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  #1  
Old September 9th, 2005, 12:45 AM
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Default Re: capturing population

Yearly climate improvement happnes on date x.1, not x.0.
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  #2  
Old September 9th, 2005, 01:00 AM

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Default Re: capturing population

I just meant that I have got tons of planets now, been able to close off warp holes, and make my own network that is well protected, I have got about 140 planets (converted every rock as well, the minister on steller manipulations on my planet creaters didnt work ) and they each have about 30-70mil people, and one big sphere world with 3000mil people.

every planet is on 3% but this one with 28% I am hoping that with the 5 climate changers, it will mean that if the place gets bombed in intel, I will be able to change it back pretty fast! (when it reaches .1) I have got at least 1 climate changer on every planet, and every one is taking its time!

anyway on that last question, does minister on transport mean it will take full loads and put them around, or be smart and just take what is needed?

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  #3  
Old September 9th, 2005, 01:26 AM
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Default Re: capturing population

Okay, first, you need to worry about Intel. NO, not the chip company. You need to research intel tech all the way up, as well as computers. You then need to manufacture planets full of intel centers, with one Citizen Computer Complex (??) on each to boost their production. Last, you want to go to the intel screen and start doing Anti-Intelligence projects - but DON'T LET THEM FINISH! Every time the enemy does an intel hit , it will knock off some points from your last intel project - when one intel project is almost full, make sure to put it at the end of your queue (and *don't* set the "even fill" button) With sufficient intel production, a single enemy can't touch you.
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Old September 9th, 2005, 01:36 AM
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Default Re: capturing population

The transport minister works best with small transports, since it only deals with whole-loads of population.

What you probably want to do is micromanage your pop, and keep the high-growth planet just below max.
Then skim one turn's growth of population off the top, and send them to your major production worlds to slave away

-

As for capturing population, the easiest way is probably to just take your big transports and a good sized fleet of direct-fire ships (no missiles!)
Fill one or two transports with troops, and save the rest for hauling away the slaves.
1) Be sure your transports have their strategy set to "capture planet"
2) Be sure your fleet is set to break formation.
3) Attack planets with lots of population.

The warships will blast the planet until the weapon platforms are gone, and then the troop transports will land.
A huge transport full of troops should capture almost any planet in stock and in most mods.

On the next turn, the planet should be yours, and you can load all your troops back up along with the people.
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Old September 9th, 2005, 01:41 AM

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Default Re: capturing population

I really dont get intel, so I built 5 intel buildings on every planet with 20/25 facilities, I can complete a level 3 counter in one go, and I have 12 set on divide points, I really do not have a clue.

I have now set it to not devide, but do I need to then destory some of my facilities... sorry, intel just really confuses the hell out of me!

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  #6  
Old September 9th, 2005, 02:01 AM
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Default Re: capturing population

Completing a counter-intel project makes it useless.

It sounds like you'd be better off putting a bunch of Puppet Political Party projects in the queue, with a counter intel to absorb the scraps left over.

Soon, you'll have all the enemy planets under your control, and thus more population than you can shake a transport at.
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Old September 9th, 2005, 03:13 AM
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Default Re: capturing population

The transport minister isn't that smart. Sometimes he removes too much population from your home world until there's hardly any people left, and production suffers. It's better to control the transports yourself without activating the minister.
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Old September 9th, 2005, 04:37 PM
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Default Re: capturing population

I'm unfamiliar with the Star Trek mod, so the following remarks refer only to stock SE IV features retained in the mod:

Climate changers: I thought only one facility per planet was effective.

Intel facilities: Isn't it better to specialize by planet? For example, if you put 24 Intel facilities on a Huge planet, all 24 will gain the production bonus from one Citizen Databank (the 25th facility). In fact, for maximum efficiency specialize by system so multiple Intel planets can benefit from a single System Citizen Databank.

Capturing population: Replace your colonists on unbreathable atmosphere worlds with captured aliens who do breathe the air--your production potential increases five-fold. Higher populations produce more resources per facility and build faster, so move bodies from worlds at their pop limit to underpopulated worlds and watch their production go up. Alien homeworlds are especially juicy targets. In my current game I recently captured two AI homeworlds intact and now "my" population is approximately three times what it would have been had I glassed those worlds--not to mention the 48 shiny new facilities subracted from the enemy ledger and added to mine.
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Old September 9th, 2005, 05:02 PM
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Default Re: capturing population

atari_eric writes: "Every time the enemy does an intel hit , it will knock off some points from your last intel project..."

Doh! I just checked the FAQ and it does indeed state that enemy Intel projects hit your CI projects from right to left in the queue...and I've been weighting my CI from the LEFT!

On the other hand, the FAQ also has this: "The game does not distinguish points stored in 1 project from another except with regard to bonuses for different levels." From this I gather that an enemy project will not succeed unless it defeats ALL your CI projects, however your CI points are distributed among them. Correct?
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Old September 9th, 2005, 05:35 PM
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Default Re: capturing population

Quote:
Hunpecked said:


On the other hand, the FAQ also has this: "The game does not distinguish points stored in 1 project from another except with regard to bonuses for different levels." From this I gather that an enemy project will not succeed unless it defeats ALL your CI projects, however your CI points are distributed among them. Correct?
Correct in general. Although I am not sure what happens if you have, say, 1200 effective CI points (1000 stored in a CI2 project) and you get hit with an attack which is > 1200 points. I think the attack gets through and none of your CI are expended, but I'm not entirely certain.
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