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Post by Crimson on May 16, 2014 4:15:45 GMT -5
I tried multiple ways but seems the better way is to colonize fast. Never seem to get more than 300 profit per turn. Usually my problem is no ships xenos start attacking. It doesn't seem like there is ever enough time to build compared to the xenos. 1 idea maybe have them show up at different turn levels to colonize. Ie easy = 50 free turns before xenos populate. Etc.
Crimson
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Post by contributor on May 16, 2014 5:26:27 GMT -5
Hmmm, I think I expand pretty quickly. I've actually only played one game with the latest update and I've found the economy significantly tweaked for faster expansion. I don't think I've settled on a normal though. One question. Are we ever going to be able to see the actual quality of a planet before we colonize it? This could make a big difference and motivation for early exploration. If I might get a total dud planet thats going to be more of a liability than an asset I want to slow down. If I can consistently know that a colony is going to be somewhat decent then I can expand more quickly without fear.
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Post by Brutus Aurelius on May 16, 2014 5:52:02 GMT -5
I agree. I settled a Rychart Colony with 3 Quality and it immediately became Indy. I lost it to Xenos (only 2 Pop) then reclaimed it. Strangely, the Quality rerolled and I got 14, but only 4 Mineral.
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Post by contributor on May 16, 2014 6:22:09 GMT -5
I agree. I settled a Rychart Colony with 3 Quality and it immediately became Indy. I lost it to Xenos (only 2 Pop) then reclaimed it. Strangely, the Quality rerolled and I got 14, but only 4 Mineral. The wool that the Senate would like to pull over your eyes is that the Xenos are fiercely savage and negotiation is not possible. In reality they are pacifist agrarian utopianist who are only interested in leaving all planets in the quadrant better than they found them. But since we started the war, they have no choice but to fight.
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Post by Cory Trese on May 16, 2014 10:47:26 GMT -5
I agree. I settled a Rychart Colony with 3 Quality and it immediately became Indy. I lost it to Xenos (only 2 Pop) then reclaimed it. Strangely, the Quality rerolled and I got 14, but only 4 Mineral. Xeno occupation can have crazy results. It can also reduce a world to 0 quality and make it uninhabitable for humans.
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Post by shapcano on May 16, 2014 17:13:35 GMT -5
So for 1, CadaI r seems to be able to build faster from the get go so I build mine then colony ship. This trait of Cadar's is how my current Empire ended up with a total of 12 worlds, 10 of them Cadar, most colonized from the early Cadar colonies.
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Post by slayernz on May 16, 2014 17:21:36 GMT -5
Cadar rocks for construction ... Gotta love their mindset of "Build fast, build strong, kill anything that moves" mentality. Of course their population may suffer a little, but they're bred tough I didn't answer questions 3/4 yesterday because my stupid phone's keyboard had an argument with me and decided to sulk in the corner. No matter what I did, I couldn't get it to work to finish/fix the post.
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Post by johndramey on May 18, 2014 20:19:53 GMT -5
The Star Traders are weary, the Colony Hives are low on fuel and precious supplies. The main Exodus was lost years ago . . . Finally the decision is passed down - we have to stop. Survey the nearest solar systems and each Colony Hive will head to one. With three changes, we should be able to make a new home. And - the Factionites will build their own way of life, not live in an integrated way on a single system. And so it begins ... ===== Questions to answer:1. How quickly after colonizing your first three worlds to you build your next colony ship? 2. Once you have 4, how quickly do you got 5 and 6? 3. What is your pace of colonization after the first half dozen? 4. The next update will include Adv Space Colonization techs that allow you to set down Colonies that start to look more like your original 3 Hive (better!). What are the attributes you'd be most excited to see in a new Colony? I'll post up my answer, I was so busy this weekend that I hardly had time for anything. Sorry it's late 1) I bee-line for transports and get my first colony up ASAP. 2) I usually try to get 6 (2 for each faction) before I even consider slowing down expansion. 3) I tend to play an expansion heavy game in most 4Xs, so my colony push ends once I hit the xenos. Until then, I'm always plotting my next colony. Sometimes it stalls out my economy, but most of the time I can balance costs to build one upgrade a turn + a colony ship. 4) I'd say advanced colonies should start with extra hab slots (2 would be nice, 3 would be awesome) and maybe an extra factory slot or two. Mines seem too... I dunno... non-essential to put into an initial colony module. I would think that focusing on shelter (habs) and industry (factories) should be the focus for new colonies. Anything else can be produced. Maybe including a special colony module with some defensive stuff would be nice, more of a military fort than a colony.
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Post by ChocoCrowbar on May 18, 2014 21:43:32 GMT -5
4) I'd say advanced colonies should start with extra hab slots (2 would be nice, 3 would be awesome) and maybe an extra factory slot or two. Mines seem too... I dunno... non-essential to put into an initial colony module. I would think that focusing on shelter (habs) and industry (factories) should be the focus for new colonies. Anything else can be produced. Maybe including a special colony module with some defensive stuff would be nice, more of a military fort than a colony. The Colony Module II and III have more hab units from the start. II stats with 1 pop and 3 units of expansion, and III starts with 1 pop and 4 units. I think Module II starts with 1 mine, and both of them have the equivalent of a factory I.
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Post by fallen on May 18, 2014 22:03:58 GMT -5
Makes that research tree very attractive imho.
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Post by ChocoCrowbar on May 19, 2014 0:37:24 GMT -5
Makes that research tree very attractive imho. Very. It's like a head start ok the colonies, which atm are better than the original three. And the bonus when you wipe out a Xenos colony and colonize it yourself is really helpful.
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Post by beuns on May 19, 2014 17:03:56 GMT -5
The Star Traders are weary, the Colony Hives are low on fuel and precious supplies. The main Exodus was lost years ago . . . Finally the decision is passed down - we have to stop. Survey the nearest solar systems and each Colony Hive will head to one. With three changes, we should be able to make a new home. And - the Factionites will build their own way of life, not live in an integrated way on a single system. And so it begins ... ===== Questions to answer:1. How quickly after colonizing your first three worlds to you build your next colony ship? 2. Once you have 4, how quickly do you got 5 and 6? 3. What is your pace of colonization after the first half dozen? 4. The next update will include Adv Space Colonization techs that allow you to set down Colonies that start to look more like your original 3 Hive (better!). What are the attributes you'd be most excited to see in a new Colony? Hi everyone ! Sorry for being that late to intervene in alpha (bad consequences of bad surgery kept me for way too long at the hospital... ) So, to answer : 1) I build a colony ship as soon as I had the possibility. I scout for new planet and send it. 2) same answer : ASAP. I try to send Cadar first to build hab in it, then De Valtos to keep my economy afloat and Rychart last. 3) after the first 6, I tend to.slow down a bit to make sure my economy can withstand the new planet and that every new colony has its pop sheltered and working. Then, I go for another 3 in the same order and so on. 4) To me the new colonies should have more hab unit to begin with. At least 2 but more be great.
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Post by ChocoCrowbar on May 19, 2014 18:17:12 GMT -5
I feel that it really doesn't matter how much pop room you have, what matter in a colony is its CP per turn. It's easy to expand with Cadar because of this, since they are able to build a Hab unit in 3 turns, Del Vatos does it in 10.
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Post by beuns on May 19, 2014 22:50:25 GMT -5
I feel that it really doesn't matter how much pop room you have, what matter in a colony is its CP per turn. It's easy to expand with Cadar because of this, since they are able to build a Hab unit in 3 turns, Del Vatos does it in 10. Totaly agree with that. But I feel the need to expand my De Valtos colonies to help with their rapid growing population to maximize the pop/factory ratio. Even Rychart is useful to help reach the point where you can retaliate to those darn Xeno since their +1 rp is critical to advance in technology. That's why I always expand with all 3 syndicate. (even tho my heart yell me: "More Cadar and a ton of torping ship !!!!!" )
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Post by ChocoCrowbar on May 19, 2014 23:18:26 GMT -5
I wish I could use Del Vatos more, and I try, but their colonies develop to slow at the beginning. And Richard really isn't too much of a bonus once you have enough to build Spice Den III, or at least one Spice Den I on every planet. Right now I have probably 3 Richard colonies and 18 Cadar, and I'm getting ~88 RP per turn.
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