|
Post by euphorion on Jun 16, 2015 9:25:43 GMT -5
No question - I do "love" the independent colony I got - it takes ages for the Mines to build, but it produces great profit all the time. Hence the idea to get rid of the annoying, overly time consuming (as way more micromanaging has to go into them) , Low Qual worlds (esp. Qual7). Obviously this doesn't work.
What I find funny is that I often read here in the forum, that High Quality worlds get more population grow. Currently (year 8): Javat prime (Q27): 10 pop, De Valtos(Q18): 13, Thulun Prime(Q28): 12
A Q9 (admitttedly the first colony I founded): 15 pop Another Q9 (I think founded somewhen year 4-5: 15 The dreaded Q7 (founded year 4): 11 pop by now (but at least brought back up to 10 Morale). A Q7, founded after 4 years - way outpopulating A Q27 (Javat) Prime world And a few more Q8-10 worlds with 10 pop each.
Doesn't really look to me as if the High Quality worlds would get an advantage in pop growth at all.
|
|
|
Post by anrdaemon on Jun 16, 2015 16:52:36 GMT -5
If planet quality affects population growth, I was unable to observe it myself. But, if you want to see some crazy population boost, park some ships in the orbital zone of a planet and leave them there for a period of time.
|
|
|
Post by Brutus Aurelius on Jun 16, 2015 16:57:07 GMT -5
If planet quality affects population growth, I was unable to observe it myself. But, if you want to see some crazy population boost, park some ships in the orbital zone of a planet and leave them there for a period of time. I have never seen nor heard of this mechanic, ever. It wasn't in the Alpha or the retail versions.
|
|
|
Post by elwoodps on Jun 16, 2015 20:57:10 GMT -5
..... Maybe you could get a choice after the Colonization-Quality-dice-roll "Do you want to include this Colony to your House/Syndicate/...?" If you choose no, then it would get independent status. The problem with this idea is that new players will unintentionally hobble their economies by selling lower-quality colonies to the Independents on day-one, that could have been far more productive over the long-haul if kept in-faction. Your 7 quality/26 mineral world could be the "poster colony" for this phenomenon. After giving up waiting for the colony to turn Independent, you started figuring out how to make lemonade from this "lemon" you'd been handed. And I'm confident that in a few more years, you'll build it into an economic powerhouse that will fund the construction and maintenance of mighty ships. The main advantage and disadvantage that Independent colonies have on low-quality worlds, are two sides of the same coin; the population never grows. When one of your factions sells a colony to the Indies on day-one, you end up with an Independent colony with a population of 1 (or if you're very lucky 2) that never grows. The advantage being you'll never have to waste any quality on Hab units or entertainment: A population of 1 that never grows, will live happily ever after in the Starport (doing Water Fuel shots, I suppose ). The downside being 1 pop means only 1cp, so it takes an incredibly long time to build higher-level installations. And higher-level installations are necessary to fully exploit the wealth potential of lower quality/high mineral worlds like your 7-26 example..... I think the option to sell colonies at founding (as you suggest) could be a good thing, only if was a power that had to be unlocked by an achievement that involved building up a low-quality world to a high level of productivity. Maybe something like: "Achieved income of greater than $xxx from a colony of less than 7 quality with 10 Morale". That way, by the time the player got the choice, he or she would have the experience make a wise choice. Edit: I did not intentionally like this post. Just fat fingers aiming for the gear button so I could link to it. If anyone would tell me how to undo a like, I'd be sincerely grateful. This looks incredibly lame....
|
|
|
Post by euphorion on Jun 17, 2015 6:44:44 GMT -5
Well, still ....low Quality colonies can totally ruin your game, especially if they turn up early in game in numbers. I quit my old (hard) game - as the Xenos were no match whatsoever. So restarted at Crazy and the colony-RNG totally wasted it. The first Colony was fine: Q14 (Thulun). Then I got a Q8 (4-24 iirc) for Thulun ...ok, Thuluns can scope with that. Then...Q7 (7-21) Javat (24 Minerals), Q9 Valtos (ok), Q7 (6-22) Javat (21 Minerals), Q11 Thulun, Q12 Thulun, Q8 Javat (2-26 or so) - I quit at that point.
Now I tried to deal with it, but the complete unability to build any meaningful Mines on Javat worlds especially early in game when you don't have the Tech to get any use out of such a colony ruined my economy and made me start over.
I would have rejoiced the opportunity to give esp. those Q7 Javat worlds their independence so they could at least contribute somewhat to my economy instead of being a money drain for years to come.
|
|
|
Post by elwoodps on Jun 17, 2015 8:32:42 GMT -5
Well, still ....low Quality colonies can totally ruin your game, especially if they turn up early in game in numbers. I quit my old (hard) game - as the Xenos were no match whatsoever. So restarted at Crazy and the colony-RNG totally wasted it. The first Colony was fine: Q14 (Thulun). Then I got a Q8 (4-24 iirc) for Thulun ...ok, Thuluns can scope with that. Then...Q7 (7-21) Javat (24 Minerals), Q9 Valtos (ok), Q7 (6-22) Javat (21 Minerals), Q11 Thulun, Q12 Thulun, Q8 Javat (2-26 or so) - I quit at that point. Now I tried to deal with it, but the complete unability to build any meaningful Mines on Javat worlds especially early in game when you don't have the Tech to get any use out of such a colony ruined my economy and made me start over. I would have rejoiced the opportunity to give esp. those Q7 Javat worlds their independence so they could at least contribute somewhat to my economy instead of being a money drain for years to come. You have my sympathy, though I can't honestly say that I empathize never having tried this game at crazy or higher. Let me ask you something. What's your building priority for new colonies? For me it's factories. That's almost always the first thing I build on a new colony (on rare occasion I'll make an exception on a Cadar or Thulin colony, on account of their CP bonus), and after that try hard to keep factory capacity at least equal to the population, even if it results in occasional hab or spice shortages. Otherwise it's too difficult to keep up with population growth. This is especially true on low Q worlds, where I can't just keep spamming Hab 2's and have to start upgrading sooner. Building new a Hab 2 costs only 20CP and increases housing by 2; upgrading a Hab 2 to a Hab 3 costs 40CP and only increases housing by 1. I need all the pop gainfully employed in factories, in order to keep up.
|
|
|
Post by euphorion on Jun 17, 2015 10:09:02 GMT -5
Depends.... Talking about new Colonies with only Starport1 it's now (thanks to some advice I got in another thread): Hab1 - as soon as this is at 1 Turn left I start Factory1 and make that top priority. If Pop goes to 2 I finish the Hab1 and start another hab1 and make again the Factory the Top Priority when this is at 1 turn left. If Pop is still at 1 when the Hab is at 1 turn and the Factory is at 1 turn left I add a Mine1 and make this Top priority - and finish it if nothing happens to the population. If Pop then still is at 1 I would make another Mine. The idea is you don't need the Factory or Hab if Pop didn't get higher (and save the upkeep cost by not finishing it) - but have it available immidiately when needed.
When the colonies are near/at 5 pop I add Spice building in the mix and also park it at 1 turn left if possible. As soon as colonies start with Starport2 and/or my economy is much less tight I will likely take a more relaxed approach ;-)
|
|
|
Post by elwoodps on Jun 17, 2015 18:15:09 GMT -5
Depends.... Talking about new Colonies with only Starport1 it's now (thanks to some advice I got in another thread): Hab1 - as soon as this is at 1 Turn left I start Factory1 and make that top priority. If Pop goes to 2 I finish the Hab1 and start another hab1 and make again the Factory the Top Priority when this is at 1 turn left. If Pop is still at 1 when the Hab is at 1 turn and the Factory is at 1 turn left I add a Mine1 and make this Top priority - and finish it if nothing happens to the population. If Pop then still is at 1 I would make another Mine. The idea is you don't need the Factory or Hab if Pop didn't get higher (and save the upkeep cost by not finishing it) - but have it available immidiately when needed.
When the colonies are near/at 5 pop I add Spice building in the mix and also park it at 1 turn left if possible. As soon as colonies start with Starport2 and/or my economy is much less tight I will likely take a more relaxed approach ;-)
Particularly with Starport1 and a faction with no CP bonus (any except Cadar & Thulun), I think you'd do better building (or even subsidizing if you're flush) a factory first. You might hear some screaming before the first Hab gets completed, but after that you'll be able to keep up. The upkeep credits for the factory are trifling, compared to the turns lost building anything with 2 or more pop and only one CP. As soon as the second pop arrives, that already completed factory cuts build times in half. One mine completed a few turns sooner will repay with interest, any credits wasted on Factory maintenance while waiting for the 2nd pop to arrive. With Cadar or Thulun in the same situation the benefits aren't quite as dramatic; the factory only cuts build times by 25% when the first pop arrives.
|
|