
October 2nd, 2002, 05:30 PM
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Colonel
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Join Date: Jun 2002
Location: Connecticut
Posts: 1,518
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Re: ministers
Quote:
Originally posted by pat:
hi
i'd like to know what parts of the game you guys leave up to minister control.
sometimes i feel overwelmed with all the choices i have to make.
i must admit i'm fairly new though.
tom
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Most people say that ministers are totally stupid. I think for a newbie, thay can give you some good ideas, especially what not to do.
My opinions:
When most, but not all, of the galaxy is colonized, the colonization minister is ok.
Population minister is ok. If you make very small transports - frigate sized or destroyer that is half cargo bays and half supply bays. Otherwise he will empty planets.
Facility minister, design minister, research minister - are weaklings. I can usually do better, or at least I can't do much worse. But hey turn them on for a few turns and see what they do, you may learn something.
Resupply minister is brain-dead. If active all ships turn around at precisely half supplies. Even if the ship has it's minister turned off. Colonizers, suicide ships, troop ships out to capture a planet that has a resupply depot, even a ship on the way to a resupply depot; it just doesn't care. It's impossible to do anything with that one active.
You can probably guess about the others, I don't have a lot of experience with them.
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