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Post by Crimson on May 25, 2014 5:48:11 GMT -5
I have been at war on hard with the xenos for a long time. -50k in the hole. Took out a planet . Killed off many waves of ships. There should be economy bonuses for scrapping the enemy ships and worlds.
Its as if you build your fleet make sure you repair then you can never develop / buy anything as the war always makes you go - cash flow. 1.1-1.5k / turn....
Crimson
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Post by Brutus Aurelius on May 25, 2014 8:22:32 GMT -5
First of all, the war on Xenos is brutal. Red spaces, where they live, have water fuel requirements, so you cannot stay indefinitely. Most attacks cost WF, further shortening time you can spend on the offensive. Build Carriers with large Reactors and Refuel to prolong your stay. Build at least two, along with a Palidin Carrier. Rotate the Refuel Carriers back and forth from green to red to keep their fuel up and away from Xeno ships. Use the Paladin to repair ships to further reduce upkeep costs. Other than that, keep away from the offensive until your econmy has a solid reserve of at least 15k credits. And only have a few planets building ships at a time so Idle CP becomes Income.
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Post by Cory Trese on May 25, 2014 12:23:14 GMT -5
First of all, the war on Xenos is brutal. Red spaces, where they live, have water fuel requirements, so you cannot stay indefinitely. Most attacks cost WF, further shortening time you can spend on the offensive. Build Carriers with large Reactors and Refuel to prolong your stay. Build at least two, along with a Palidin Carrier. Rotate the Refuel Carriers back and forth from green to red to keep their fuel up and away from Xeno ships. Use the Paladin to repair ships to further reduce upkeep costs. Other than that, keep away from the offensive until your econmy has a solid reserve of at least 15k credits. And only have a few planets building ships at a time so Idle CP becomes Income. This is all really great advice, General. You can command my Fleets anytime. As the war phase starts, I tend to shift my economy towards supporting the fleet. Ship Maintenance Cost, driven by: a) being damaged b) being low on fuel c) being in red spaces Can have a substantial negative effect on the economy. If enough things go wrong, the combination of poor Colony management and protracted wars will decimate the game. We still have not decided on a "defeat" cut off but I believe that if you are at -50K for a long while, you have lost.
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Post by Brutus Aurelius on May 25, 2014 12:32:05 GMT -5
First of all, the war on Xenos is brutal. Red spaces, where they live, have water fuel requirements, so you cannot stay indefinitely. Most attacks cost WF, further shortening time you can spend on the offensive. Build Carriers with large Reactors and Refuel to prolong your stay. Build at least two, along with a Palidin Carrier. Rotate the Refuel Carriers back and forth from green to red to keep their fuel up and away from Xeno ships. Use the Paladin to repair ships to further reduce upkeep costs. Other than that, keep away from the offensive until your econmy has a solid reserve of at least 15k credits. And only have a few planets building ships at a time so Idle CP becomes Income. This is all really great advice, General. You can command my Fleets anytime. As the war phase starts, I tend to shift my economy towards supporting the fleet. Ship Maintenance Cost, driven by: a) being damaged b) being low on fuel c) being in red spaces Can have a substantial negative effect on the economy. If enough things go wrong, the combination of poor Colony management and protracted wars will decimate the game. We still have not decided on a "defeat" cut off but I believe that if you are at -50K for a long while, you have lost. *salutes* Thank you Senate Leader!
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Post by Crimson on May 25, 2014 13:43:18 GMT -5
Thats what i am doing except i am slowly annhilating them. There is a bug in this though. If you close the game and come back the xenos auto generate 6-7 ships. They take forever to drop a 20 pop. Planet as they regenerate 1 pop per turn.
Crimson
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Post by Cory Trese on May 25, 2014 13:55:46 GMT -5
Thats what i am doing except i am slowly annhilating them. There is a bug in this though. If you close the game and come back the xenos auto generate 6-7 ships. They take forever to drop a 20 pop. Planet as they regenerate 1 pop per turn. Crimson I don't think that is a bug. They probably just have ships in the build queue when you quit. I will look into it again, however, that is a part of the code I've tested pretty completely. Without a debugger tools, it is impossible to say "this was caused by quit" since you cannot run a turn and see the results without impacting the stack (that is, without the debugger.)
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Post by fallen on May 26, 2014 16:22:27 GMT -5
Crimson - if you would like to grind xeno worlds to dust faster, research better invasion weapons and put them on your ships!
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Post by ChocoCrowbar on May 26, 2014 17:00:57 GMT -5
The upper Planet Invasion II and drop pods IV give no observable difference than the starting invasion tech. I still get the "Xenos pop has been reduced by 1-2", and still reducing in reality 0-1.
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Post by johndramey on May 26, 2014 23:11:17 GMT -5
The upper Planet Invasion II and drop pods IV give no observable difference than the starting invasion tech. I still get the "Xenos pop has been reduced by 1-2", and still reducing in reality 0-1. Yeah, I'm curious what the differences in the invasion skills/modules actually equate out to. I know the invasion system is still being worked on, but right now it's very opaque to the player.
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Post by Cory Trese on May 26, 2014 23:15:54 GMT -5
The upper Planet Invasion II and drop pods IV give no observable difference than the starting invasion tech. I still get the "Xenos pop has been reduced by 1-2", and still reducing in reality 0-1. Yeah, I'm curious what the differences in the invasion skills/modules actually equate out to. I know the invasion system is still being worked on, but right now it's very opaque to the player. The goal is to make is much less opaque and much more fun.
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Post by johndramey on May 26, 2014 23:25:24 GMT -5
Well, it's already fun so..... you're half-way there!
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