A bunch of question help me be a pro!

 

I've owned the game at least a year, and you know how being a strategy game fan is.. Next turn becomes a year long time warp. But the other day i decided to fire the game up, and boy i have to wonder what the heck i was waiting for! One of the most fun games i have ever played. (seeing my first game played was pong/space invaders when they first came out) I think that says something.

 

But i got lots of Q's

 

First, Mod's,  I see something that talks about fixing some broken AI, and fixes, but really kinda fuzzy on what it does, or what the value of the mod is.  Is this something i should install for sandbox play?  Is this something i have to use for the game to work right?  So far it appears like the game works just fine. So I'm wondering what exactly the mods do for the base game..  Mod i'm talking about is  Altarn's, But in his video he mentions others..   just curious what is out there, and what the really fix. Just trying to get an idea what they are all about, or how much i should worry about them.

 

 

 

1,On to the Q's..  For a while i was going with communications first, then planet techs, but now i wonder if racing to xeno research might be more worth it. the game has tons of techs so this sounds to me like a good concept. Talking in the very early times seems a bit pointless to just trade with a couple civs that might be close. Perhaps part of that has to do with my second Q

 

2, i like playing spread out larger maps, so less planets/stars, but larger maps)  to me this seems like the game is much bigger/aka space.  Maybe makes engine upgrades more important, plus holding strategic locations.  does the game give as good of a challenge if players are really spread out?  so far i have only played on settings up to challenging, and i have yet to even see a single war..  One game i had over 2/3's of the system, and still not a single one even bothered to attack, and i didn't have a single war ship!  

 

3,  I was reading population effects income, aka money buildings.  they produce more money on planets with higher populations. Is it worth setting up money colonies on class 5-7?  or should i shoot for class 10+?   I have seen some class 20 planets too, are these the ones you want to colonize for max money?

 

4, early game money has been an issue..  I am wondering if putting 3 factories, 2-3 research, 2-3 money buildings early on my home world is a good idea?  for a while i was making expansion worlds my money worlds, and that did not seem to be working well. Population size must be part of that?  What if i moved populations to the worlds?  Like say a class 6, along a trade route, make a starbase for trade/economy?  is this a valid idea?

 

5.  I read about moving populations, How do i do this? Build a colony ship i would guess, but then how do i fill it?

 

6, Colony ships to start colonies, Do i basically just need a single colony module, maybe engines/support for distance? Maybe i can strip down for faster build times for closer planets? just trying to think about the bare minimum i need for these.

 

7, trade ships..  How do i build them?  do they need just a single trade module?

 

8, early game, Is trade better than economy buildings? I have found fast expansion leaves me in a hole, but how can ya pass up class 10+ planets close to you?  Or even the larger ones that need some sorta terraforming..  I would think you would wan't to grab 4-5 big planets close to you before your neighbors do right?

 

9,  My most recent game i played at challenging,, I have tried something a little different, Max out colony ship building, reduce research and building construction, for like the first 20 turns, this gives me 4 colony ships, and a few scouts.. (i buy a factory/research building on home planet, then a factory/starport on the first expansion so i can start producing a few deep space scout ships.. (these are small ships, with 4 basic life support, and 1 sensor, which has almost 2 parsec's more distance for same time. I think it is a parsec, the squares you can see on the map grid)

After i get the 4-5 planets semi near my territory colonizes, i switch to both planets building constructors, cut military to like 20%, and crank up research to close to 60, and keep about 30 in buildings.  I then build more research buildings, and try to catch up my delayed research.  Before long i have 4-5 planets really working well, if i can figure out how to boost my economy a bit more. Perhaps going trade vessels on one or two ports.

 

Is what i am doing sound in theory?  or if i start going higher in difficulties will glaring holes show up?  Basically i am trying to learn the right way to do stuff, or at least the non noob way, so when i crank up the difficulty higher i am not stuck with tons of strats that all suck :P

 

10, If i find challenging not so challenging, what difficulty should i try next?  bump up one? or skip ahead?  not sure how much it ramps.. so far i have not noticed a huge jump over the lower end ones..

 

11,  I had thoughts of specializing worlds, Like research, or economy, or starship building, But i wonder if more balanced worlds are better.  But perhaps a focus research world would be a good thing?

 

12, happiness buildings, do they effect the whole empire, or just the planet they are on?

 

 

that's all i can think of right off the top of my head.. and i will go back to my latest game..   One that i had just a single good planet to habitat near home,  But 5 that need Terra-forming..   Lucky me 2 were aquatic, and my closest/first found neighbor were those guys that always have the aquatic planet tech.  I think i made the right choice by trading Xeno research and Xeno economy, for Aquatic planet Terra-forming..  Costs were less to me, and i couldn't help notice them trying to settle on them both, as i was just a few turns quicker!..  I wonder if that will cause a divide between us. :)

 

any help would be great..

33,063 views 34 replies
Reply #1 Top

1. Xeno Research does unlock a more efficient lab.  However, the Xeno Communications path does lead to Trade, which allows you to build an Economic Capital.  Research requires funding, so the sooner you have improved economic structures to build, the sooner you can afford to build some more research buildings.

2. If races aren't developing warships, there are two possible explanations.  One is that their research has ground to a halt because they don't have enough income.  The other is that they're not pursuing weapons due to a bug in their tech tree.  Larger maps also have n effect on the pace of research.

3. You're right that a higher class planet is best for specialising in generating income.  However, because economic structures have a low maintenance cost, it can be worthwhile filling up a low class planet with them.  Higher class planets can naturally grow to a higher maximum population, so they are more suitable for building farms, which raise the population cap.  More citizens does mean more tax income, but there are diminishing returns as population increases, and approval can become a problem with very high populations.

4. Factories and research facilities cost money to fund and maintain, build them sparingly in the early game, if at all.  Your main priority should be building up income.

5. Any colony ship will do for moving population, but one with more colony modules allow you to move more.  When you launch one you get a dialogue to choose how much population to move.  So take as many as you can from a high population world, and then move the colony ship onto the tile of one of your colonies.  Launch it from there, but this time set the population to just 1 (it's actually 1 million people but never mind about that).  It needs at least 1 to launch.  Then take it back to the high population world, and repeat the process.

6. Bare minimum, just a colony module is fine for sending to nearby planets.  Further away, yes you may want to get some engines and life support on there, but bear in mind this will increase the time to taken to build the colony ship.

7. One trade module is all you need, however to reach a distant planet (for a more profitable trade route) you may want more life support and engines.

8. Economy buildings are best for building up your tax income.  Trade income is useful in the early game when you don't have a lot of money coming in, but it's also a diplomatic tool to make other races like you more.  The way to look at the colony rush is this - one more colony can send you into a downward spiral of debt and low approval.  As long as you net a fair share and don't overextend your economy, you're doing well, later on you can always conquer or influence the planets that were taken by other races.

9. Changing priorities is not a bad strategy, it allows time for population to grow on new colonies.  However if you're building constructors in the early game you really only want to use them to secure resources (the glowing crystals out in space) for mining,

Reply #2 Top

10. Tough difficulty is where it starts to get interesting, in my opinion.

11. Focusing on one type of building is good, but not always practical considering the tiles you have to work with.  There are buildings which grant % bonuses to research or manufacturing, which is very efficient.  You see, each building produces a base amount of research or manufacturing, each unit of which costs 1bc to fund.  However, there is also bonus research or manufacturing from your abilities, planet bonuses, economy starbases with special modules nearby, and of course the % bonus buildings.  Bonus units of research or manufacturing cost only 0.5 bc each to fund.

12. Morale buildings tend only to affect the planet they are on.  There are however trade goods you can 'build' which affect morale, these increase your morale ability which in turn makes populations on all your colonies happier.

 

Reply #3 Top

Finally, using a tech tree & AI personality fix mod is highly recommended.  Check out the Modding section of the forums for more details on each one.

Basically the iidea of them is to fix bugs which affect AI player development, particularly the development of a military, and set the AI to a personality which develops its worlds effectively and is competitive in the colony rush.  They may also change balance so that the AI presents more of a challenge.

Reply #4 Top

 

thanks a bunch i will have to give the mod a try then.. though i think i should play the game i am on with as is.. Might as well right? it is not like the game is broken bad from what i have seen. Perhaps i am wrong?

 

 

another thing i was wondering, ship movement.. It seems like the ships i build have less movement points than the stock ones.  the numbers appear to be the same, but the movement seams awful short.  Do i need to add larger engines to make them move farther on one turn?

 

Also do trade ships with larger engines make more money?

 

I am also wondering about starting out..  Perhaps it is best to just claim worlds, and build them up later unless they have some really good tiles?   Like one world i found right next to my home world was a class 7 world, But had a 600z% research tile, and a 300% research tile, and 3 others+ one i need to upgrade.  Quick buying a research facility on the 600 seems like a no brainer right?

Reply #5 Top

Researching Invasion gives you access to modules that hold lots more than the 250 on a colony ship.  You can use those troop transports to more quickly shuttle populations about.

Supporting the expansion phase while researching draws down the treasury.  Higher taxes gives more income while reducing morale, yet population growth rate is a function of morale.  It becomes a balancing act.  The challenge is much greater on higher difficulties, when the AIs' bonuses allow it more income than you do, thus allowing them to rush buy more ships and rush buy things like manufacturing capitals.

In the absence of a really juicy bonus tile, it is often better to build no structures on planets until their population has grown enough to produce a positive cash flow.  I generally find that point to be about 1B.  

On larger maps, particularly with lower AI density, it can pay to research sensors and build additional survey ships.

You can explore with colony ships or constructors.  If you come across a juicy mining anomaly with a colony ship, you can "upgrade" it to a constructor.  (We won't mention what happened to the 250 million would-be colonists!)  Similarly, if an exploring constructor encounters a great planet, you can "upgrade" it to a colony ship and then colonize the planet.  It will begin with a population of 1 (million) - presumably the coed crew of the constructor!

Reply #6 Top

thanks LT, i had no idea you could upgrade ships like that..  that could be really helpful i would have to think.

 

Maybe i should hold off creating things on planets like you say..  I figured it was best to start building asap, but it seems like the game has a slower pace than i first thought, which is a good thing.

 

Nice to see there is still a community here especially considering how old the game is.. not many 6+ year old games have working/active forums.  guess that is a testament of how good it is.

Reply #7 Top

another thing i was wondering,  Do you feel it is worth while to wait on scouts till you can make fast ones?  I found getting the early survey module can help make some money, so making a couple longer range survey guys seems to work well.

 

Basically, im curious what people think of using a tiny with a couple miniaturization techs, Or go for a small vessel, take the extra cost, and toss an upgraded hyperdrive, with a few extra life-support pods.  I can't tell any difference adding the basic sensor over no sensor, and for the cost at this level it would seem that the survey one is better at least early anyway..

 

thoughts?

 

I am really enjoying the ship-maker, i can spend an hour just making a little ship

Reply #8 Top

Early on you don't really need sensor coverage, you just need to find habitable planets.  Later on, sensors are very useful for spotting enemy fleets.

Reply #9 Top

Quoting jecy99, reply 4
it is not like the game is broken bad from what i have seen. Perhaps i am wrong?

No, it is not. Most people can play it for years without noticing anything wrong. Well, except maybe that some of the AIs don't perform quite as well as expected. Only if you really dig into the mechanics will you notice how buggy some of the parts are.

Quoting jecy99, reply 4
another thing i was wondering, ship movement.. It seems like the ships i build have less movement points than the stock ones.  the numbers appear to be the same, but the movement seams awful short.  Do i need to add larger engines to make them move farther on one turn?

Most of the stock designs start out with at least one engine on board. You have to add one to your designs yourself, if you want them to be as fast, or faster, than the stock ones.

Quoting jecy99, reply 4
Also do trade ships with larger engines make more money?

Only indirectly, because they will reach the target planet faster to establish the trade route. Once that is done, engines won't matter anymore, because the trade ship will only move one tile per turn along the route.

 

Quoting jecy99, reply 4
Quick buying a research facility on the 600 seems like a no brainer right?

It's tempting, but you should take a good look at your income first. Fully exploiting a Precursor Library is quite expensive, and can easily crush your economy early on. Also, it is +700%, not +600%.

Reply #10 Top

I never build scout ships.  If one is going expend the resources to build a ship, I think it should be one that can DO something.

The only reasons the AIs build scout ships is it is an attempt by the developers to level the early game some.  You see, scout ships have ZERO utility to AIs because they begin the game knowing where every planet and mining anomaly is.  This has been proven in player tests and documented in this forum.

On survey ships, if the setting for anomalies is "Abundant" it is definitely a good thing to build a few more survey ships and research faster engines sooner than normal, especially on larger maps.  The value of those ships declines as the map shrinks and the setting for anomalies goes lower.

On life support research, one can avoid the need to research it for quite a while by building a few starbases at the edge of your range limit.  On larger maps, I typically send out constructors or colony ships along lines to the end of their range anyway.  If they get to the limit w/o finding anything, I can always build a starbase right there and extend the range of all my other ships in doing so.

Reply #11 Top

Quoting LTjim, reply 10
You see, scout ships have ZERO utility to AIs because they begin the game knowing where every planet and mining anomaly is.  This has been proven in player tests and documented in this forum.

Could you provide a link to one of those documentations? I only remember Frogboy saying, that the AI used to know this in GalCiv 1, but doesn't in GalCiv 2.

Reply #12 Top

Quoting Gaunathor, reply 9


Quoting jecy99, reply 4Quick buying a research facility on the 600 seems like a no brainer right?

It's tempting, but you should take a good look at your income first. Fully exploiting a Precursor Library is quite expensive, and can easily crush your economy early on. Also, it is +700%, not +600%.

 

 

Well i guess the economy would be the starting amount, as if that tile is on your starter planet..  Do the tiles with bonus %'s cost more to use?  i figured they were all the same cost.

 

what i have been doing is quick buying my first factory, and if a great research tile, next turn i buy a research lab, if not,  i have the people on the planet build another factory, then the lab..  Is this bad thinking?   

 

last few games i have been delaying building stuff on new planets, and that has helped a little.. still trying to find the right balance of colony/construction ships, and planet production/research balance. 

 

I think i'm gonna try a game on a smaller map next... maybe 50 stars total..  I feel a bit lost when there are 100+ :)

Reply #13 Top

Quoting jecy99, reply 12
Do the tiles with bonus %'s cost more to use?  i figured they were all the same cost.

A bonus tile increases the output of your building. The bonus output, however, still costs just as much money as the regular one. So, if you build a factory on a Precursor Mine, you receive the output of 8 factories, while paying accordingly. The real bonus of those tiles is, that you need less space to achieve the same effect and, therefore, also pay less maintenance.

Reply #14 Top

Not sure if I can find any of them, but let me describe what at least one player reported.

He had a map with a high PQ planet in one corner, and sent ships to monitor the corner.  No scout ships came anywhere near it, but AI colony ships went right for it.

He repeated that test but colonized the planet.  Again no scoutships came along, but now no colony ships did either.

As for knowing mining anomalies, in almost every game I come across 1 or 2 speed constructors of minor AIs plodding along into the fringes of the galaxy directly at anomalies far away from their planet.  Heck, if I find a minor AI early, I LOOK for their constructors, build a faster one, and run right down their track to try to beat them to it!  Sometimes I find they have already been there and made a mining base and the constructor I was tracking was a second or third one to add modules to it.  There is simply no way the minor AIs could build scouts, have them discover the anomaly so far away, build a constructor, and have it go 1 or 2 squares a turn and get there so soon.

Reply #15 Top

Quoting LTjim, reply 14
He had a map with a high PQ planet in one corner, and sent ships to monitor the corner.  No scout ships came anywhere near it, but AI colony ships went right for it.

Did that star system only have one planet or several? If it had several, then I would have sent a colony ship too, because there was a good chance for a habitable world. In fact, I always use colony ships to scout for planets, because it is faster.

Quoting LTjim, reply 14
He repeated that test but colonized the planet.  Again no scoutships came along, but now no colony ships did either.

Did he play with Blind Exploration on or off? On the other hand, it's possible that this setting doesn't change anything for the AI. What I mean is, that the AI always knows where everybody's sphere of influence is.

As a counter argument, I can bring up my current game. In it, there is a aquatic world about two sectors north of my starting-position. It is also the only habitable planet in my cluster outside of my homesystem. The Iconians were a little further to the north-east of me. I knew that the planet was in range of their ships, because they were sending fleets to destroy one of my mining starbases, which was further to the west of the planet. Yet, they never send a colony ship to the planet. Not once in the five years until I wiped them out.

I've seen similar instances in previous games too (planets not colonised, even though I knew, that they were in range of the AI), so I don't think, that there is 100% proof, that the AI knows where all habitable worlds are.

Quoting LTjim, reply 14
As for knowing mining anomalies, in almost every game I come across 1 or 2 speed constructors of minor AIs plodding along into the fringes of the galaxy directly at anomalies far away from their planet.

I was only asking about the major races. Sorry, I probably should have made that more clear. From what I remember, Frogboy himself said, that the minors know the location of all resources, but are also on a timer to not go after them immediately. I could be mistaken though.

Reply #16 Top

Have you ever seen it for a high PQ planet that requires no tech to colonize?

You can always do a test.  Generate a custom map with a high PQ planet in one corner and watch what happens.  If you want, make it a one planet system but, if you think the developers coded so shrewdly as to enable AIs to prioritize based on stellar cartography numbers, I think you're giving them far too much credit.  For that matter, do all AIs even begin with stellar cartography?

Reply #17 Top

Quoting LTjim, reply 16
Have you ever seen it for a high PQ planet that requires no tech to colonize?

A few times, but I wasn't paying much attention to this. I was far more concerned over how the AI is researching and building up it's worlds.

Quoting LTjim, reply 16
if you think the developers coded so shrewdly as to enable AIs to prioritize based on stellar cartography numbers, I think you're giving them far too much credit.

I've given Frogboy not enough credit for the AI on several occasions, so I wouldn't be surprised, if he actually did code them that way. After all, it would be only logical to do it this way. If you don't know where the habitable worlds are, send your colony ships to where the most planets are, because this will increase your chance of success.

Quoting LTjim, reply 16
For that matter, do all AIs even begin with stellar cartography?

That depends on the race. Just like it is for the player.

In DA, only the Terrans don't start with it. In TotA, the Terrans, Altarians and Krynn are missing it.

However, there is also the question of the AI difficulty. On higher difficulties, the AI gets bonuses to it's abilities. Among them sensors. I could be wrong about this, but I think, that the AI doesn't have a hardcap on sensor range like we do. This means, that the AI can see a large part of the map from the get go. Well, if I'm right that is.

Anyhow, I think we've derailed this thread long enough.

Reply #18 Top

THis may be the thread you were talking about:

https://forums.galciv2.com/361996/page/1/#2358331

Despite kryo's answer to me saying the bug was fixed, I still see the same colonization behavior in my DA games.  I admit it is possible that scouts I never see spotted the planets.  It just never seems like it.

Note that kryo never denied that all the AIs start off knowing where all the mining anomalies are.

Here is the thread where kyro and frogboy say that the AI does NOT know where planets are instantly:

https://forums.galciv2.com/361996/page/1/#2358331

Reply #19 Top

A DA game I started today had another hard to fathom set of events.

My Homeworld and the other planet in my system BOTH had 7x research tiles.  I had chosen technologist and maxed out the racial research picks.  I had a custom race that started with the second research building.  The galaxy was the largest one with stars and planets on the lowest setting (rare).

I rush bought research buildings on both 7x tiles and concentrated first on Planetary Improvements (research bonus) and then on Ion and then Impulse engines.

While I was researching faster engines, I sent my flagship directly at the closest multi-planet system, as indicated on the map.  I gained Impulse engines about 4 turns into the game.  By the time I got to that system, the Krynn had already colonized the one habitable planet there!  This is in ADDITION to colonizing the second one in their home system.

I scouted around and found that the Krynn homeworld was almost exactly the same distance away from that planet as mine was.  I think it was four squares closer on a gigantic map.

So, how the hell did the Krynn get a scout close enough to "see" the planet, buy a colony ship (likely not with impulse engines) and get it to that planet even before my flagship did, even though my flagship went directly at it?

It's scenarios like this that leave me unconvinced that the AIs do not start knowing where the habitable planets are.

Reply #20 Top

Ok..  more questions, this time from a later point in the game..

 

It was what i would say would be the time that star-ships were being built. Mostly tiny and small, But a few medium hull ships were around.

 

By this time, my economy started to take a div. i had about 12 small ships, which i added a medium to groups,  so i had the logistics that could hold 3 small ships+1 medium.  I had traded for armor, sheilds, and rail guns, so i leveled up my miniaturization, so the small ships could have 1 Dual barrel rail gun/armor/sensors,  and the mediums, had Dual ion engines,  two single rail guns, Armor and shields.  In hind site i should of dumped the engines and added more defense, and maybe an extra weapon.

this is about the time war broke out. But my economy was just not doing that great still..  Even with a good 30+ economy buildings scattered on 10+ planets. I had a bunch of ecomomy planets, and the others at least were just above breaking even, that were moral/influence planets. But i was defiantly not rolling in money.

 

I'm wondering, was it my lack of economy stations? I only had a couple, and only one had trade.. the one near my main planet. I am wondering, if i went to much towards research buildings, and not enough economy. I was keeping close to the same level, but i was going research first.. It makes me wonder if going economy, then research is the way to level up.

How many trade routes should be going on by this time?  I had 6, should i of pushed more?

 

I am wondering if part of my issue was my planets.. In the earlier game my only real places for expansion were all planets that needed terraforming. I ended up with what i thought was a pretty good planet base area, but with so many types of terra formed planets, getting all those second tier techs took forever.. which i think left me in a bit of a hole. (there were 10+ around me that all neded terraforming, only a couple were natural planets anywhere close to me)

 

The fleet i described was kicking arse, But where i was failing was stopping them from attacking my planets. Some how they kept sneaking by me and landing on planets.  I had zero planet defenses at this point, nor any ground troops.  Can anyone tell me what i should be tech'ing to and then making for planet defense?  Do i keep some ships in orbit and they will attack?  or do i need to do something?   I saw settings like sentry and guard, but wasn't sure how they worked.

 

another thing that was not fun, was them killing my space stations, even with military upgrades.  Can an ecomony or influence station be upgraded enough to survive attacks?  If so, where is the techs for that?  or what should o shoot for?  do they have some sorta sheilds/armor?  can non military get boosted to anything decent?

 

i had no boarding party/ground troops, so i think i was pretty much screwed on taking any planet, How do you get troops? are they just your population?.. (that was unfortunate)


My other issue which started the war earlier than i was ready for, I had an assention crystal, and it was ticking away slowly down from 1000 turns.. Some where around 900, another race suddenly popped up with 300 turns to the win.  I did the desperate ship build, which took me about 150 turns..  (to build and tech that fleet)

 

the only thing i could think of was to blow up the mining stations, But i think they had one i could not find. Is there any other way to stop this way of winning?

 

another thing, Was my fleet/logistics a decent idea?  it took a few techs of miniaturization, and logistics to build it, along with trading tech to other races.  But that had me wondering about trading to minors.. it seems like i could easily get tech from them trading Planet tech, like colonization and such.  Is this an exploit to the tech trade? Or do you need that tech to take over a colonized planet on one of those worlds?  Or is it tech is tech, and what ever you can trade so be it?

 

An other issue i had was spies.. at one point i got a message saying i had 17 attacking me!  that was the first message i had gotton about them, and it took me forever to get rid of them all. (i think this was part of my economy issue)  I had my slider to max for a long time on them, but they really turn out slow.  Is there a way to boost the speed of these guys?

I did have it on slower tech..  I think i will try normal, and reduce the settings that would spawn assention crystals,, i have enough to worry about with out having to stop that way of winning too :)

 

though by the time the later gamed rolled around, I do have to wonder how the heck people micro manage 50+ planets, i had my hands full with 10 or soo..   I do have a game save if anyone is interested..

 

 

Any tips to help me into the next phase would be great..  I think i will restart and try again..  :)

Reply #21 Top

Well the secret to planet micro is to not build one thing at a time, unless your income is really low and you can't afford all that social production.  Then you're not constantly having to assign new things to build.

Leave some space on the worlds where you want to build ships quickly, and add factories to empty tiles as you need them.  Not every planet is going to have a +700% or +300% manufacturing bonus so make use of what you do have.

There is a Counter Espionage tech and a building for preventing spies from shutting down your improvements.  They are fairly costly to build and they won't nullify any spies already in place, you'll have to do that yourself.  But it's a way of keeping spies off your important worlds.

You don't need the colonisation tech to invade a planet, but until you have it you will have zero military or social output on that planet.  So it's pretty useful.  You need Planetary Invasion tech to build troop transports, which have one or more troops modules.

You can build empty hulls to defend your planets.  I prefer actually building something that can do some damage, but given that defenders tend to get destroyed, I use cheap fighters with maybe one or two of my best available weapon module.  Either empty hulls or proper defenders will deter enemy transports.

The idea is to slow down the enemy enough to buy yourself time to get a fleet over to the place being attacked and wipe them out before they can make a run with troop transports.

Starbases simply aren't a match for determined attackers.  You need to have a fleet in the area or on top of the starbase's tile to keep them safe from large fleets.

Economy starbases improve your production on nearby planets.  They can improve trade income, but you need to build them along the trade route lines to be effective.  They have no effect on tax income.  Bear in mind that each one costs 5bc to maintain, and that trade routes generate the most revenue when freighters are far from home, not close by.

To get more money coming in, you should raise taxes (though this may lower your approval) and build more economy buildings if you can since they magnify tax income.  You canbuild morale buildings to offset the effects of the taxation, but you don't have to do this for every planet, just the ones which have a high population (because high population also reduces morale).

You can also increase your tourism income by building Embassies or Cultural Exchange Centres on planets with a high ip value.  Homeworlds are a great place to build those.

Take a look at your budget screen.  Find out what is sucking up so much money.  For example, if you're funding a lot of social or military production, you can stop building ships or buildings where you don't need them.  If it's colony maintenance that's killing you, look and see if there are maintenance-sucking factories on planets which are now too far from the front line to get ships there in a decent time.  You can demolish these improvements and make way for some new economic structures.

Hope this helps!

Reply #22 Top

that helped a ton..   thought of a couple more easy ones..

 

Does influence just push at the borders near you?  or does total empire influence help?   Like say i have a little planet with Bonus influence tiles, but it is on the edge of the map, with a huge area in between me and the borders, is building influence tiles worth it?

I my thinking was total influence good, near border better?

 

What about buildings that have the trade goods bonuses?, can those go anywhere?  I noticed some buildings say for building for items on that specific planet, like the ship navigation. But i wonder about unique buildings like the galactic restaurant, or other things like that?  is anywhere good?  or places you would like to extend borders better?  I guess same goes for moral, is boosting one planet to really really high worth it, or does it not effect the whole empire?

Diplomatic translators is one i can think of off the top of my head..  Perhaps that is a good building to put on a small planet, that is just making money?

 

You mentioned economy starports along trade routes, does that mean you need to build many along to route to boost the output?  Or as long as each route having one enough?

 

Power plants, and anti-mater plants, and other bonus items like that. Is there a minimum number of factories needed before those buildings are better?  or do you just build build one of each?

 

I swear i will figure this all out!!

Reply #23 Top

The more influence that your empire has as a whole, the more of a bonus it gives to your planet's ip value.  This adds to the bonus you get from your influence ability, the population on the planet, and the influence buildings you have added to the planet.  You can see this as a tooltip when you hold your pointer over the ip value.

Where it does matter is when you want to convert another civ's colony.  In that case, your influence needs to be at least four times greater than theirs.  This is why planets which are deep within another civ's borders often convert to that civ.  Your influence and the influence of other races extend out from planets like a bubble, meeting at a point determined by which is greater.

Influence from starbases is different.  It radiates out from the starbase and counters the influence of other races, but it doesn't form a large bubble like a planet does.  Influence is greatest close to the starbase and weakest at the edge of the circular area of effect, and the strength is determined by the culture modules which are installed.

Trade Goods and Galactic Achievements can grant a bonus for your whole civ.  Sometimes they only affect one planet (like the Omega Research Centre).  So sure, if you want to build those on one low-value planet to maximise tiles available on other worlds, you can.  Bear in mind though that you will want to defend that planet really well, otherwise one invasion and you lose all those things.

Basically as far as trade outposts near trade routes are concerned, you should be sparing about how many you set up.  Their effects can stack if you have more than one starbase covering the route, but I find that the best thing is to minimise the overlap and maximise the time that freighters spend in the vicinity of a starbase with trade modules.

Starbases are 5bs a turn each, and the most bang for your buck is to be had in the part of the trade route closest to the other civ's planet you're trading with.  It is worthwhile to have two or more trade routes take a similar path, going past the same starbases.

One of the neat bonuses of having a starbase all the way out there is that it extends your range, allowing you to send freighters to planets that are even further away.

As far as power plants are concerned, it depends on the colony's Industry (mp) rating - find this out by clicking Summary on the planet screen.  So for example, if you have access to Advanced Factory which adds 8mp at a cost of 5bc, your colony must have more than 80mp for it to be worth building a fusion power planet.  An anti-matter power plant magnifies production more, so again with the example of the Advanced Factory you would only need more than 8/0.25 = 32mp for it to be worth while.  A quantum power plant would be efficient as long as the colony generates 27mp.  As a rule of thumb though I would hope for a power plant to replace two factories, not just one, saving me a tile, so double those figures would be better.

Because power plants create bonus mp, they make it cheaper to manufacture things because bonus production costs only half of base production, and because production of a building or ship is done sooner.

Only one power plant can be built on a planet.  When the technology is available though, they can automatically upgrade to the better version.

Reply #24 Top

Ahh cool, thank you for all the info..

 

I have run into a bit of an issue. in the game i am playing now  I have a nice territory,, But it looks like i am sort of surrounded.. In my area, the terrans moved in and colonized 3 planets, but all are small.  I think two 4's and a 5..  I have a Class 7 right next to the 3, and i'm mining asteroids there, along with a Military enhancer mine.  the planet has a an influence bonus too. 

 

My idea was to boost that bonus, and drop a Influence space station Maybe even drop in that Restraunt of eternity that says, 20% bonus influence too,  Maybe then all  3 swap, seeing the area is already completely surrounded by my territory. 

 

thanks for the info about the empty hulls, I was wondering what the heck the AI was building ships with no armor/weapons..  though when my ships did attack with weapons and armor.. they were not much of a match.  I take it that is to just slow them down before the invasion?


I am starting to get the hang of things..  it really is a balancing act between growing planets, and keeping pace with tech. This game sure does know how to make me an insomniac..


thanks again for all the info.. you have been a great help

Reply #25 Top

My advice would be to get some spies gathering intelligence on the Terrans - click the 'Place' box on the Espionage panel so that you have a least three spies assigned to them.  When your espionage level with them reaches 'High' you will be able to double-click the worlds they have colonised in your space and see if they're actually any good.

The class 4 sounds like it will likely have a fair number of tiles available after soil enrichment, habitat improvement and terraforming are all done, but without being able to look at the class 5 you don't know if it's worth putting together an influence starbase.

Thing is, the longer the Terrans hang onto it, the more the population will grow and the more difficult it will be to influence them.  However, they're also building stuff there which you could get for free when the planet converts. :)

After you've got the intelligence level up to High you can remove those spies from the Terrans and assign them to another race to do the same job, or keep them in reserve to nullify enemy spies.