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Industrial size Colonizers

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13 years ago
May 12, 2012, 10:48:04 PM
I just tried fitting a cruiser hull with two colony pods, and it works. You get two population when you colonize a world.



It's not cost-effective time wise, because the total production points needed is more than two small colonizers. But if you got a world way in the back that makes more colonizers than it has people reproducing, well hey this is one way to handle it.



If you research Self-Replicating Structures, you should be able to fit three colony pods onto one Cruiser/Battleship hull.



And a dreadnaught can hold five colony pods.
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13 years ago
May 12, 2012, 10:52:45 PM
Hey, thanks for the advice! This will really come in handy for jump-starting colonization projects.
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13 years ago
May 12, 2012, 10:53:21 PM
WOAH! This is awesomeness! Thank you very much for sharing. I hadn't heard about this until now, but it makes me very happy for future games.



I salute you good sir!



/salute
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13 years ago
May 12, 2012, 10:58:16 PM
Lets make a .. hmm how would you call a dreadnought filled with colony modules when you call a cruiser industrial sized .. (^^,)
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13 years ago
May 12, 2012, 11:41:02 PM
Great find! I'd assumed there was a limit of 1!



It could be fun, pity it's a throwaway ship
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13 years ago
May 13, 2012, 12:00:03 AM
Someone good with a calculator might like to try it on battleships and dreadnaughts and tell us what the tradeoffs are for building colonizers on those hulls.
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13 years ago
May 13, 2012, 5:30:10 AM
Hold on, I got a weird result doing this. My new 'Breeder' industrial-size colonizers carried two population units successfully to a tundra world, but when I set down on a Lava world, I only got one population unit. The behavior isn't perfectly consistent?
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13 years ago
May 13, 2012, 7:10:04 AM
This will be very handy for when you get a system with one planet with a naturaly low food supply.
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13 years ago
May 13, 2012, 9:34:58 AM
Platescale wrote:
Hold on, I got a weird result doing this. My new 'Breeder' industrial-size colonizers carried two population units successfully to a tundra world, but when I set down on a Lava world, I only got one population unit. The behavior isn't perfectly consistent?




Also, I took a dreadnaught class colonizer with five population to the far side of my empire. But I wasn't paying attention, and set down in a system who's largest available planet was only three spaces. I didn't count the total system population up before/after, but I'm pretty sure I lost two population by colonizing a three-slot world with a five-slot ship.



Be sure your target world can hold all those people
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13 years ago
May 13, 2012, 10:41:42 AM
AngleWyrm wrote:
I'm pretty sure I lost two population by colonizing a three-slot world with a five-slot ship.




Those poor people! Maybe a good suggestion for a notification when you try doing this?
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13 years ago
May 13, 2012, 1:43:37 PM
Or for a really strange idea: How about not destroying the ship for "parts"? Because, you know cannibalizing a starship is a really good way to get stuff for starting a culture out right. Plasma injector coils, 30-foot exhaust port manifolds, yep just what the budding society needs. Guess they haven't invented CARGO BAYS yet.
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13 years ago
May 14, 2012, 1:12:26 AM
Okay, I've had another mysteriously vanishing population point, this time on a Barren world. I made sure the world had enough slots and that I had enough food production in the system, so there was no reason the population point should've vanished, yet it did. Don't use multicolonizers on Barren and Lava worlds.



Edit: ACK! It happened on an ocean world! Oh Leran 2, what happened to you?
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13 years ago
May 14, 2012, 3:19:04 AM
Mind is completely and utterly blown upon seeing this thread reference a colonizing module



loading up ES and realizing their is a scroll bar in the support modules thing



up until this point i had not known of the ability to place better engines on existing designs after better ones become available



nor of the ability to put repair, sensors or tonnage increaser's on a ship









O.o didnt even occur to me to wonder why i couldnt add self repair modules
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13 years ago
May 14, 2012, 1:39:54 PM
i do like the bigger colonizers. Like if you made a colonizer from a dreadnaught or battle ship, it would add say 3 pop instead of 1.
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