I've been using the first governor to set up a standard build queue for all my planets, and I've been wondering if people have worked out a way to use the other governors effectively. I've sometimes tried to use a second governor for high quality planets (so she builds some of the more expensive improvements), but I've been finding trying to keep the two queues in sync as research generates new improvements a bit unwieldy.
How have other people been using the additional governors?
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I use a different governor for different stages of the game.
The first governor typically has:
Soil Enhancement, Banking Center, Habitat Improvement, Manufacturing Center, Entertainment Network, Research Lab
The second governor is for the small morale boosting projects:
Embassy, Medical Center, News Network (later adding Stadium to the top of the list)
The third governor is for late game improvements:
Stock Exchange, Anti-Matter Plant, Economic Exchange, Recycling Plant (Mod), Terraforming, etc.
It reduces the level of micro-management I have to oversee.
End transmission.
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Well...I used one for standard PQ or startup worlds, one for high PQ ship factories, one for worlds which need morale help, and (believe it or not) one for worlds where I wanted to max my research. Now I tend to ignore or just use the one governor. Because I'm being lazy I end up doing more work micromanaging. [Nice move, ace!]
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I agree with Hermann the Lombard -- there isn't enough return for the micromanagement time.
A: I only build starship improvements late, after virtually everything else, and only on a handful of prime planets.
B: I manage the bottom of the list for Morale. Basically, I build the best morale improvements (stadium, transporters, etc) on every planet, then build extras as needed.
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I do one list and go to one of my 2 Wonder/TG planets for big stuff like Overlords, Trade Monument, Eyes, et cetera
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I use two governors. One with manufactioring and star ship enhancements and one without.
I do not include morale enhancements in my govenor lists. I do only build them when a planet drops under 100% morale. (I adjust tax rates and thus morale according to my leading planets (they must have 100% moral at least during the first half of the game).)
Many people say that "Entertainment Network" is a must on the list, but it's very expensive and later I get much better morale enhancers like Teleporters and Stadium. Thus I only build it when morale is below 100% and these two are not available or when a culture flip planet needs help very quick.
This is some micro management but since maintanance cost can be a pain I think it's worth to do.
Sometimes when I start to culture flip I build a third que to get all these ruined planets up fast. This que includes morale and manufacturing. I even buy Entertainement Network to avoid to loose the star again.
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Entertainment Network is expensive? It's about a 2-turn item even before I've built any prod enhancers, and the maintenance is low. For me, better to "fire & forget!"
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I agree with Hermann on this...2 bc a turn for 20% morale. Its number 3 or 4 in my build queue (soil, hab, and then bank or entertainment)
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Yes you are right, it's not a bad deal. I often build them when needed. Especially when I have to rush up morale.
But 2BC is still not neglectable. Soil, Habitat, Trade Center, Teleporters, Stadium and Terraforming are a better deal when I need to increase morele. Thus I try to get them first. Clearly this is not possible on the first planets, thus I build Entertainment Network there early on.
But on some planets I get 100% morale until the end of the game without En. Net. Late in the game I tend to have many planets and at that time I usually have at last one morale resource and a high population on the other planets. Thus, with low tax rates and moral bonus, new planets have time to build the other stuff before morale get's a problem.
At the end I don't need them since with the tax gap at 4 times population of the PQ makes it useless.
I just don't agree that it should be on the beginning of every queue.
Maybe I micromanage too much
[Message Edited]
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On the bug thread Mr. Ford is accuesed to be a double agent and give all the tech to the AI.
#322 by Citizen JaxomCA - 1/20/2004 3:13:50 PM
To avoid this situation, don't put anything in the first governor's queue, Mr. Ford I think. AIs will build only what they earned if you leave that queue empty. |
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Any comments on this? Should we avoid him and use only the other three until Brad got that fixed?
[Message Edited]
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Saw that, it would explain an oddity I saw in my last game (also reported on the bug thread) where the other races were terraforming their planets when they didn't have the technology. Love the description of Mr. Ford as a double agent
I won't be using him in the game I'm starting next...
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Good news in the bug thread
#336 by Senator CariElf - 1/22/2004 11:36:44 AM
I fixed the bug where the AI used the human's governor. |
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Maybe I micromanage too much |
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Yes, you micromanage too much.
(It takes one to know one.)
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I usually use 2 governors. The default one has all my minor world/must have items. The second I use for my high PQ/Producers. Occasionally, I'll set up a third for special but repeating situations. And I prefer to build morale enhancers as needed by the worlds, rather then in a preset order. They always need it at different times, anyways, due to differences in what is going on, starting pop, etc.
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#20
by Citizen Kittani - 8/13/2007 11:01:46 PM
I just use the "general" governor and let all the planets do thier work. My morale and approval drops pretty low, but by then I've focused so much energy on colonizing I have several dozen colonies within a few hours of play. Once all the basic stuff is built I micromanage any planet sitting at pq20+ and concentrate my building of trade goods and wonders on the planets that have the highest social rating, while building all my ships on the other planets. To handle starbases I just drop a rally point on any resource my surveyors find and set my highest rated military producers to run a half dozen constructors to it. all this time I run low on spending (30%) and taxes (35%) to keep morale from hitting the red zone. When I finally meet my first major race is when I start micro managing production and morale levels while bumping up my spending to 100%. From there it's just let the general managers build whatever they want and let the research tree go on it's own till you rank %1 in all areas... not hard to do but this is all playing on normal with 2 of each alignment on the board. oh... btw... I play industrialist gigantic/tight/abundant and consistently get ahead enough to ignore all the other races on the board. I tend to ignore all races, even with trade routes unless they are one of the good ones I set up... minors I'll trade with all the time... better yield. It's fun when you see the other races fighters and defenders being scrambled when you already are parking battleaxes and starbases on thier front door. I don;t think I've ever built a single fighter or defender... straight to corvettes and decom them as soon as I get battleaxes going. back to gov's... I don't bother setting them up because I am eventually going to need everything on every planet anyways and unless you're building on sub pq16 planets regularly you ain't gonna run into too much debt getting them started. (the frisky option makes the game SOOO much easier to get going)
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