Share some wisdom with the new guy
Posted: Sat Oct 26, 2013 7:13 pm
Greetings fellow forum dwellers,
Your base are belong to...no wait thats from something else.
Ahem. I'm a newest and most humble (and peaceful, of course) member to join the galactic community, and I seek your guidance.
As a ruler of a budding space empire, I've been disappointed by the lack of any in depth information regarding this game. It seems that very few people actually know some of the finer intricacies involved in being an Imperator, and fewer still are willing to share them.
But perhaps some of you are more informed and open minded than the others? We shall see.
1. Where is the colony development level displayed? The Galactopedia info seems outdated in this aspect.. Is it the same or different from culture level? I have found forum posts where it both confirms and denies this assumption, so I have no idea what is going on there. Yet it is essential number for all of your empire income.
2. Does a colony get development bonuses from multiple wonders (it doesnt seem to work for me so far)? Or is it the same as with research bases (assuming I'm correct with this) and only the highest bonus is ever applied, so if for example I have wonders with +30% and +50%, I'd get +50% only?
4. Actually, am I correct in that only the best research base provides a bonus, and I can use all the rest as target practice to stop the lazy bastards from sucking up free government funds? What about resorts? Just blow them all up anyway?
3. Do other development boosting sources stack on top of that still - the small 5% racial bonus from goods, the ruins bonus (and what about ruins with wonders on top of them?), the ultra-rare resources bonus? What about multiple ultra-rare resources - up to a maximum of 3x90%? Because if the latter works, the multiple wonders should work as well. What about planet with max normal development, racial bonus, ruins, multiple wonders and multiple ultra-rare spices - basically, can I get the game breaking envy inspiring economy obliterating development level of 300+% with 90+% tax level on max pop world, all the while still keeping the drones happy at +15?
4. If only one wonder is effective, what is the best to have on the homeworld?
I believe that due to how income works in this game - basically 90-95% of your cash comes from taxes, and 95% of that comes from your homeworld - until you conquer and begin ruthlessly exploit the other poor aliens around you that is - the most effective wonder would be Holographic Network with its +100% local happiness, as you could then allow your population to escape reality in something like Space Sword Art Online 16 while you quietly take away all their material goods and basically suck them dry...and then some more on top of that.
On the other hand, I seem to be able to do that even without that wonder, just place 2-3 colony governors on homeworld and I can achieve 85% tax rate and still maintain +15 happiness...infact that alone is even enough to tap into and actually drain the civilian savings a little if I wanted to go that way. Seems unbalanced to be honest.
So with that in mind the other wonder I like to use is the Bakura Orbital Shipyards or something like that. Since I do all my building on my homeworld it seems most effective this way (I scrapped all other spaceports, they are useless. All resources flow to one place and i can pump out ships endlessly with custom number of construction lines on the starbase)
Does anyone have other suggestions? The rest of the Wonders seem to have empire-wide or inconsequential bonuses so could be safely built on other worlds to exploit the development bonus the most.
5. Speaking of buildings, what determines the building's , well, building speed? Doesnt show it anywhere as far as I know... does it depend on development level or on population or on tech of the colony?
6. Construction speed in general doesnt make sense to me. I see that there are things on my ships/station called construction yards...that have build speed attached to them. And it can be increased via some tech, fine. But why cant I use MULTIPLE construction lines to build the same thing twice as fast, only two different things? Just why? I have the resources, why can i build two of the same ships simultaneously but not one ship twice as fast with two construction lines? Is this by design?
I have a custom starbase with 18 lines, want to build a large ship, 1 line begins works at 400something speed, other 11 are idle. Tried to build custom construction ships with 2 or more construction yards to build bases faster - nope, I'll use only one slow set of factories thank you go away. Same with repair - takes forever to restore the derelicts. I even tried to get multiple construction ships to work on the same thing, but nooo.
It just seems weird that you can massively expand the parallel construction capacity but not linear. Just why the hell not, what is the point? If its some sort of artificial limitation on expansion then I will just build the 15-20 constructors (using formerly neutral planets) anyway and do the same thing...just through the ass than the logical way.
7. What is a Weapons/Energy/High Tech Factory, what does it do, what does the 30k number on them mean and how do they work in conjunction with the relatively straightforward construction yards? I havent messed with these components yet and normally just throw one of each on a construction ship/base, but I have no clue what they do. And it cant be that the factory capacity divided by number of construction yards on ship/base determined actual max construction speed, it would require far too many construction yards to exhaust that cap (make the construction speed lower than the max stated on the yards themselves).
8. Expansion in general. Is this working as intended?
In the same manner as general construction, the super low construction speed of colony ships on planets is silly. I can usually grab 4-6 neutral planets, with zero permanent impact on my reputation (again, weird/bug? bboy points should last longer or penalties be more severe, or what the point) by the time I manage to finally produce the first colony ship. And the ai doesnt do that (grab neutrals quickly) and just sits on its ass, so I end up with a massive advantage anyway. Which brings me to the point that neutral planets are ridiculously underdefended. No spaceport, no combat ships, not even ground troops most of the time. You need what, build some cheap barebones space hauler with just enough lifesupport in cargo that wont kill your troops you jam in there, load 2-3x regiments (conveniently already present on your homeworld) and then simply dont forget to send them out as your fleet of 30-40 explorers hunts for galactic goodies in its quest to steal as much unprotected stuff as it can and discovers the invasion targets largely as a byproduct.
Neutral planets SHOULD have their own fleet and base, SHOULD have crapload of troops, and SHOULD be treated by player as trade partners supplying rare goods (and actually be usefull doing it) or as forward resupply bases, instead of "oh look, thar be free colony planet / slave breeding pens" - depending on whom you are playing.
9. Does a construction ship use resources to repair derelicts? Do you get resources back if you modify a design and in doing so uninstall a bunch of modules from it? Basically, If I have a expensive large station that I completely redesign from the initial nerd base with 400k labs each to a death star with 20k shield, do i get the resources from the labs back? And if I modify a hugely expencive design in a small way (change reactor to diff fuel, or add couple extra modules only without toughing the rest) do I only pay for what I add or part of the total cost of the station regardless? Are frequent upgrades useful if your infrastructure can support them, or should I upgrade less to save on resources (mostly cash).
10. Resources. I find that I have too much of them. Maybe thats because I put 10x mining mods and lots of cargo storage on all my mining and planetary bases, or maybe because I have 15+ constructors doing it all day every day, or because I only have one spaceport so it doesnt all get spread out all over the place and logistics are all centralized and easy. But I dont see the point of building additional mining bases - all they do is is sit there and suck up maintenance costs. The resources themselves, or mining/hauling them, doesnt seem to make me money.
SO. It doesnt make sense to simply hoard non essential resources? Except maybe fuel, never can have enough of that especially if your new colonies and thus fuel using civilian ships are popping up in droves. Can anyone comment on this?
It seems that cash is the most precious resource because it's expansion is actually finite (depends on your limited population and not on how fast you can pump out new stations) and because huge amounts of it are used on maintenance and research boosts.
11. Ship design.
Do modules with %% bonuses stack - the commerce center (what does that even do by the way? simple resource hauling is free, right?), the med lab, the recreation center (is the rec center useful for anything other than planet morale bonus?) the ECM, the target thing, jump scanners? Others? Fleet boosting modules?
There is no point of putting solar panels on ships, right? Bases only?
There is no point of putting any weapons or more than one shield on civ ships and bases because of maintenance costs. They cant fight off 1-3 pirates anyway, and the additional saved maintenance is better invested into more mobile military ships. Thats my approach anyway. Even with pirates, its simply cheaper to buy them off (what they ask is practically zero, bug?) temporarily while you send nearest patrol fleet for some intensive local diplomacy session to renegotiate future contracts. Agree/disagree/other approaches?
What does armor do, what is the reactive parameter, can I tank with armor instead of shields only?
What is the standard 'good' combat speed? is there no such thing since it changes with tech, ship tactics and weapon fitting?
Is it worth it to make custom freighters with more cargo space? In my case, have mining stations with huge cargos that are often falf or more full, so those freighters picking up stuff from stations are always full. Meanwhile, 3/4 other freighters just seem to haul something like 15-20 luxury goods. Wonderful...
12. Integrating other races into your glorious empire as valued citizens (enslaving).
I noticed that I sometimes manage to get a partial racial bonus from a neutral planet full of filthy aliens after I'm done training my troops on the locals.
For example, as Human I somehow got a small ship cost reduction from smacking around some Haarkonish colonies.
Then, encouraged by that, I did it some more for a couple of other neutral colonies and then some unfortunately placed neighboring races with different bonuses that I did not posses, and got a big fu, nothing.
And then the Haarkonish bonus rose from 4% to 7% without me doing anything.
Just WTF is going on there?
Does the bonus depend on the population of the race in question (doesnt make sense because other races should still apply their bonuses, even if small)?
Does it depend on race assimilation/integration (how many of their colonies you have)? I did spread the original aliens around a bit to take advantage of the increased growth below 500m. You in effect get double initial pop growth from breeding them that way.
How can I get other race bonuses to apply (I have seen allien empires with bonuses from 2+ foreign races, so it cant be just the first race you 'incorporate').
If my empire contains other races, can I get access to that race's tech tree, if not then why not, and how do I got about doing that (mods, anyone?). it seems that the only way to get all techs and wonders I need to have 12 or 13 races in game beside me, keep them alive, and then either steal or bribe their leaders for the racial tech. But why do all that if you can just brutally enslave them as usual? it would give a bit more meaning to the neutrals as you would actively select which races to go for to get certain interesting techs, inmho.
I can keep going, but that would be most pointless because I want to first see if anyone even can or better yet is interested in answering/commenting on the questions I already posted.
Lets find out, shall we.
Your base are belong to...no wait thats from something else.
Ahem. I'm a newest and most humble (and peaceful, of course) member to join the galactic community, and I seek your guidance.
As a ruler of a budding space empire, I've been disappointed by the lack of any in depth information regarding this game. It seems that very few people actually know some of the finer intricacies involved in being an Imperator, and fewer still are willing to share them.
But perhaps some of you are more informed and open minded than the others? We shall see.
1. Where is the colony development level displayed? The Galactopedia info seems outdated in this aspect.. Is it the same or different from culture level? I have found forum posts where it both confirms and denies this assumption, so I have no idea what is going on there. Yet it is essential number for all of your empire income.
2. Does a colony get development bonuses from multiple wonders (it doesnt seem to work for me so far)? Or is it the same as with research bases (assuming I'm correct with this) and only the highest bonus is ever applied, so if for example I have wonders with +30% and +50%, I'd get +50% only?
4. Actually, am I correct in that only the best research base provides a bonus, and I can use all the rest as target practice to stop the lazy bastards from sucking up free government funds? What about resorts? Just blow them all up anyway?
3. Do other development boosting sources stack on top of that still - the small 5% racial bonus from goods, the ruins bonus (and what about ruins with wonders on top of them?), the ultra-rare resources bonus? What about multiple ultra-rare resources - up to a maximum of 3x90%? Because if the latter works, the multiple wonders should work as well. What about planet with max normal development, racial bonus, ruins, multiple wonders and multiple ultra-rare spices - basically, can I get the game breaking envy inspiring economy obliterating development level of 300+% with 90+% tax level on max pop world, all the while still keeping the drones happy at +15?
4. If only one wonder is effective, what is the best to have on the homeworld?
I believe that due to how income works in this game - basically 90-95% of your cash comes from taxes, and 95% of that comes from your homeworld - until you conquer and begin ruthlessly exploit the other poor aliens around you that is - the most effective wonder would be Holographic Network with its +100% local happiness, as you could then allow your population to escape reality in something like Space Sword Art Online 16 while you quietly take away all their material goods and basically suck them dry...and then some more on top of that.
On the other hand, I seem to be able to do that even without that wonder, just place 2-3 colony governors on homeworld and I can achieve 85% tax rate and still maintain +15 happiness...infact that alone is even enough to tap into and actually drain the civilian savings a little if I wanted to go that way. Seems unbalanced to be honest.
So with that in mind the other wonder I like to use is the Bakura Orbital Shipyards or something like that. Since I do all my building on my homeworld it seems most effective this way (I scrapped all other spaceports, they are useless. All resources flow to one place and i can pump out ships endlessly with custom number of construction lines on the starbase)
Does anyone have other suggestions? The rest of the Wonders seem to have empire-wide or inconsequential bonuses so could be safely built on other worlds to exploit the development bonus the most.
5. Speaking of buildings, what determines the building's , well, building speed? Doesnt show it anywhere as far as I know... does it depend on development level or on population or on tech of the colony?
6. Construction speed in general doesnt make sense to me. I see that there are things on my ships/station called construction yards...that have build speed attached to them. And it can be increased via some tech, fine. But why cant I use MULTIPLE construction lines to build the same thing twice as fast, only two different things? Just why? I have the resources, why can i build two of the same ships simultaneously but not one ship twice as fast with two construction lines? Is this by design?
I have a custom starbase with 18 lines, want to build a large ship, 1 line begins works at 400something speed, other 11 are idle. Tried to build custom construction ships with 2 or more construction yards to build bases faster - nope, I'll use only one slow set of factories thank you go away. Same with repair - takes forever to restore the derelicts. I even tried to get multiple construction ships to work on the same thing, but nooo.
It just seems weird that you can massively expand the parallel construction capacity but not linear. Just why the hell not, what is the point? If its some sort of artificial limitation on expansion then I will just build the 15-20 constructors (using formerly neutral planets) anyway and do the same thing...just through the ass than the logical way.
7. What is a Weapons/Energy/High Tech Factory, what does it do, what does the 30k number on them mean and how do they work in conjunction with the relatively straightforward construction yards? I havent messed with these components yet and normally just throw one of each on a construction ship/base, but I have no clue what they do. And it cant be that the factory capacity divided by number of construction yards on ship/base determined actual max construction speed, it would require far too many construction yards to exhaust that cap (make the construction speed lower than the max stated on the yards themselves).
8. Expansion in general. Is this working as intended?
In the same manner as general construction, the super low construction speed of colony ships on planets is silly. I can usually grab 4-6 neutral planets, with zero permanent impact on my reputation (again, weird/bug? bboy points should last longer or penalties be more severe, or what the point) by the time I manage to finally produce the first colony ship. And the ai doesnt do that (grab neutrals quickly) and just sits on its ass, so I end up with a massive advantage anyway. Which brings me to the point that neutral planets are ridiculously underdefended. No spaceport, no combat ships, not even ground troops most of the time. You need what, build some cheap barebones space hauler with just enough lifesupport in cargo that wont kill your troops you jam in there, load 2-3x regiments (conveniently already present on your homeworld) and then simply dont forget to send them out as your fleet of 30-40 explorers hunts for galactic goodies in its quest to steal as much unprotected stuff as it can and discovers the invasion targets largely as a byproduct.
Neutral planets SHOULD have their own fleet and base, SHOULD have crapload of troops, and SHOULD be treated by player as trade partners supplying rare goods (and actually be usefull doing it) or as forward resupply bases, instead of "oh look, thar be free colony planet / slave breeding pens" - depending on whom you are playing.
9. Does a construction ship use resources to repair derelicts? Do you get resources back if you modify a design and in doing so uninstall a bunch of modules from it? Basically, If I have a expensive large station that I completely redesign from the initial nerd base with 400k labs each to a death star with 20k shield, do i get the resources from the labs back? And if I modify a hugely expencive design in a small way (change reactor to diff fuel, or add couple extra modules only without toughing the rest) do I only pay for what I add or part of the total cost of the station regardless? Are frequent upgrades useful if your infrastructure can support them, or should I upgrade less to save on resources (mostly cash).
10. Resources. I find that I have too much of them. Maybe thats because I put 10x mining mods and lots of cargo storage on all my mining and planetary bases, or maybe because I have 15+ constructors doing it all day every day, or because I only have one spaceport so it doesnt all get spread out all over the place and logistics are all centralized and easy. But I dont see the point of building additional mining bases - all they do is is sit there and suck up maintenance costs. The resources themselves, or mining/hauling them, doesnt seem to make me money.
SO. It doesnt make sense to simply hoard non essential resources? Except maybe fuel, never can have enough of that especially if your new colonies and thus fuel using civilian ships are popping up in droves. Can anyone comment on this?
It seems that cash is the most precious resource because it's expansion is actually finite (depends on your limited population and not on how fast you can pump out new stations) and because huge amounts of it are used on maintenance and research boosts.
11. Ship design.
Do modules with %% bonuses stack - the commerce center (what does that even do by the way? simple resource hauling is free, right?), the med lab, the recreation center (is the rec center useful for anything other than planet morale bonus?) the ECM, the target thing, jump scanners? Others? Fleet boosting modules?
There is no point of putting solar panels on ships, right? Bases only?
There is no point of putting any weapons or more than one shield on civ ships and bases because of maintenance costs. They cant fight off 1-3 pirates anyway, and the additional saved maintenance is better invested into more mobile military ships. Thats my approach anyway. Even with pirates, its simply cheaper to buy them off (what they ask is practically zero, bug?) temporarily while you send nearest patrol fleet for some intensive local diplomacy session to renegotiate future contracts. Agree/disagree/other approaches?
What does armor do, what is the reactive parameter, can I tank with armor instead of shields only?
What is the standard 'good' combat speed? is there no such thing since it changes with tech, ship tactics and weapon fitting?
Is it worth it to make custom freighters with more cargo space? In my case, have mining stations with huge cargos that are often falf or more full, so those freighters picking up stuff from stations are always full. Meanwhile, 3/4 other freighters just seem to haul something like 15-20 luxury goods. Wonderful...
12. Integrating other races into your glorious empire as valued citizens (enslaving).
I noticed that I sometimes manage to get a partial racial bonus from a neutral planet full of filthy aliens after I'm done training my troops on the locals.
For example, as Human I somehow got a small ship cost reduction from smacking around some Haarkonish colonies.
Then, encouraged by that, I did it some more for a couple of other neutral colonies and then some unfortunately placed neighboring races with different bonuses that I did not posses, and got a big fu, nothing.
And then the Haarkonish bonus rose from 4% to 7% without me doing anything.
Just WTF is going on there?
Does the bonus depend on the population of the race in question (doesnt make sense because other races should still apply their bonuses, even if small)?
Does it depend on race assimilation/integration (how many of their colonies you have)? I did spread the original aliens around a bit to take advantage of the increased growth below 500m. You in effect get double initial pop growth from breeding them that way.
How can I get other race bonuses to apply (I have seen allien empires with bonuses from 2+ foreign races, so it cant be just the first race you 'incorporate').
If my empire contains other races, can I get access to that race's tech tree, if not then why not, and how do I got about doing that (mods, anyone?). it seems that the only way to get all techs and wonders I need to have 12 or 13 races in game beside me, keep them alive, and then either steal or bribe their leaders for the racial tech. But why do all that if you can just brutally enslave them as usual? it would give a bit more meaning to the neutrals as you would actively select which races to go for to get certain interesting techs, inmho.
I can keep going, but that would be most pointless because I want to first see if anyone even can or better yet is interested in answering/commenting on the questions I already posted.
Lets find out, shall we.