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October 2nd, 2002, 05:11 PM
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Private
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Join Date: Sep 2002
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ministers
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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October 2nd, 2002, 05:23 PM
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General
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Join Date: Mar 2001
Location: UK
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Re: ministers
None. Not a damn thing, and I never have. I wouldn't trust those ministers to get lost in a nebula.
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October 2nd, 2002, 05:25 PM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
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Re: ministers
The general concensus is that the ministers are poor. The only one I use is the population transport minister. He does an ok job and I am willing to settle with it because I absolutely find it too boring and cumbersome to manually move population. If you capture enemy population that breathes another atmosphere, he is not smart enough to put them on the right planets, though.
Slick
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Slick.
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October 2nd, 2002, 05:30 PM
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Colonel
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Join Date: Jun 2002
Location: Connecticut
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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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October 2nd, 2002, 05:48 PM
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Second Lieutenant
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Join Date: Dec 2000
Location: Houston, TX, USA
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Re: ministers
I use the population minister, sort of. I find it useful for automatically moving to a planet w/high population. I tend to take some control in what's loaded and where it goes, but sometimes I just let it run.
Otherwise, I have an AI_Research.txt file setup for my race and I tend to let the Research minister use that so I don't have to constantly check things. I'll throw in things I think I need sooner, but otherwise I just let it run.
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--
...can you and your associates arrange that for me, Mr. Morden?
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October 2nd, 2002, 06:41 PM
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Second Lieutenant
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Join Date: Mar 2001
Location: Elk River, MN, USA
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Re: ministers
I'll typically give the population minister 3 small transports for shuttling population around, it doesn't do too bad; leveling out all populations at about 1000 on breathable worlds. I'll keep one or two frigates or destroyers with 3-5 cargo to shuttle conquered races around or to collect extra population from moons and tiny worlds to boost the population on the larger medium worlds.
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October 2nd, 2002, 08:29 PM
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Second Lieutenant
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Join Date: Jun 2002
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Re: ministers
Quote:
Originally posted by Slick:
The general concensus is that the ministers are poor.
Slick
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Actually most players consider Ministers to be akin to vacuum cleaners - they suck.
OTOH - the population transfer minister has kept his head so far in my empire. The rest are feeding the crows.
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'There are old space jockies and bold space jockies but there ain't no old, bold space jockies'
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October 2nd, 2002, 08:45 PM
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First Lieutenant
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Join Date: Sep 2002
Location: Cannes, France
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Re: ministers
I trust noone. SO I do all the work by myself !
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October 4th, 2002, 04:46 AM
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Corporal
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Join Date: Sep 2001
Location: PALMDALE ,CA ,US
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Re: ministers
For me as a experinced player, i only use POP transport minister only, & only if i have 10+ worlds to populate. POP minister is ok. But Ive sent suggestions to MM to improve on this,to the effect of this being Moddable, and to increase pop reforced above the three bar limit, as a secondary on a planet.And other minister operations. Hopefully will see somthing in the new patch?.
Ferengi Rule of Acquisition #48 The bigger the smile, the sharper the knife.
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October 4th, 2002, 04:30 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: ministers
Minipol: Sounds like an "individual" minister.
You probably needed to give that planet to your minister with the ministers button (Face icon)
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