NeuroNiky
07-09-2003, 05:51 AM
Hi guys,
just got the game, after a long wait, and while in the meantime I read a lot of posts in the forums, I came up with some questions during my first 60 turns of playing...
1) I'm playing with Cynoid, using a personally designed dev plan, which was pretty flawed (as I discovered after 40 turns or so of playing, but thats part of the learning curve I guess), as I ended up with much too industry DEA than I could really want. I had a constant mineral deficit and I was frightened about pop starving, but then, looking at various DEAs, I figured out the deficit was probably related to the fact I had a lot of empty industries. Am I right here, are mineral needed by industries counted in the minerals needed indicator, right? And if so, is there a way to control if the pop is starving because of mineral deficit with a mineral consuming race?
1b) Every single colony started building an industry DEA, and I had in my dev plans manifacture as primary in All planets (which, I guess, is what made me had a lot of empty Industry DEAs), plus Mine in primary for New planet. If I put Mine as secondary in New planet would this push the VR in building a mine as first DEA, or the VR always build the industry as first DEA to start the planet production (which is pretty reasonable, only I wanted to start building more mines at the beginning because of the mineral deficit I had)?
2) Is there a penalty for exporting resources? I mean, everywhere on the game and the manual is written that, when you have a yellow resource number on a planet this means your getting imports to balance the need, but do you pay for this import to arrive? Any penalties on imports? Any range constraint between the importing nd exporting colony, or the whole empire has an "excess resource pool" from which the importing planets gets the goods?
3) What the Econ AI check exactly does? In the manual is stated that it "turns off" the VR and that you have to manually build DEAs, productions and military queues and so on, in addition of setting the econ sliders. I thought it only let you set the sliders as you wanted to... I left it on, since I want the VR to micromanage for me, but I was found tinkering with the sliders a lot, expecially to force military construction (then, I found the military setting for VR, the one which limits the amount spent by the VR... still have to try it though).
4) As far as military is concerned, how do you build fast a new "military colony" i.e. a colony made to build ship fast on the second line of a war? Any advice on this (my shipbuilding primary industry was, as you could easily deduce, in the core planet, and it took my newly built ship 14 turns to get to the front, which was a pretty long time to respond to a new immediate threat...).
5) Emh... how can you *really* follow all the tech advances thing? After only 50 turns I was discovering new thing after new thing almost each and every turn... just reading all the tech reports took a great part of the turn! Is this correct?
6) This is really stoopid, and I think I could find the answer elsewhere on the forum, so sorry to ask, but since I've already written an epic poem there... do you need trade structures such as a space port to get the fruits of a Trade Agreement, or it is just like in MOO2 where the cash automatically flows in?
Well, thank you all for your answers... bye,
Niky
P.S. I can't see why the people wanted to drop this game. It is daunting, it deserves a true manual, but it just feels like the deepest game I've ever encountered... it's astounding.
just got the game, after a long wait, and while in the meantime I read a lot of posts in the forums, I came up with some questions during my first 60 turns of playing...
1) I'm playing with Cynoid, using a personally designed dev plan, which was pretty flawed (as I discovered after 40 turns or so of playing, but thats part of the learning curve I guess), as I ended up with much too industry DEA than I could really want. I had a constant mineral deficit and I was frightened about pop starving, but then, looking at various DEAs, I figured out the deficit was probably related to the fact I had a lot of empty industries. Am I right here, are mineral needed by industries counted in the minerals needed indicator, right? And if so, is there a way to control if the pop is starving because of mineral deficit with a mineral consuming race?
1b) Every single colony started building an industry DEA, and I had in my dev plans manifacture as primary in All planets (which, I guess, is what made me had a lot of empty Industry DEAs), plus Mine in primary for New planet. If I put Mine as secondary in New planet would this push the VR in building a mine as first DEA, or the VR always build the industry as first DEA to start the planet production (which is pretty reasonable, only I wanted to start building more mines at the beginning because of the mineral deficit I had)?
2) Is there a penalty for exporting resources? I mean, everywhere on the game and the manual is written that, when you have a yellow resource number on a planet this means your getting imports to balance the need, but do you pay for this import to arrive? Any penalties on imports? Any range constraint between the importing nd exporting colony, or the whole empire has an "excess resource pool" from which the importing planets gets the goods?
3) What the Econ AI check exactly does? In the manual is stated that it "turns off" the VR and that you have to manually build DEAs, productions and military queues and so on, in addition of setting the econ sliders. I thought it only let you set the sliders as you wanted to... I left it on, since I want the VR to micromanage for me, but I was found tinkering with the sliders a lot, expecially to force military construction (then, I found the military setting for VR, the one which limits the amount spent by the VR... still have to try it though).
4) As far as military is concerned, how do you build fast a new "military colony" i.e. a colony made to build ship fast on the second line of a war? Any advice on this (my shipbuilding primary industry was, as you could easily deduce, in the core planet, and it took my newly built ship 14 turns to get to the front, which was a pretty long time to respond to a new immediate threat...).
5) Emh... how can you *really* follow all the tech advances thing? After only 50 turns I was discovering new thing after new thing almost each and every turn... just reading all the tech reports took a great part of the turn! Is this correct?
6) This is really stoopid, and I think I could find the answer elsewhere on the forum, so sorry to ask, but since I've already written an epic poem there... do you need trade structures such as a space port to get the fruits of a Trade Agreement, or it is just like in MOO2 where the cash automatically flows in?
Well, thank you all for your answers... bye,
Niky
P.S. I can't see why the people wanted to drop this game. It is daunting, it deserves a true manual, but it just feels like the deepest game I've ever encountered... it's astounding.