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Post by hlo on Jun 25, 2014 11:28:19 GMT -5
In the other famous 4x series, you know you are "asking for it" if you decide to build a city on tundra beside the polar ice cap! In ST4x I did not ask for a low quality system but randomization deals one to me. It says Quality 2-20 when I discovered it and I end up getting the low side!!
Is there a way (in early - mid) game that I can stop the population growth? We need a stop population growth button.
I can build only so many Hab before I have to build Mines and Factories. If the quality is low to start with, then I am essentially stuck with something that has a CP of 1. So bad that it will be long time before I can get a colony ship or anything else out of it.
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Post by Officer Genious on Jun 25, 2014 11:37:49 GMT -5
In the other famous 4x series, you know you are "asking for it" if you decide to build a city on tundra beside the polar ice cap! In ST4x I did not ask for a low quality system but randomization deals one to me. It says Quality 2-20 when I discovered it and I end up getting the low side!! Is there a way (in early - mid) game that I can stop the population growth? We need a stop population growth button. I can build only so many Hab before I have to build Mines and Factories. If the quality is low to start with, then I am essentially stuck with something that has a CP of 1. So bad that it will be long time before I can get a colony ship or anything else out of it. The factions will sometimes sell it as soon as the colonize it, but you can also let it go to 0 morale and stew in crap for a while until it goes indy. The other option is to have stuff that will improve pop/CP without taking much space (space colonization tech tree) and that orbital thing that lets you mine/CP without using any spaces at all. Sorry I'm unspecific, brain fried after a while conga line of conflicts in very short time periods... (see bug thread for lols)
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Post by hlo on Jun 25, 2014 11:52:47 GMT -5
In the other famous 4x series, you know you are "asking for it" if you decide to build a city on tundra beside the polar ice cap! In ST4x I did not ask for a low quality system but randomization deals one to me. It says Quality 2-20 when I discovered it and I end up getting the low side!! Is there a way (in early - mid) game that I can stop the population growth? We need a stop population growth button. I can build only so many Hab before I have to build Mines and Factories. If the quality is low to start with, then I am essentially stuck with something that has a CP of 1. So bad that it will be long time before I can get a colony ship or anything else out of it. The factions will sometimes sell it as soon as the colonize it, but you can also let it go to 0 morale and stew in crap for a while until it goes indy. The other option is to have stuff that will improve pop/CP without taking much space (space colonization tech tree) and that orbital thing that lets you mine/CP without using any spaces at all. Sorry I'm unspecific, brain fried after a while conga line of conflicts in very short time periods... (see bug thread for lols) Orbital facilities are good but you cannot get them easily. By the time you can research those, there are usually zillions other issues on hands. You tend to leave those low quality systems behind as they are still trying to build that whatever..... If you don't have these CP 10+ systems by then, you are screwed.
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Post by Officer Genious on Jun 25, 2014 12:00:12 GMT -5
Instead of trying to get mines and whatnots on them, why not just toss in a trade exchange? It'll diversify the economy and bring in some income without being too expensive ($300 investment is a LOT, but $200 is much more feasible). I did that on a few low planets with maybe one mine or so and they pretty much care for themselves. The lack of many mines means that no one really wants to go there, and while it does take time to build a trade exchange you can just leave them to it for 10 turns or so. So long as that planet isn't in a crucial location, they can still serve as nice rest stops for damaged ships and income when the mines are shut down due to political infighting.
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Post by hlo on Jun 25, 2014 12:07:11 GMT -5
Instead of trying to get mines and whatnots on them, why not just toss in a trade exchange? It'll diversify the economy and bring in some income without being too expensive ($300 investment is a LOT, but $200 is much more feasible). I did that on a few low planets with maybe one mine or so and they pretty much care for themselves. The lack of many mines means that no one really wants to go there, and while it does take time to build a trade exchange you can just leave them to it for 10 turns or so. So long as that planet isn't in a crucial location, they can still serve as nice rest stops for damaged ships and income when the mines are shut down due to political infighting. Thanks you sir. I shall try that next time I have to colonize. Meanwhile in the current game I am just recovering slowly from the bankruptcy / debt (-3000+++) brought on by my ill fated attempt to bring the fight to the aliens. (See my other stuff in Wish List.) Now that some of the ships got destroyed, the income is slowly erasing the debts. I should be safe for a while as the system in the middle is now a Dead Planet that no one can build a fueling station on.
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Post by Officer Genious on Jun 25, 2014 12:09:37 GMT -5
Consider it a silver-lining. Let's face it, the factions are probably shrugging and thinking that its better for their bottom lines anyway.
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Post by starfixer on Jun 25, 2014 15:41:27 GMT -5
Instead of trying to get mines and whatnots on them, why not just toss in a trade exchange? It'll diversify the economy and bring in some income without being too expensive ($300 investment is a LOT, but $200 is much more feasible). I did that on a few low planets with maybe one mine or so and they pretty much care for themselves. The lack of many mines means that no one really wants to go there, and while it does take time to build a trade exchange you can just leave them to it for 10 turns or so. So long as that planet isn't in a crucial location, they can still serve as nice rest stops for damaged ships and income when the mines are shut down due to political infighting. Thanks you sir. I shall try that next time I have to colonize. Meanwhile in the current game I am just recovering slowly from the bankruptcy / debt (-3000+++) brought on by my ill fated attempt to bring the fight to the aliens. (See my other stuff in Wish List.) Now that some of the ships got destroyed, the income is slowly erasing the debts. I should be safe for a while as the system in the middle is now a Dead Planet that no one can build a fueling station on. I always keep income my #1 priority. I build mines early. If I build factories, it's to more easily build mines or generate income on its own. If I colnoize, it's to eventually generate income. If I invest in RP (exchanges, palaces, starports, adv. mines) it's to invest in thing that'll bring in more income (mine 5, orbital mine 3, factory 5). Just keep an income-based mentality and you'll find your income higher.
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Post by fallen on Jun 25, 2014 16:08:20 GMT -5
starfixer - very wise thinking, especially the Mines part. I think many people are having economic woes from building too many Factories (vs. Mines) and then if there empire suddenly starts building all new things (upgrading Exchange 3 to 4 across all the colonies, or pumping out ships for a war) see their economy suddenly plummet. Mines are healthy investment!
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Post by Brutus Aurelius on Jun 25, 2014 16:14:29 GMT -5
Depending on the worlds and tech progression, I can often get close to 100% extraction, which gives me much of my Maintenance cash. When the Empire started expanding Trade, then I see the +200 or so rise dramatically.
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