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September 15th, 2002, 05:29 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Colonizing too rapidly ...
Are you sure?
My Bus class ships are usually small transports with cargo I's. They are typically leftovers from the first year of play, and only upgraded with reduced maintenance components as tech improves.
When playing that Scenario, I built beastly Large transports with max cargo, and managed to pull out only about 4 billion of my population (out of a maxxed-out system full of breathables, IIRC) in the three years allotted.
I should try to make another scenario similar to that one in Gold P&N v3.1 sometime...
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September 15th, 2002, 05:38 AM
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Second Lieutenant
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Re: Colonizing too rapidly ...
I thought i was able to pull out all of them (except 1 m per place to max production) i still haven't won yet though.
EDIT: I have an idea for doing a scenario. I have a game that is a medium galaxy but where the empire has expanded through the whole place except for 2 neutrals that are cut off with warp cutters, also one more in common space, i was thinking of building up the big empire (which has like 3 ring worlds and a sphere already) and then seeing if the little guys can take it down
Also have the big one be really dumb, like write the stupidest AI scripting ever that utilizes brute force and tries to mimic a dying empire (I would have to get some help with this). So yeah, im just working on it now, kinda expanding the big one.
An alternate idea would be to use a super large galaxy and have the super empire in the middle (probably use cluster or semi-cluster) and then do a Foundation and Empire (mod too, where Empire gets massive everything but is also super inefficent and then Foundation gets ****ty *** worlds but also gets more efficient everything) and then add in Gaia of course! and the 2nd Foundation (range 20 mind controllers! and the computer would be called like mind stopper dealio)
[ September 15, 2002, 04:44: Message edited by: Skulky ]
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September 15th, 2002, 05:57 AM
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Shrapnel Fanatic
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Re: Colonizing too rapidly ...
Well, when I played, I'm sure I wasn't going about the population movement in the most efficient way.
I ended up with 90% of my vehicles warping out in the Last 3 months. After that, I think I had no planets for a while, and pushed out the Psy guys to the south to make a home.
The economic struggles were great, though: I had 30 Powerful Dreadnoughts in mothballs, but I could only afford to maintain three for the longest time. I had to use cheap fighters and sats as my primary defense, and used the dreads to soften up the 10-20 baseship fleets the Psy guys were sending in.
I also had to glass the first few planets I was going to colonize, so their value was horrible (glassing damage was increased, I believe)
Eventually I got the value back up, and a few planet captures, and cleared out the rest of the aliens from the system.
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September 15th, 2002, 05:00 PM
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Second Lieutenant
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Re: Colonizing too rapidly ...
Quote:
Originally posted by Arkcon:
You can see the way the AI builds facilities on small planets, few resource facilities then one research or intel. There's something to be said for not putting all your eggs in one basket, so spreading out facilities is also a good idea. But then there's less benefit from Computers, at least early on.
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Actually - I patterned my build philosophy based on how my planets look when the game starts. I split the research on breathables 50-50 with resources and/or other facilities. That way - I'm less vulnerable if and when. Granted that - at first - I'm over-producing and 'wasting' resources until I build storage. On newer colonies - I'll build research before resources. That changes later if & when I need to boost resource production but by then I'm at III extractors or Monolith's etc.
I almost always build a RD and SY on each breathable (except 6 slot planets). I play Natural Merchant+ and on large planets leave 1-2 slots open for 'laters'.
The only time I build 'all research/intel/whatever - is if the planet lies within my heavily fortified core home system.
However - keep in mind that I only play against the AI (so far). I've too many things on my plate to do else.
[ September 15, 2002, 16:02: Message edited by: Elowan ]
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September 15th, 2002, 05:25 PM
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BANNED USER
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Re: Colonizing too rapidly ...
Elowan,
I doubt you could deplete a homeworld with < edit > Colony ships /edit with two Cargo IIIs. You would probably run out of Minerals first if you were producing that many ships.
I'm sure you check the "General" list under colonies each turn to check for these things.
In terms of the trade off of moving population, that is your call. It is a long term "Investment" for your race. Do you forgo the advantage of a highly populated homeworld for faster growth in your colonies? In the long run this will pay off. It would require a constantly updated spread sheet with the production on each of your planets to optimize your pop movement.
As the others mentioned, Loaded cargo ships put on Repeat can deplete a homeworld.
[ September 15, 2002, 16:56: Message edited by: Gryphin ]
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