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Just a small, newbie question...
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by Citizen Stofsk - 6/11/2003 1:12:54 AM
Hi.
I'm interested to hear how many planets people usually colonise before they're satisfied with the initial expansion - and do you bother to expand afterwards, like in the midgame and endgame (though I doubt the last one, midgame maybe...) Naturally the number of planets will be different for the Galaxy size/Habitability abundance ratings you click on at the start. I'd be interested to hear everyone's thoughts on the matter, especially if there's an "optimal" number.
On a related query, how many colonists should be sent to each planet when you first colonise? Especially considering that you get morale problems for having overpopulated planets. Again, is there an "optimal" number here?
I apologise if these questions have been answered in a previous post. If they have, could someone point me in the right direction?
Cheers,
Stofsk
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I only play at beginner level and only recently bought the game but anyway.
I try to grab star systems, colonise one planet per star then colonise any remaining suitable planets in that system at leisure. I set expenditures to 80:0:20 to churn out colonists to try to grab a dozen systems and build a few starfighters then switch to social to build a couple of basic improvements. Then back to military to fill up the systems and build more warships then back to social for more improvements. Always leaving science between 15% to 30%. This seems to work best for me on a medium galaxy. I never lease colony ships (not since the economic mess that caused in my first game).
BTW I am now experimenting with using a minor race to deny sectors to the other major civs. Colonise one planet, give it to the minor and it will colonise the rest of the sector. Still haven't figured when, if ever, this is worth blowing a colony ship. Umh, maybe I will see if I can sell the colony to the minor.
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#5
by Citizen Stofsk - 6/12/2003 1:43:47 AM
How do you maintain focus on Huge/Gigantic maps - considering the rediculous number of colonies you can have? How many colonies actually require your attention? At some point their morale just goes down (for a variety of reasons) I'm interested in hearing how other players cope with the micromanagement.
For instance, is having a lot of colonies that are harder to control better than having a smaller amount that you can manage more effectively?
Peter, interesting strategy! However, part of me rebels at the notion of giving something so immense like a colony to who are, essentially, backwater aliens. They're rich backwater aliens, though...
Cheers,
Stofsk
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I have just tried a "two tier" initial land grab.
First I send out colony ships to secure star systems, one colonist per star system using the best planet. (Will settle two planets in the same system if both are very good). I then switch from 80% military to 80% social spending to build soil improvement, habital improvement and banks.
When all planets have finished soil and habital I switch back to military to fill all remaining planets in those systems and possibly secure another system or two. Build a few constructors to snaffle resources. I also build some warships to deter the AI.
I then switch back to 80% social to build soil, habitat and banks on the new planets. Meanwhile the older planets build spiffier social improvements. This suits me because I don't want to build everything on every planet. My better planets thus get more improvements with my second rate planets having less time set to "nothing". It also seems to help with managing the finance and morale.
BTW I am playing at beginner and this works extremely well. Dunno how it would go at higher difficulties.
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#12
by Citizen Stofsk - 6/18/2003 12:22:04 PM
"Ralegh - I didn't know Stofsk could hijack his own thread!"
Yeah, neither did I.
Thanks, everyone, for the views/ideas.
Def Zep: Is it worth colonising anything under PQ15? You'd already have morale problems with PQ15+, it just seems to me to be a waste. Unless, you needed a forward base towards a rival sector... but even here, wouldn't starbases be a better alternative? (for the ship repair/attack/defence/trade/culture etc...)
Or did you mean, as I think you did, that anything under PQ15 still gets grabbed, just at the end. How do you deal with the morale problems?
Cheers,
Stofsk
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#14
by Citizen Def Zep - 6/20/2003 12:03:49 PM
#12 Stofsk:
The latter, i.e., PQ14's (and even 13's) are worth colonizing towards the end, because you can usually immediately buy Soil Enhancements & Habitat Improvements to raise their PQ to PQ15+. They are only ca. 600bc each, and usually trade, tribute, etc. yields this amount in 1-2 turns mid- to late-game.
PQ15 is the "break even" point. Below this level, 1.05 imposes a penalty for colonizing these worlds: you have to pay increasing amounts of "maintenance" to support them.
If you choose the PQ+3 or +7 bonuses, this calculus is improved by one level for each choice, i.e., PQ+3 makes PQ14's cost-effective, and PQ+7 makes PQ13's so.
It is just that, due to the "speed-brake" effect on morale/tax rates, you want to delay settling these worlds until the Earth-equivalent (or better) PQ planets are first colonized and their basic infrastructures built up [Soil Enhance/Hab Improv/Banks/Fusion PP's/Mfg Ctrs/Research Labs/Stock Markets/Improved form(s) of Government/Trade Routes]. Once your main "core worlds" are up and running, you can then start the "second wave" of colonies (PQ15-17) and so on (PQ 13-14).
Hope this helps.
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