|
|
|
 |
|

April 15th, 2002, 03:20 AM
|
Private
|
|
Join Date: Apr 2002
Location: Washington, DC
Posts: 32
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
New guy questions post.
Hello all. Yep I'm the new guy on the block. So ic come to you vets with humility. I'll probably keep this post going for quite sometime until i'm on the right path. I give hardy thanks for everyone's help in advance.
Q1. I am getting my newbie arse kicked by the AI in the intelligence field. Every other turn. It's something from snafus to rioting to muntiny. I've tried doing counter-intel Lv.3 it stops it about 75% of the time. What's worse is that i can't accomplish anything back. Can someone show me the light. This is my number grievance at the moment.
__________________
No weapon formed against me shall prosper- Old Testimate- Holy Bible
|

April 15th, 2002, 03:22 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
|
|
Re: New guy questions post.
You will need to build many Intel Centers. Keep using Counter Intel lv 3, and soon you won't be bothered by the other guys intel attacks.
Another way to stop intel attacks, although its cheating, is to switch the AI players that are intel attacking you to Human control, and then when you play their turn, you turn off the INTEL minister, and clear the intel attacks against you in the Intel Options window. Then switch them back to AI and that should buy you a few turns.
[ 15 April 2002: Message edited by: Atrocities ]
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
|

April 15th, 2002, 09:21 AM
|
 |
Lieutenant General
|
|
Join Date: Dec 2000
Location: california
Posts: 2,961
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: New guy questions post.
it helps to have a counter intel project running at all times, and to be paying as many intel points into it as the enemy is throwing at you in projects. if you do that, it should stop them 100% of the time.
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
|

April 15th, 2002, 02:54 PM
|
Private
|
|
Join Date: Apr 2002
Location: Washington, DC
Posts: 32
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: New guy questions post.
Atrocities, Puke, & Dogscuff many thanks for your for your tips and tactics. I will try and implement these in my new game.
Q2. Those planets that don't have a breatheable for your race, is there anyway to terraform them to one that you can? ex. for terrans carbon dioxide to oxygen.
__________________
No weapon formed against me shall prosper- Old Testimate- Holy Bible
|

April 15th, 2002, 03:24 PM
|
 |
General
|
|
Join Date: Mar 2001
Location: UK
Posts: 4,245
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: New guy questions post.
Yup, if you build an atmosphere converter on the planet the atmosphere will (eventually) be converted to the preferred atmosphere of the largest population on it.
Can't remember offhand where the atmos converter is in the tech tree...
Of course it's usually a lot easier to just steal someone else's population and put them to work. Troops are a good way to get alien populations, as are ship captures via boarding parties or alliegence subverters (steal colony ships & pop transports), crew insurrections (ditto) and Puppet Political Parties.
Of course not everyone wants a bunch of dirty aliens running around in their empire...
|

April 15th, 2002, 03:38 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
|
|
Re: New guy questions post.
Research Planet Engineering. Atomsphere converters are a great resource. So are Value Improvement and Climate control facitlities.
Once a planet has been converted, scrap the AC and replace it with whatever you wish. Keep the Climate and Value improvement facilities though.
Anther great way to colonize the planets you can not breath is to capture races who do, and use them to colonize those worlds.  Its cheep and its very effective.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
|

April 15th, 2002, 03:56 PM
|
 |
Colonel
|
|
Join Date: Dec 2001
Location: Penury
Posts: 1,574
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: New guy questions post.
quote: Originally posted by Atrocities:
Climate control facitlities.
Atrocities, do these facilities actually work in any decent timeframe? I have put a climate control facility and the change seems to be miniscule - has anyone actually noticed tangible benefits fromthese things
Atmosphere converters are the best BTW
__________________
Ook ook ook ook OOK
|

April 15th, 2002, 05:09 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: New guy questions post.
I figure that planet conditions range from Deadly(0%) to Optimal (100%).
Since there are about 6 words for the different levels of conditions, they would be separated by 20% each
A conditions improvement plant (level 3) adds 3% every 10 turns (1 year).
At that rate, you need 70 turns to ensure a rating upgrade.
The easiest way to improve the improvement rate is to build multiple plants, since they DO stack.
Of course, you could always mod them to be much more powerful.
[ 15 April 2002: Message edited by: Suicide Junkie ]
__________________
Things you want:
|

April 16th, 2002, 01:25 AM
|
 |
General
|
|
Join Date: Mar 2001
Location: UK
Posts: 4,245
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: New guy questions post.
If you know where the enemy's intel production planets are (which you probably won't, because you can't do any intel on them, but never mind), try to conquer them with troops. That will boost your intel output while reducing theirs. Also, researching industry / computers gives you the citizen databank facilities which, if used carefully, will boost your output considerably.
A good way to guess at enemy intel worlds is to look for planets with low resource values. These are less likely to be for mining / farming/ rad extraction. If a planet seems to be producing ships then it is less likely to have intel facilities on it, and in any game which started at low tech, intel facilities are likely to be on worlds a few systems away from the homeworld, because most empires will have expanded quite a bit before they research the intel tech.
|

April 16th, 2002, 02:52 PM
|
Private
|
|
Join Date: Apr 2002
Location: Washington, DC
Posts: 32
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: New guy questions post.
it's me again. I have some new questions.
Q3How do you...
-cure a plague raging on want of your planets.
-Stop a planet from rioting?
Q4Does garrisoning a planet with troops or have warships in orbit have any effect on your civilian population.
__________________
No weapon formed against me shall prosper- Old Testimate- Holy Bible
|
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
|
|
|
|
|