Can't read my rally point's name and other questions

new guy has questions

I have a starbase on top of a rally point. I can't read the name of the rally point. When I zoom in and mouse over the name of the starbase pops up. Is there a way to show the name of the rally point underneath? I want to edit my list of rally points and reroute constructors to other rally points so its important to delete the correct points.

Next question: I also have some starbases that seem to take almost an infinite number of constructors to level up. Seems like I keep sending a constructor to the same star base which forever stays at "4 modules available". Each time I add a constructor I choose the selection for improve the research, industry and ??? can't remember that last one. These are economy star bases and there are several close together but I believe I am sending the const to the correct base.  

Another question: Automating mining ships seems to send them on unecessarily long voyages. I have about 7 miners and many asteroids. The color coding is bad. Its hard to tell which asteroid needs upgrading so I thought I'd automate but that doesn't seem efficient because of this tendency for the miners to wander. Is there a correct or better way to do this kind of asteroid upgrading?

Thanks for your concern and patience.

 

 

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Reply #1 Top

I have a starbase on top of a rally point. I can't read the name of the rally point. When I zoom in and mouse over the name of the starbase pops up. Is there a way to show the name of the rally point underneath?

That's strange. When I have a starbase on top of a rally point, the name of the rally point is always shown right below the starbase. No need for a mouse-over. I have to zoom in a little, so the map is no longer in tactics-mode, but that's it.

I want to edit my list of rally points and reroute constructors to other rally points so its important to delete the correct points.

If you click on the starbase, then the rally point beneath it will become active too. This will replace the area of the UI where you usually see the tech you're currently researching with a new display. It contains the name of the rally point, its coordinates, and three options (Move, Details, and Disband).

Next question: I also have some starbases that seem to take almost an infinite number of constructors to level up.

The numbering of available modules only takes those modules into account, that you can install right now, even if you have unlocked subsequent ones.

For example, you have an economy starbase, and the only modules you can install at the moment are the Trade modules. You have researched up to Master Trade, so the total amount of modules available are three. However, the display will say "1 Module Available", because you can only install Trading Post right now. The Advanced Trading Post requires the Trading Post module to be installed first, so it isn't available at the moment. Same for the Trade Center, which requires the Advanced Trading Post module.

Is there a correct or better way to do this kind of asteroid upgrading?

Truth be told, I rarely bother with asteroid mines anymore, because they are too much of a hassle (take forever until they are fully upgraded, and are then easily culture-flipped). Heck, I even reduced the time it takes to upgrade the mines in my mod, but that helped only a little. Nowadays, I simply upgrade my starting miner into a second colony ship.

However, if you're really into asteroid mining, then your best bet is to do it manually. If you click on a mine, you can see its current version, and if there are any upgrades possible (though you have to unlock those first). Beyond that though, I can't help you. Sorry.

Reply #2 Top

 

 




If you click on the starbase, then the rally point beneath it will become active too. This will replace the area of the UI where you usually see the tech you're currently researching with a new display. It contains the name of the rally point, its coordinates, and three options (Move, Details, and Disband).

 

This is very  good. As much as I'd seen this happening it hadn't settled on me that it was for the rally point. I was looking for it in those lists that you get with T or X.  Your method works nicely. And about seeing the name of the rally point, My mousewheel rolling finger is pretty exhausted from all the zooming in and out.

Quoting Gaunathor, reply 1

Truth be told, I rarely bother with asteroid mines anymore, because they are too much of a hassle (take forever until they are fully upgraded, and are then easily culture-flipped). Heck, I even reduced the time it takes to upgrade the mines in my mod, but that helped only a little. Nowadays, I simply upgrade my starting miner into a second colony ship.

However, if you're really into asteroid mining, then your best bet is to do it manually. If you click on a mine, you can see its current version, and if there are any upgrades possible (though you have to unlock those first). Beyond that though, I can't help you. Sorry.

 It would have been better if each asteroid had a dot on it that you could see from all the way out representing how many times it had been leveled up. That way you wouldn't have to roll all the way in and back out again or go looking for 5 or 3 or whatever that just disorients you.

 This is the first time I'm putting a lot of time and extra mining ships into asteroid mining. For the first time I am staying neutral and unallied but I'm also not being attacked. It might be because I'm able to do more research and get more buildings completed because of extensive asteroid mining and star base spamming and then keep everyone happy with low cost techs. (I've actually reached the limit of star bases I'm allowed) I'm taking over lots of planets by influence and as a result they are intact and more productive which saves money and also makes money. Also, I've only lost about 5 star bases to attack from pirates so there's a huge peace dividend. I usually lose a lot of star bases and they take a lot of time and money. People aren't attacking even when I spam their planets with influence bases and causing their populations to rebel. This is mostly because I've bribed them and kept them at war with others which in turn has kept other civs impoverished and compliant.

Asteroid mining isn't easy. It really slows things down and cuts down on the action but I think it helps a lot in boosting research and taking over the galaxy. If I was running a real galaxy I'd do a lot of mining and upgrading and unite the whole universe under my rule so that we'd all prosper but mostly so that I would prosper. 

There isn't a turn counter in the game is there? It would be interesting to see the total number of turns you take using various strategies. Asteroid mining might seem like it takes forever but I think in the number of turns you take to achieve victory it is probably the lowest.