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Post by Fourth Horseman on Oct 23, 2015 21:46:22 GMT -5
Well, finally found the alien. Ummm, kind of like swatting at a hornet nest. I have my entire fleet inbound. We will see how this turns out.
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Post by Cory Trese on Oct 24, 2015 8:52:44 GMT -5
Well, finally found the alien. Ummm, kind of like swatting at a hornet nest. I have my entire fleet inbound. We will see how this turns out. Sounds about right for your first encounter. Swarms of angry, angry hornets. Which Xeno type is it?
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Post by Fourth Horseman on Oct 24, 2015 17:29:01 GMT -5
Reds, and I'm getting killed in maintenance lol. I have a couple invaders working a planet and a few more on the way. Most planets are building ships to go fight.
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Post by elwoodps on Oct 25, 2015 8:55:18 GMT -5
Reds, and I'm getting killed in maintenance lol. I have a couple invaders working a planet and a few more on the way. Most planets are building ships to go fight. +1 Karma for fighting spirit!
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Post by Fourth Horseman on Oct 25, 2015 9:21:34 GMT -5
F**k yes. We will win or the human race will be eradicated in this quadrant.
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Post by Fourth Horseman on Oct 27, 2015 14:48:34 GMT -5
Ok, ran out of money. At I'm starting over. I know the game has a large random element, but I would be curious to how to build the planets. I am playing the 100 x 100 (90 planet Rinze). I like using both Thulun and Cadar the other I go between Rychart and Javat. What tactics do you lose? Do you let the planet get to maximum level then build a hab unit? BTW I only use 1 alien starting out. Ad I progress I will up the difficulty and number of aliens.
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Post by tenbsmith on Oct 27, 2015 16:40:53 GMT -5
I notice early in this thread you talked about not using many mines. This leaves your economy much more vulnerable to down swings during negative faction politics. Mines produce income regardless of politics. The income from Exchanges is highly variable, changing with faction politics. So, maybe more mines next time. I wouldn't be surprised if the root reason you ran out of money was bad politics. You may want to check out this guide to politics: startradersrpg.proboards.com/thread/11991/4x-faction-politics-guide-draftRegarding planet build order, I usually start with Hab Unit, then Factory, then Mines. I try to keep one Hab Unit ahead of the population--always have one empty Hab Unit in order to avoid morale loss. Low morale increases maintenance cost and can kill an economy. After I have a few mines in place, I'll consider an Exchange--this way I have a steady base of income on which I can rely regardless of politics.
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Post by Fourth Horseman on Oct 27, 2015 17:09:52 GMT -5
Thank you. Yes, bad politics was a partial reason for going bankrupt. It was fun fighting till the end , though.
I have started to put more mines on my planets. I noticed that with about 5 mines on my primes coupled with my orbital mine, I can strip the planet clean of its resources. The game seems to follow to "locust theory" of human space colonization. Take everything as fast as you can.
What should I do with the quality 7 planets?
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Post by hissrad on Oct 27, 2015 17:59:03 GMT -5
Thank you. Yes, bad politics was a partial reason for going bankrupt. It was fun fighting till the end , though. I have started to put more mines on my planets. I noticed that with about 5 mines on my primes coupled with my orbital mine, I can strip the planet clean of its resources. The game seems to follow to "locust theory" of human space colonization. Take everything as fast as you can. What should I do with the quality 7 planets? Early on there's not a whole lot you can do with them,just stay ahead with the Hab units. Later on they'll be more useful,once you have access to more advanced buildings.
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Post by tenbsmith on Oct 28, 2015 8:34:59 GMT -5
Fourth Horseman , if you read the politics guide, I'd love feedback. Was it helpful? How might it be improved?
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Post by Fourth Horseman on Oct 28, 2015 10:46:28 GMT -5
I will do that. I was at work when you posted it. Signal for downloads is tough.
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Post by Cory Trese on Oct 28, 2015 10:47:28 GMT -5
You cannot "exhaust" a planet's resources. Once you build Mines = Minerals, they produce the same amount of money no matter how long they are in operation.
This isn't exactly realistic but the design just didn't support a fixed number of "minable" units.
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Post by Fourth Horseman on Oct 28, 2015 11:50:34 GMT -5
No, I know it's infinite resources. I was referring to the planets serving the sole purpose of supplying resources.
The politics is helpful. Good to know the exacts.
What is the purpose of the cruiser class outside of a small torp boat? I currently have builds with just the rail gun and the other is a small torp boat. Both are lightly armored.
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Post by Fourth Horseman on Oct 28, 2015 11:56:16 GMT -5
To improve the poltics? Bit cluttered and hard to understand at times. It is accurate and proves the depth that TB put into the game. I would add a section with examples... help "dumb it down" a bit. Example : What happens when Cadar and Thulun have a trade route, Thulun and Javat have have a trade alliance, and Javat and Cadar are in a solar war?
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Post by Fourth Horseman on Oct 28, 2015 12:00:15 GMT -5
Thank you for all your work and help in the game. I will always offer my opinion when asked. I will warn anyone ahead of time. I have tendency to be bluntly honest, but only as constructive criticism. TB games rule!!! Lol
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