|
Post by John Robinson on May 10, 2014 16:00:26 GMT -5
Right now I cannot completely eliminate a Xeno population when it reaches 1 further invasion will crash the game, on my Kindle, no big deal, but did make me do some thinking. 1. Question: If I reduce the Population without invading too many times, or Bombard a Xeno colony will it slow down or eliminate it's ability to rapidly build warships? It seems to me the process itself would be destroying their factories and the number of workers reducing CP.
2. Taking it a step further, if the population was severely reduced wouldn't that reduce the workers for mines and research? Thereby dropping the profit morale and RP. Is the same true when my own colonies are invaded?
3. Can my colonies completely defend themselves with PDF ground forces without Naval protection? I thinking anti ship missiles, and soldiers to repel invaders. It would be nice to be able to spend the money as a planet upgrade. An idle navy building up for a naval engagement or in orbital defense has a very high price tag and cannot be everywhere they are needed.
Oh well what started as one question opened two more.
|
|
|
Post by Cory Trese on May 10, 2014 16:33:26 GMT -5
1. yes 2. yes 3. yes
|
|
|
Post by John Robinson on May 10, 2014 18:17:07 GMT -5
Thanks Cory Trese I'm crazy about the challenging details on how a civilization can survive and build positive growth in the face of a hostile enemy.
|
|
|
Post by Cory Trese on May 10, 2014 21:54:42 GMT -5
Thanks Cory Trese I'm crazy about the challenging details on how a civilization can survive and build positive growth in the face of a hostile enemy. What do you mean? You've got to build up a solid economic base, gather a treasury. Expand rapidly once you are able to afford to dump money into the colonies. Don't wait too long, and expand with a mind for which Factions. Build Fighters. Keep an eye on your Ship Maint cost and do not build so many fighters you cannot keep up with expense. 3-4 here is ideal. I play entire games where I use only the supplied ship designs, the ones that are automatically created when you get the technology (Wolf, Paladin) but you can also 'Edit' those designs to control for CP and Maintenance costs. You must use the Empire Summary screen to control your Ship cost vs. Colony cost. Build a fleet and station them on your border planets. They will attack you soon. The first time you see the Xeno, you must CRUSH them. The AI must be taught to fear you. If you decimate him early on, he will retreat and hide for a while. Fight in the Green spaces, from behind your worlds. Use Fighters to soak enemy Counter Attacks. Get 1-2 Carriers and they should focus on Repair at all times.
|
|
|
Post by Officer Genious on May 10, 2014 22:51:10 GMT -5
Right now I cannot completely eliminate a Xeno population when it reaches 1 further invasion will crash the game, on my Kindle, no big deal, but did make me do some thinking. 1. Question: If I reduce the Population without invading too many times, or Bombard a Xeno colony will it slow down or eliminate it's ability to rapidly build warships? It seems to me the process itself would be destroying their factories and the number of workers reducing CP. 2. Taking it a step further, if the population was severely reduced wouldn't that reduce the workers for mines and research? Thereby dropping the profit morale and RP. Is the same true when my own colonies are invaded? 3. Can my colonies completely defend themselves with PDF ground forces without Naval protection? I thinking anti ship missiles, and soldiers to repel invaders. It would be nice to be able to spend the money as a planet upgrade. An idle navy building up for a naval engagement or in orbital defense has a very high price tag and cannot be everywhere they are needed. Oh well what started as one question opened two more. Can't help with one, unfortunately. 2: I build a few mines on diff planets, let the populations get to around five or six before I start sending out colonial ships. Make it more like 7 or 8 for De Valtos ( Cory Trese Don't even try, we ALL know they have a Bacchus sacred holiday every day, ergo constant population booms. No lie.). But more specifically I prioritize based on the ruling faction: Cadar: A mine and then a factory if I researched it. They seem to have the slowest population booms, so it may be a while before that second hab unit gets filled. In the meantime, if I'm ahead of the curve (waiting on a population boom or construction), I'll invest in a strike fighter. The bonus CP of Cadar means that they can push these out very quickly, so if something does come up for Cadar, it doesn't take more than two or three turns to finish a project. De Valtos: Houses and more houses! I think it may be better to stay two homes ahead for De Valtos instead of one for everyone else. I've seen them suddenly go from 6 or 7 to 10 within a handful of turns, and morale dropped so low that no one felt like building the houses. Just got through with 2 morale left, and it skyrocketed as fast as it dropped with new shiny houses to look at. O.o Anyway, I'd focus on housing first as De Valtos's power is its population: people=money+espionage/political points. After that, I'd look at making some factories (otherwise you just have a cranky population uninterested in helping themselves), and make a few colony ships to slow (but sadly, not to subtract) from population booms. Rychart: I have a bit of trouble or with these guys, but it should be a few homes and spice dens before factories as they're happy to spend all their time imbibing spice. Build enough factories to keep with the population, make a spice den or two to get some precious research points and toss a mine in there when you're bored. I think that sums it up.
|
|
|
Post by Cory Trese on May 10, 2014 23:48:18 GMT -5
Once you get to Spice Politics, your best move for fixing Morales is Festivals.
They do not take up points and are not permanent, they just raise morale and vanish.
|
|
|
Post by John Robinson on May 10, 2014 23:59:54 GMT -5
Officer GeniousExcellent advice. Especially regarding De Valtos. I didn't know you could take moral to 2 without a complete melt down paralyzed planet, bigger safety margin than I thought. I didn't know people = money. Why? You only get so many planet improvements,big population leaves less room for factories, mines, government, defense etc. Is there some systemic value to just having more people like a tax base? So far I'm seeing the Xenos colonizing at a rate of 2 for my 1. I think this allows them to build crushing fleets. To control them I wanted to be sure I could use a raiding fleet to reduce their population with invasion, or reduce the number of planet improvement slots through bombardment. I think Cory is reassuring me that will happen to them, and most certainly can happen to us. Have you noticed the system to the west that is a little farther out from where your ships start? Sometimes it gets labeled Unknown. It is constantly a high grade planet. So I decide which syndicate I want to get the strongest start and take the extra couple of turns sending that syndicates colony ship there bypassing the closest western system. You made some very helpful comments, thanks allot.
|
|
|
Post by Cory Trese on May 11, 2014 0:13:55 GMT -5
Step 1
/photo/1
Survive the first wave ...
Step 2
/photo/1
Hold the line, one year at a time.
|
|
|
Post by John Robinson on May 11, 2014 15:40:08 GMT -5
Thanks Cory Trese I'm crazy about the challenging details on how a civilization can survive and build positive growth in the face of a hostile enemy. What do you mean? You've got to build up a solid economic base, gather a treasury... Cory TreseOOPS! I meant that to be a complement. The more I play the more I appreciate the depth of the design. It will be so much more than a civilization just trying to fend off wave after wave of Xeno Bonzai attacks. Your post is solid gold helpful advice. Thanks! I'm just scratching the surface, learning how to use the tech tree. Being able to create your very own flourishing Civilization with it's own inner politics, and a real feeling that there is the freedom to build any type of society you want, is what I meant. The intricate complex system creates so much to explore. That's what I meant about being "I'm crazy about the challenging details on how a civilization can survive and build positive growth in the face of a Hostile enemy". ST 4x is still in Alpha and is already looking like a game I'll be playing for years. Major happy player present and accounted for Sir!
|
|
|
Post by John Robinson on May 14, 2014 16:34:06 GMT -5
v.1,0.7 Difficulty: Easy small map
I just built a Wolf Cruiser, and tried to attack a Xeno colony. I could not Bombard, Invade or Land Troops. Has something changed since v1.0.3? It does make sense to me if it could not invade, but Bombardment I think should be available to reduce enemy population.
Maybe I'm doing something wrong? Kindle Fire HDX
Thanks
|
|
|
Post by nails on May 14, 2014 16:38:51 GMT -5
v.1,0.7 Difficulty: Easy small map I just built a Wolf Cruiser, and tried to attack a Xeno colony. I could not Bombard, Invade or Land Troops. Has something changed since v1.0.3? It does make sense to me if it could not invade, but Bombardment I think should be available to reduce enemy population. Maybe I'm doing something wrong? Kindle Fire HDX Thanks need to use a colony class ship
|
|
|
Post by fallen on May 14, 2014 17:06:05 GMT -5
John Robinson - there is a major difference in the weaponry used between invasion / bombard of a planet vs. ship-to-ship fighting. You need to build a Transport class ship that has an invasion weapon. You can't get access to this until Starship Construction 6.
|
|