been edited by LeTharg (edited 22 May 2001).]
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May 22nd, 2001, 04:33 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: Newbie Questions
quote: It's now a major problem for me since my planets have a 20% production penalty because of their low happiness levels. I also have no natural population growth so my homeworld populations are getting lower and lower... I'm going to have to start trading / stealing population from other empires soon.
Unless you have some way of boosting happiness and reproduction artificially, or you plan to continually steal population, I do _not_ recommend setting happines & env resistance to minimum levels.
I've started a 2000 point game where I took every one of the five, 1500 point racial tech areas  . I've had to set everything else to minimum levels, except for ship construction (100%), ship defence (125%) and mineral production (80%).
Currently, I have no planets with pop growth, but I've got 12 colonies in 4 systems, covering the center and top left corner of a medium sized map.
Basically, I've been trading everything. I sell ships for technology, then upgrade the ships I'm selling
I've bought organic, crystalline, temporal, and then created kick *** ships to sell to my AI friends for planets, population, tech etc 
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May 22nd, 2001, 04:43 PM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
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Re: Newbie Questions
Hrm. Did they fix Emotionless so that when rioting planets surrender to you, you can actually get them to *stop* rioting?
Yes, for Religious, the Talisman is VERY nice. A heavy beam weapon on a ship normally can have a range of 8, but against an legendary crew with ECM III it might not hit that often -- without a Talisman. And a Starbase with max-mount beam weapons and a Talisman will *always* hit at even the maximum augmented range (something like +5 or so, IIRC). You can then ignore the very-expensive Sensors tech area, getting Hyper-Optics instead. The nature shrine is also good (saves a LOT of facility slots in a decent system), and the time shrine will tide you over until you build the System Robotoid Factories (which give higher bonuses IIRC).
Incidentally, that Talisman probably makes even regular weapons effective against fighter swarms.
In my Last game, I boosted ground combat for role-playing reasons (playing an utterly uber-competitive, selfish, cunning, brutal race without any advanced traits at all -- just bonuses, reducing only trade [arrogance angering off other races]). I never invaded anybody, although at one point I did produce heavily shielded troop transports each carrying ~150 Large Troops (2xShield, 3xGround Cannon, or something like that) just in case I felt the urge.
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-- The thing that goes bump in the night
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Are we insane yet? Are we insane yet? Aiiieeeeee...
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May 23rd, 2001, 05:20 AM
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Corporal
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Join Date: May 2001
Posts: 63
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Re: Newbie Questions
First of all thank you for all the replies
Hitting things hasn't been a problem because I can only play against comps... Which brings me to my first question. How do you people find SEIV opponents??? I looked at the PBEM forum and only saw TWO Posts
Ground troops development is actually one of the lowest priorities on my list. It's a
convenience but not a necessity. Ships with good tech on the other hand are essential for survival.
jc173: Resource problems can also be solved by stealing 'em from whatever race I'm at war with  I have never seen a computer PPP me... I get back rebel colonies just by demanding them to surrender...
dogscoff: Actually I play an Organics Race mainly to help deal with the minerals shortage problems I usually have early on. Organic Armor and Replicant Centers are nice too along with Electric Ray IIIs on fighters
I also heard there was an Honor Harrington shipset in development. Any idea where this is? Is there gonna be a Peeps shipset along with it?
I've heard that people play with a high AI bonus, but does anyone play with limited resources? The reason why I'm considering doing this is because I find myself getting very bored late game (30 years). What are people's experiences (if any) with this? Do you think this'll cause the AI any problems?
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May 24th, 2001, 01:08 AM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
Posts: 779
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Re: Newbie Questions
I've tried some finite resources games. The AI can have a hard time in long games because you can deplete a planet of resources. Early in the game the way the AI builds colonies actually helps them conserve resources. They don't run the risk of depleting a planet real fast as all of their colonied seem to have a variety of facilities.
It's a lot of fun to play this way against humans. You have to be careful what you build and you must save resources or control your extraction rate until you get a planet improvement facility.
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