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Beginner Tips?
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I guess I'll keep defending this concept, as arguments against are not persuasive. Take the speed pick, AND rush build the first colony ship, in some instances. Lemme give another example:
Starting Sector: Sol is the only nice star, but Earth is a PQ 16, while Mars is a PQ 20. Rush half your population to mars. Double production in one turn. Rushing is best done on turn one, as the effect adds logistically.
As to cost, sometimes it's best to rush, sometimes not. Getting a few PQ 20's instead of the Drengin is worth any cost, IMHO.
-Smack
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What are the cost of the rush build you are using?
What are your playing level? It is important because if you can exchange tech against cash, monthly fees for rush building isn't annoying. But at maso it could be another thing
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Terran Manufacturing. Something like 320 + 16bc for 8 months. At masochistic.
-S
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Terran Manufacturing. Something like 320 + 16bc for 8 months. At masochistic. |
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That means at total cost of 488 bc. Not sure if the two turns gained are worth the costs since they can't be used to be in deficit during more turns. It could depend on the map setting.
And if you have a nice PQ 26 planet, you may want to have settle at least 1 colony in order to trigger an event on colonization.
I have this thing in my current game: when colonizing a class 26 PQ, I have the polar ice cap event. you know, the one where good choice leads to something like -40% production, the neutral to -20% and the evil to +33%. I don't know who will take production penalty on a class 26 planet .
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I don't know who will take production penalty on a class 26 planet . |
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I would. I always, always choose good. (I'm trying to earn the prestigious 'white smiley'.) You can always cancel out the penalty later with a +40% factory starbase.
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#30
by Citizen Psirrow - 2/27/2004 10:45:59 AM
I'm getting used to playing normal, maybe I'll raise my difficulty later when I start making more of cash earlier. Anyway, I never go for the speed pick, well, I might next game if I can spare the points from economy. Anyway, I have never had a problem with spending fixed at 100 until I'm sure I can safely buy grav accel without going too far into debt. I know I'll probably be paying for the rush buy until the game is over. I also tend to only colonize one planet per system initially until I'm sure I've settled every system left, then I loop back and pick up the stragglers (by then I've produced so many colony ships that I still end up having extras even if aliens start blowing them up). I find it helpful to colonize very low, pq 12. At first this gives influence throughout sectors and precious range to leap to the other side of AIs that happen to be in my way. Later they provide a little cash once they finally finish their improvements that make them profitable. If you're just beginning, remember, like most things it's all about the money, but don't forget that range and influence are important too.
(as a side note, military can kill your economy. Unless you've got aliens to impress, you're better off not building anything until you can make it impressive)
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Don't know if everyone caught Peace Phoenix's tip. It's a good one:
"And if you have a nice PQ 26 planet, you may want to have settle at least 1 colony in order to trigger an event on colonization."
That is, the first colony settled NEVER has a planet event, thus, it's good to aim for settling a lower PQ planet first, if you are going to consider neutral or evil choices. Good tip.
And I'll leave off the 'rush buy' argument now as well . The issue is settled: "longer debt :vs: faster start"
-Smack
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What I've found is that rush buying is only good in extream moderation. Don't rush buy more than one or two colony ships. If you want to build fast, max out your military and government spending. If you have a 20+ planet at start you'll be able to build a colony ship in two turns and incur minimal debt.
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