eskimoform
Initiate
And for some reason, I got blue hair. You gotta have blue hair.
Posts: 23
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Post by eskimoform on Jun 14, 2014 17:23:09 GMT -5
I need info, pour it on me.
Also a 2nd question. It recommends hab early on, but i hear a lot of talk of building mines first, even in the 8 minute tutorial vid, what is the verdict?
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Post by Brutus Aurelius on Jun 14, 2014 20:19:13 GMT -5
Mines= steady Credits Build a Mine on every new Colony before anything else. Basically, you want many colonies early on for the biggest base for an economy later. You need to maximize the Faction's bonus toward a world. High Mineral go to De Valtos, High Quality to Cadar, and the rest to Rychart. Can't say with the Houses as I do not know their bonuses. Yet. fallen or Cory Trese could fill you in on those. You want Population to be both Entertained and working in the Factories. Defense is only necessary for border worlds and major systems you cannot afford to lose. Basically, use common sense, keep the Factions happy, and try not to get eaten by the Xeno.
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Post by lixxx235 on Jun 14, 2014 21:27:45 GMT -5
Mines= steady Credits Build a Mine on every new Colony before anything else. Basically, you want many colonies early on for the biggest base for an economy later. You need to maximize the Faction's bonus toward a world. High Mineral go to De Valtos, High Quality to Cadar, and the rest to Rychart. Can't say with the Houses as I do not know their bonuses. Yet. fallen or Cory Trese could fill you in on those. You want Population to be both Entertained and working in the Factories. Defense is only necessary for border worlds and major systems you cannot afford to lose. Basically, use common sense, keep the Factions happy, and try not to get eaten by the Xeno. Anything you got on ships you like, which research to do first, etc?
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Post by beuns on Jun 14, 2014 22:27:43 GMT -5
When I first colonize a planet, I start by building a hab unit+mine+factory because those are the base of your economy. The factory being the longest to build I tend to put it on the end of the queue but since after the release you can hurry building... You must keep people in hab to avoid loss of morale and mine is giving you income without the need of people to make it work. The factories need people to hand them and it raises your CPs that you both uses for building things or for income when your not building anything (idle CP). The third thing you gonna need to increase your income is trade CP given by exchange. Hope to be useful
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eskimoform
Initiate
And for some reason, I got blue hair. You gotta have blue hair.
Posts: 23
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Post by eskimoform on Jun 14, 2014 22:43:16 GMT -5
Ive found factories are pretty good to subsidize, for the extra $200 you save 8 cp, which is nice on low cp worlds. But yeah, i just ran into a cash crisis as i expanded and didnt have quite enough mines, and they cost a good chunk of change too. I am having trouble with cadar being able to expand faster than anyone else and im worried this might cause political problem later. will this affect it?
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Post by Cory Trese on Jun 14, 2014 23:12:49 GMT -5
This advice matches the line in the Colony list and is good basic strategy.
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Build Hab Units as fast as you can for the first 16 turns.
Then build Factories until the Factory bar is full.
Then build Mines until the Mineral bar is full.
Interrupt all building to build Hab Units to keep Habs > Population + 1
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eskimoform
Initiate
And for some reason, I got blue hair. You gotta have blue hair.
Posts: 23
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Post by eskimoform on Jun 15, 2014 6:37:10 GMT -5
Mines= steady Credits Build a Mine on every new Colony before anything else. Basically, you want many colonies early on for the biggest base for an economy later. You need to maximize the Faction's bonus toward a world. High Mineral go to De Valtos, High Quality to Cadar, and the rest to Rychart. Can't say with the Houses as I do not know their bonuses. Yet. fallen or Cory Trese could fill you in on those. You want Population to be both Entertained and working in the Factories. Defense is only necessary for border worlds and major systems you cannot afford to lose. Basically, use common sense, keep the Factions happy, and try not to get eaten by the Xeno. How does high mineral benefit De Valtos, and how does high quality benefit cadar? The cadar bonus is purely flat, and it allows them to function at +3 on all new colonies. This means on a low quality/high mineral colony they can sacrifice a bit of factory and pop for extra mines if need be and still function at a decent capacity. For De Valtos I am still unsure what TP is but i assume it is directly connected to trade routes which i don't fully understand either., and I wouldnt know if these were connected to mines at all. I need some numbers to make sense of it all. And cory, do these surplus hab units increase my growth moreso than staying +1 at all times? I cant quite figure that out either.
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Post by nails on Jun 15, 2014 7:05:53 GMT -5
Starting on normal or harder:
hab mine hab factory hab
that starts all my colonies. Costs $800
through this period, i completely ignore all the population warnings.
as for ship tech, i dint start researching ships, outside of the colony ship, until after i have researched palace 1 and at least exchange 1, mine 2, factory 2. then, my goal is to get to fast reactor 5, fast.
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Post by nails on Jun 15, 2014 7:11:20 GMT -5
Mines= steady Credits Build a Mine on every new Colony before anything else. Basically, you want many colonies early on for the biggest base for an economy later. You need to maximize the Faction's bonus toward a world. High Mineral go to De Valtos, High Quality to Cadar, and the rest to Rychart. Can't say with the Houses as I do not know their bonuses. Yet. fallen or Cory Trese could fill you in on those. You want Population to be both Entertained and working in the Factories. Defense is only necessary for border worlds and major systems you cannot afford to lose. Basically, use common sense, keep the Factions happy, and try not to get eaten by the Xeno. How does high mineral benefit De Valtos, and how does high quality benefit cadar? The cadar bonus is purely flat, and it allows them to function at +3 on all new colonies. This means on a low quality/high mineral colony they can sacrifice a bit of factory and pop for extra mines if need be and still function at a decent capacity. For De Valtos I am still unsure what TP is but i assume it is directly connected to trade routes which i don't fully understand either., and I wouldnt know if these were connected to mines at all. I need some numbers to make sense of it all. And cory, do these surplus hab units increase my growth moreso than staying +1 at all times? I cant quite figure that out either. Here's the thing. IMO you need cadar (and i think DeV as well) to have high quality so they can have extra factories to build your war machine quickly and tackle building the high cp ships.
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Post by Brutus Aurelius on Jun 15, 2014 7:31:52 GMT -5
De Valtos gets a 10% Credit bonus on ANY income source. They are the economic backbone of the Empire. Cadar need High Quality for High Population, which means the Military Backbone can build more ships.
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Post by nails on Jun 15, 2014 7:35:02 GMT -5
The best part about this, no one way is right.
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eskimoform
Initiate
And for some reason, I got blue hair. You gotta have blue hair.
Posts: 23
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Post by eskimoform on Jun 15, 2014 7:35:40 GMT -5
De Valtos gets a 10% Credit bonus on ANY income source. They are the economic backbone of the Empire. Cadar need High Quality for High Population, which means the Military Backbone can build more ships. Ok, if this is the case then it makes much more sense to specialize De Valtos, and in turn go the other way with Cadar to compensate. Thanks, and this should probably be made more clear on the faction page.
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Post by Deleted on Jun 15, 2014 9:18:00 GMT -5
Interrupt all building to build Hab Units to keep Habs > Population + 1 The problem I find is that the research that unlocks the Hab II upgrade comes in too late. I use up all my quality slots to build habs to meet the influx at the start, then don't have nearly enough space for factories, mines or anything else. Once I've unlocked Hab II (presuming I haven't rushed straight to it) the rush of colonists seems to have started to slow down.
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Post by Officer Genious on Jun 15, 2014 9:27:22 GMT -5
Interrupt all building to build Hab Units to keep Habs > Population + 1 The problem I find is that the research that unlocks the Hab II upgrade comes in too late. I use up all my quality slots to build habs to meet the influx at the start, then don't have nearly enough space for factories, mines or anything else. Once I've unlocked Hab II (presuming I haven't rushed straight to it) the rush of colonists seems to have started to slow down. But then you can upgrade the Hab I units at a reduced cost and demolish extra ones you don't need, giving you more space to build defenses. Still, that DOES come a little too late a lot of the time for me too...
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Post by Deleted on Jun 15, 2014 9:31:09 GMT -5
But then you can upgrade the Hab I units at a reduced cost and demolish extra ones you don't need, giving you more space to build defenses. Still, that DOES come a little too late a lot of the time for me too... I know, but it just feels like an inefficient use of CP demolishing them afterwards... I've played too much civilization! Is this a solid strategy then, demolishing the extra habs once you can upgrade them?
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