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Something that you may not know.

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12 years ago
Feb 14, 2013, 1:29:20 PM
1. Hero is important, while Administrator Hero is owning.

Level 4 Administrator with (+3 Labor/+20 food/+30 food) = 1 turn pump from pop 1 to 4 or from 3 to 5. (regardless of traits or world)



2. Quick Leveling

Level 4 hero = 40 xp = around 8 turn + 16 junk.



3. Cheapest Junk in game (~2 xp)

Junk boat = 1st ship with deflector only (master of illusion x 2) = 16.2 resources.

Junk boat (no adjust) = 27 resources.



4. Quickest way to build up population.

Mass pump colony ship with Administrator, then add pop back at last. (from pop 6 to pop 36 = around 20 turn)



5. Never build food for planets specialized

It is useless when there is method 4.

you won't see the large difference in pop, you got roughly same population after 50 turns. but double production if you choose others



6. Never trust AI to handle you colony.

It build crap which gives no benefit to your planets

It always specialized your planets to build food, which is useless.
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12 years ago
Feb 20, 2013, 8:49:43 PM
Thanks for this, to be honest scrapping ships is not well understood by me in the game, I don't get, so this is helpful.



I'm sorry, but I really don't get it, what does "Mass pump colony ship with Administrator, then add pop back at last. " mean?



I'm guessing you colonize by scrapping the colony ship in a system, and hire and administrator... and then I"m really not sure what "add pop back at last" is... can you put that another way?
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12 years ago
Feb 20, 2013, 8:56:58 PM
I think what he is referring to is the practice of building colony ships to keep your population low, where they have the fastest growth. You can, in theory, build colony ships continuously and maintain a population of around 6 people with an administrator hero or certain species traits, and after you have built, for example, 20 of them, you could then recolonize your worlds using the colony ships again. In this way, your system would jump from 6 to 26 population. This would result in a system reaching 26 population faster than than it would have had you simply let the colony grow naturally. And while this does work in theory, in practice it means you would be building nothing of real value on that system for the entire period of time you were building these colony ships, and in general, would probably not be a game winning strategy.
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12 years ago
Feb 21, 2013, 4:14:31 AM
I Dont think the profit of this strategy is so high you might think...first its High of Mikro Management what makes it difficult when a round timer is on even when u might get 150 seconds.

Besides this u get a penalty in Dust,Science,Industrie Production when your people are in Ships in Space(or Hangar) instead on the Planet to work.

And u cant build Planet Improvments in the time u scrap Colony ships.



I only do it on always full populated Systems(most small planets but with high Food production and no other good planets in System) were the penalty is permanent only 1 Population and in which i get despite of this 1 new Pop per turn.

Then Shipping the Pops to other Systems with big planets via the Colonyships.
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12 years ago
Mar 11, 2013, 12:39:55 PM
This sounds like nice nasty serious exploits. I maybe use them if I want to win at worst possible advanced+difficulty settings.

Some questions regarding that though:



1. How do you add population to existing colonies? It seems I can only add it to uncolonized planets.

2. Does scrapping ships give you some something (maybe production or money back)?

3. Does someone know how fleet mainenance is calculated exactly?



Answers would be greatly appreciated.
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12 years ago
Mar 11, 2013, 1:49:20 PM
CyberianK wrote:
This sounds like nice nasty serious exploits. I maybe use them if I want to win at worst possible advanced+difficulty settings.

Some questions regarding that though:



1. How do you add population to existing colonies? It seems I can only add it to uncolonized planets.

2. Does scrapping ships give you some something (maybe production or money back)?

3. Does someone know how fleet mainenance is calculated exactly?



Answers would be greatly appreciated.




Fleet maintenance is maxCP*0.4*CurrentCP. You can add pop to current colonies by selecting a colonized planet. Scrapping gives you nothing.



I agree with Sov, I don't think this is a huge deal. People usually make colony ships on their 1-2 planet systems to fill up their larger 4+ planet systems anyway and while you're doing this you have fewer pop for dust/science/ind (with colony ships adding extra dust upkeep). This also hinges on the admin hero's current food bonuses which will be nerfed next version.
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12 years ago
Mar 11, 2013, 3:41:50 PM
Dementophobic wrote:
This also hinges on the admin hero's current food bonuses which will be nerfed next version.




I know this is likely, but do we know it for sure?
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